Jump to content

Edit History

rogueblade0729

rogueblade0729

Music: Ruins and Hills - LOTRO Soundtrack

Bree - Spring 2948 T.A.

Bree.PNG.e7122bbe389920566eb4806610e60d93.PNG

(Note: this image is facing East)

With the Company's plan set, they gathered their belongings, closed out their tabs, and set off from the Pony. As it is currently in the late morning, Bree's streets are fairly busy with activity: merchants setting up shop in the marketplace, townies heading to and from work, travelers passing by, children playing Elves and Goblins, and so on. After retrieving their horses from the Pony's stables, they mounted up and began to make for Archet.

There are a few routes they can take to make this trip:

1. If the Company travels North, they will arrive at the Rangers' door, a secretive side path that leads to the Greenway. It is used by travelers, such as the Dunedain it is named after, to slip in and out of town subtly. From there, they can follow the road for a time, then cut east into the Chetwood and on to Archet. While this path is both challenging to travel and costly in terms of time, it does offers the most protection from any potential watchers.

[Greater stealth, at the cost of time]

2. If the Company travels Northeast, they will make a steep climb up and over Bree-hill. They will then have to descend into the Chetwood by cutting through Staddle and taking the Stile of Combe, a path which is said to be in horrible disrepair after floods from the Fell Winter. However, it is the most well-known shortcut and will most likely save the Company time, if they can successfully traverse it.

[Faster time, at the cost of danger]

3. If the Company travels South, they will pass through one of Bree's main gates and emerge on the East Road. From there, it is a simple matter of traveling east, then turning north along the marked path. They will then have to pass through the valley of Combe before entering the Chetwood, but it is the most well-used road to Archet by the Big and Little Folk of Bree.

[Least danger, at the cost of stealth]

4. If the Company travels West, they will pass through one of Bree's main gates and emerge on the Greenway. From there, they can travel north for a time, then cut east into the Chetwood. This path is not commonly taken by the Men of Bree, but it is a nice middle ground if one desires a balance of priorities.

[No bonuses or penalties to stealth, time, or danger]

OOC

Roles for Journeys

  • Guide - Amdiran
  • Scout - Dandi
  • Hunter - Orn
  • Look-out - Léofwyn

OOC: The Company sets out from the Prancing Pony to head for Archet! The Roll20 map has been updated, so you should all now be able to see the map of Bree-land.

Go ahead and decide which of the four routes you all would like to head in! This will determine what Journey Event you may encounter along the way, as well as other factors currently in play.

Guide, we will need an Embarkation check. This roll is 1d12 + your proficiency bonus (if proficient in Survival) + half your Wisdom modifier. This is subtracted from the Peril Rating, which is currently 1.

Roll20 Map


To Post: Everyone!


@codexgigas @Old_Skuul @Papa Bear @grimlock

rogueblade0729

rogueblade0729

Music: Ruins and Hills - LOTRO Soundtrack

Bree - Spring 2948 T.A.

Bree.PNG.e7122bbe389920566eb4806610e60d93.PNG

(Note: this image is facing East)

With the Company's plan set, they gathered their belongings, closed out their tabs, and set off from the Pony. As it is currently in the late morning, Bree's streets are fairly busy with activity: merchants setting up shop in the marketplace, townies heading to and from work, travelers passing by, children playing Elves and Goblins, and so on. After retrieving their horses from the Pony's stables, they mounted up and began to make for Archet.

There are a few routes they can take to make this trip:

1. If the Company travels North, they will arrive at the Rangers' door, a secretive side path that leads to the Greenway. It is used by travelers, such as the Dunedain it is named after, to slip in and out of town subtly. From there, they can follow the road for a time, then cut east into the Chetwood and on to Archet. While this path is both challenging to travel and costly in terms of time, it does offers the most protection from any potential watchers.

[Greater stealth, at the cost of time]

2. If the Company travels Northeast, they will make a steep climb up and over Bree-hill. They will then have to descend into the Chetwood by cutting through Staddle and taking the Stile of Combe, a path which is said to be in horrible disrepair after floods from the Fell Winter. However, it is the most well-known shortcut and will most likely save the Company time, if they can successfully traverse it.

[Faster time, at the cost of danger]

3. If the Company travels South, they will pass through one of Bree's main gates and emerge on the East Road. From there, it is a simple matter of traveling east, then turning north along the marked path. They will then have to pass through the valley of Combe before entering the Chetwood, but it is the most well-used road to Archet by the Big and Little Folk of Bree.

[Least danger, at the cost of stealth]

4. If the Company travels West, they will pass through one of Bree's main gates and emerge on the Greenway. From there, they can travel north for a time, then cut east into the Chetwood. This path is not commonly taken by the Men of Bree, but it is a nice middle ground if one desires a balance of priorities.

[No bonuses or penalties to stealth, time, or danger]

OOC

Roles for Journeys

  • Guide - Amdiran
  • Scout - Dandi
  • Hunter - Orn
  • Look-out - Léofwyn

OOC: The Company sets out from the Prancing Pony to head for Archet! The Roll20 map has been updated, so you should all now be able to see the map of Bree-land.

Go ahead and decide which of the four routes you all would like to head in! This will determine what Journey Event you may encounter along the way, as well as other factors currently in play.

Guide, we will need an Embarkation check. This roll is 1d12 + your proficiency bonus (if proficient in Survival) + half your Wisdom modifier. This is subtracted from the Peril Rating, which is currently 1.

Roll20 Map


To Post: Everyone!


@codexgigas @Old_Skuul @Papa Bear @grimlock

rogueblade0729

rogueblade0729

Music: Ruins and Hills - LOTRO Soundtrack

Bree - Spring 2948 T.A.

Bree.PNG.e7122bbe389920566eb4806610e60d93.PNG

(Note: this image is facing East)

With the Company's plan set, they gathered their belongings, closed out their tabs, and set off from the Pony. As it is currently in the late morning, Bree's streets are fairly busy with activity: merchants setting up shop in the marketplace, townies heading to and from work, travelers passing by, children playing Elves and Goblins, and so on. After retrieving their horses from the Pony's stables, they mounted up and began to make for Archet.

There are a few routes they can take to head towards the outermost village, depending on which way they go:

1. If the Company travels North, they will arrive at the Rangers' door, a secretive side path that leads to the Greenway. It is used by travelers, such as the Dunedain it is named after, to slip in and out of town subtly. From there, they can follow the road for a time, then cut east into the Chetwood and on to Archet. While this path is both challenging to travel and costly in terms of time, it does offers the most protection from any potential watchers.

[Greater stealth, at the cost of time]

2. If the Company travels Northeast, they will make a steep climb up and over Bree-hill. They will then have to descend into the Chetwood by cutting through Staddle and taking the Stile of Combe, a path which is said to be in horrible disrepair after floods from the Fell Winter. However, it is the most well-known shortcut and will most likely save the Company time, if they can successfully traverse it.

[Faster time, at the cost of danger]

3. If the Company travels South, they will pass through one of Bree's main gates and emerge on the East Road. From there, it is a simple matter of traveling east, then turning north along the marked path. They will then have to pass through the valley of Combe before entering the Chetwood, but it is the most well-used road to Archet by the Big and Little Folk of Bree.

[Least danger, at the cost of stealth]

4. If the Company travels West, they will pass through one of Bree's main gates and emerge on the Greenway. From there, they can travel north for a time, then cut east into the Chetwood. This path is not commonly taken by the Men of Bree, but it is a nice middle ground if one desires a balance of priorities.

[No bonuses or penalties to stealth, time, or danger]

OOC

Roles for Journeys

  • Guide - Amdiran
  • Scout - Dandi
  • Hunter - Orn
  • Look-out - Léofwyn

OOC: The Company sets out from the Prancing Pony to head for Archet! The Roll20 map has been updated, so you should all now be able to see the map of Bree-land.

Go ahead and decide which of the four routes you all would like to head in! This will determine what Journey Event you may encounter along the way, as well as other factors currently in play.

Guide, we will need an Embarkation check. This roll is 1d12 + your proficiency bonus (if proficient in Survival) + half your Wisdom modifier. This is subtracted from the Peril Rating, which is currently 1.

Roll20 Map


To Post: Everyone!


@codexgigas @Old_Skuul @Papa Bear @grimlock

×
×
  • Create New...