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Year 2950: A Darkness in the Marshes


Vladim

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Scene 2: Across the Vales

Time: Early summer 2950 T.A. Afternoon of the same day.

Location: The Field of Heroes

 

For along while, they discussed and deliberated, considering all the routes that had been proposed. They were almost evenly split, some heeding Banna’s arguments and favoring her proposed path, while others thought it more prudent to seek Stonyford first, or consider other ways.

Each had their own reasons and preferences, but at length they chose Banna’s way, as the majority thought it best for the sake of secrecy and speed in equal measure.

Then they made their final preparations and set out immediately, bidding farewell to their friends, and the wizard and Rhosgobel. They were to return here as soon as they had discovered what they could, but the road would be long, and the sooner they begun their journey the better, Radagast reasoned.

Their first waypoint was not far from Rhosgobel: the Field of Heroes, as the Woodmen called it. It was a flat and stony area in the south of the Vales, not far from the path that led to the village. There the Woodmen fought their enemies when they could not hide and ambush them in the forest. Four times in living memory these menfolk had met the forces of the Shadow and battled them there, and three times they had gained the victory. Later in the summer, they would hold their great yearly festival there, with tournaments and races and contests of all sorts, as had been their tradition.

As they travelled onwards, they were met by a pleasant green land that seemed empty, save for the occasional herdsmen with their grazing sheep and wandering cattle, and their great wolfhounds keeping the watch. At a distance, they could see hills that had once borne forts atop them, but were now only homes to ruins. And as the sun westering sun begun its descent towards them, they reached the Field of Heroes, which was presently abandones, and rested for a while.

 

OOC

Everyone (Banna included) should give me a Travel check, TN 14. Failure results in +2 Fatigue points. Eyes of Sauron may trigger Hazzards. This is for the entire first leg of the journey, which we will resolve in the next few posts. I'll roll for Banna below.

I have assigned roles as follows, as per your wishes:

Guide: Banna

Scouts: Dahr-Ol

Huntsmen: Gramtyng & Cecil

Look-outs: Ingi & Lachiel

Barin: ???

I have also updated the first post with these and your bonus dice, which you can use at any time during the journey (but only one at a time). Please keep track of your advancement points!

Good luck!

Name
Banna's Travel check
[4] (6,3,6,1) = 20
tor(4,no) 4,6,3,6,1
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Barin Greycloak
lhV7Mo1.png

More used to guiding the fellowship on their journeys, Barin this time delegated that task to Banna, the wizard's 'sparrow'. She knew the area between Rhosgobel and the river better than any of them, he reasoned, so it made sense to allow her to lead.

Instead, he contented himself with splitting his time between scouting ahead along with Dahr-Ol, and when coming back to the group to report on findings, talking to Banna to learn whatever lore he could of this part of the lands, and more importantly, the lands beyond the Anduin for when she would inevitably have to leave them and he would likely have to resume his usual role as group guide.

Truth be told, he was quite enjoying the opportunity to get out ahead of the group as they wandered through the green and pleasant grasslands and crags of the Vales.

Name
Barin's Travel check (TN=14)
[4] (3,1,6) = 14
tor(3,no) 4,3,1,6
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Dahr-Ol was more at ease with the journey begun. And he found Cecil to be a pleasant travelling companion. This place, the Shire, sounded like the sort of place a man could live a year and not see an orc. As he circled back to the group once more, to advise that the next leg seemed empty of enemies, he could clearly hear the Hobbit's voice extolling the virtues of a proper cup of tea. It occurred to Dahr-Ol that these Hobbits should all be much taller than they were, for all the food they consumed.

"The way lies clear. No recent sign of anything but shepherds. Let us hope our good fortune holds."

Name
Travel
[3] (5,3) = 11
tor(2,no) 3,5,3
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spacer.pngDahr-Ol's companion had joined them by the gate in Rhosgobel, and she had introduced herself as Elfwyn to those that did not know her, and she called herself "one amongst the many who had sought the Bear-Lord as chieftain in recent times". And thus, though she had not called herself a Beorning specifically, neither had she mentioned her hill-folk ancestry to those that had not known it.

At first she remained closely by Dahr-Ol's side and spoke very little; in fact she did a lot more listening, absorbing all the conversations around her. This was the furthest south that she had ever been, and everything was new and exciting to her. But as the journey progressed, and Dahr-Ol spoke to those around him, she sought Banna's company. Their young guide did not seem particularly impressive or physically imposing, but she marched on tirelessly, in a manner difficult to match. She was cheery and forthright, and in some ways Elfwyn's opposite, but the two women seemed to get along well enough.

By the time they reached the Field of Heroes, they struck up a conversation, with Elfwyn asking many questions about this and that, and Banna eagerly providing answers.

 

OOC

As I mentioned in the OOC, this is just a small characterization post aiming to remind everyone that Elfwyn is present. Actually, all the NPC companions are there: Nur, the young dwarf accompanying Barin; Belgo, the Lake-Town boy that has become Gramtyng's squire; and Alviss, Ingi's old tutor.

@thesloth please feel free to take narrative control of Elfwyn whenever you want! Or we can share if you prefer, or leave her in the background. Up to you!

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Cecil Brandybuck

Cecil curled his toes down through the soil and let them spread. After days of hard-rooted forests, he was back amongst the hills and enjoying every moment of it - at least until he encountered the fort ruins. He did not dwell on what manner of creature could splinter wood so horribly. In those moments, he walked closer to Dahr-Ol and spoke of the Shire; the way the sunset rose over the hills like the weight of a pendulum clock and the Hobbit’s love of tarry songs.

“There’s a song for everything. Every little stone. The way smoke swirls out a bowl pipe. The cranky wheels of Hamfast's barrow.”

He sung a few to Dahr-Ol, trying to impress him with tales of places he’d hoped were strange to him:

 

“Oh, the day was long and the catch was low.

Leave her, Sancho, leave her!

I guess it’s time for us to go!

It’s time for us to leave her!

Beware the cricket song, I say.

Leave her, Sancho, leave her!

They’ll steal your eyes and your boat away!

It’s time for us to leave her!

There’s Hildibrand Kook and his fisherman stare!

Leave her, Sancho, leave her!

And Buckle-B Fer’, the old man there!”

 

All while he sang, he raised his pipe to any who'd look. "You know, I am tending important business around here. But I hope it's not found too soon."

 

 

Edited by Modest_Proposal (see edit history)
Name
Hunting
[5] (6,5) = 16
tor(2,no) 5,6,5
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Dahr-Ol frowned, trying to puzzle out the names in Cecil's song. "Why would Sancho want to leave someone at the river? Shouldn't they all be helping carry the catch back to the village? Still, I do like the tune. Very uplifting. Are all your people's songs so happy?"

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Gramtyng, son of Fastredspacer.png


Riders of RohanThe Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle.

Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend.
Basic Attributes: Body 5. Heart 5. Wits 4.
Favoured Skill: Song
 | Standard of Living: MartialIndividuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family.

Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of.
Calling"Speak no secrets! Here is a scholar in the Ancient Tongue."
For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice.
Favoured Skill Groups: Perception, Vocation
Trait: Rhymes of Lore
Shadow Weakness: Lure of Secrets
"The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning."
Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.
TraitsMinistrelsy ☐
Story-Telling ☐
Rhymes of Lore ☐
Hero of the Woodmen ☐
Fair ☐
Reckless(Mastery) ☐
 | AP: 1Personality: ✧✧✧
Movement: ✧✧✧
Perception: ✧✧✧
Survival: ✧✧✧
Custom: ✧✧✧
Vocation: ✦✦✧
| XP: 55(62) | DP: 0No Challenges Yet.


Valour: 4Ancient Mail from Gondor(Mail) - lets you Rally Comrades from Forward Stance and allowed to attack(Found).

Horsetail Helm - Standing +1. When fighting on horseback or foot in Forward Stance, if you roll a Gandalf, you receive a bonus success die you can spend on any future rolls or give to a companion(From Heruthain).

Raging - quality unlock for Cenegeslit.
 | Wisdom: 4Old Songs and Children's Tales - When you roll a success on Inspire, Travel, Insight, Healing, Riddle, Lore check Song rating, if it is same or higher, then upgrade the quality of the success up by one: Normal->Great->Extraordinary. If the roll produced Gandalf rune, gain 1 point of Hope, once per session.

Household Esquire: Add an extra die to preparation rolls: Lore, Battle, and Insight when preparing for Journey/Combat/Social. Max 6 dice. Squire can also recover horse, bring spare weapon or shield if you drop or are disarmed, will carry you from field of battle if knocked down.

Ominous Blessing: Born in the shadow of Dwimorberg. When you roll a Sauron, can change it into a Gandalf for 1 shadow point. Luck turns and favors you but someone suffers.
 | 
End: 27/27 | Load: 15 | Fatigue: 0[+1] | Hope: 12/14 | Shadow: 6 [0] | Parry: 6 | Weary: No | Mis: No |Wound: No


Skills: Body 5 (8)+Awe ▣▣☐☐☐☐
Athletics ▣▣▣▣☐☐
Awareness ▣☐☐☐☐☐
Explore ▣☐☐☐☐☐
+Song ▣▣▣▣☐☐
Craft ▣☐☐☐☐☐
 | Heart 5 (7)Inspire ▣▣▣☐☐☐
Travel ▣▣▣☐☐☐
+Insight ▣▣▣☐☐☐
Healing☐☐☐☐☐☐
Courtesy ▣▣☐☐☐☐
Battle ▣▣☐☐☐☐
| Wits 4 (5)Persuade ☐☐☐☐☐☐
Stealth ☐☐☐☐☐☐
Search ☐☐☐☐☐☐
Hunting ▣▣▣☐☐☐
Riddle ▣☐☐☐☐☐
+Lore ▣▣▣☐☐☐
| WeaponsSwords ▣▣▣▣☐☐
Bow ▣▣▣☐☐☐
Dagger ▣☐☐☐☐☐
 | War GearWeapon | Damage | Edge | Injury | Notes | Enc
Sword 5 8 16 Ancient Keen 2
Bow 5 10 14 N/A 1

Armour/Shield | Protection | Parry | Enc
Mail 3d 12(6)
Helm +4 2
Shield +2 3
| EquipmentTreasure: 7
War Gear: Mail Shirt, Helm, Shield
Leasere: Radhors
Mab's Liquor(3)
Elven-Crafted Horse Reins
Durin the Seeker
Radagast's Tome.
 | SongsSong of Mourning(Tome) ☐
Battle-Song ☐


The rohirrim spoke little during the journey, content on looking around for animal tracks to later consider for inviting for dinner. He'd have preferred to lead, but did not contest the spot - Banna's guidance meant Radagast's, and that was preferable. For lands beyond where she lead them... As far as he knew, he was the only one who had been through them frequently, but he knew Barin liked maps and planning, so he would instead advise him. At some points, he'd ridden off with Belgo, pointing out traces of animals, tracks, and posing question to his squire so that he would remember his lessons better. After all, at one point, Belgo would no longer be his squire and go on to have adventures of his own. He'd had a responsibility to him and Baldor to educate him. They spoke in hushed tones, not wishing to disturb the rest of the company; Gramtyng pointedly kept back from Dahr-Ol and Elfwyn, opting to ride towards the vanguard when he could.

When Cecil began to sing, the bard's furrowed brow cleared somewhat, and he hummed the tune as well, shutting his eye briefly as Leasere was allowed to trod freely, the trained horse knowing well enough to stay with the rest. Still, he did not intrude on their conversation; the only songs that came to mind now were far from the jolly tune the holbytla sung. Instead, he'd taken a small book from his pack and began to transcribe it, remembering his original purpose in Rhovanion.


OOC/Actions/Rolls

 

Edited by Diofant (see edit history)
Name
Travel(2 Bonus Dice Availible)
[4] (1,2,2) = 9
tor(3,no) 4,1,2,2
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spacer.png
Lachiel had a love of travel, for it meant new stories and new inspirations. She knew the world was a much bigger place than Esgaroth--she'd been told as much by many a traveler. With each step, it would be the furthest from home she'd ever been. With each step came a smile, beaming with excitement despite the oppressive nature of her mission. She was becoming someone from her stories!
 
When the little Hobbit began to sing, Lachiel easily found the rhythm and hummed the notes along with him for the chorus. She was happy to have found another person so blessed with music. So different from Elven song, it was.
 
The journey itself relied on Lachiel's attention to detail and general perceptiveness. Though she was excited by the prospect of being somewhere new and among such interesting folk, she was vigilant in keeping her sights on everything around her--the horizon, where sightlines would end if ambushed, and where traps may lie. The Shadow was nefarious and wicked, needing equal amounts of effort to avoid it.
 
Absently, to help pass the time, Lachiel would hum tunes heard in Lake-Town bars and continue carving a small block of wood into an owl figurine. She still didn't know why an owl, though.
Name
Travel
[1] (4,2,2) = 9
tor(3,no) 1,4,2,2
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Cecil Brandybuck

Gramtyng's quiet solemnity and Lachiel's grace had kept Cecil from approaching them during the first leg of the trip. But as they hummed, he widened his gait. The Elf elevated the song with simple clarity and Gramtyng, as rough as he was, helped wear away the hardness Cecil saw in him.

On 6/15/2023 at 2:05 AM, thesloth said:

Dahr-Ol: "Why would Sancho want to leave someone at the river? Shouldn't they all be helping carry the catch back to the village?

"The boat, Dahr-Ol! She's the boat!" he giggled scented smoke. "Though, come to think of it, if it were Hildibrand's boat and he had a woman on it, I'd wager he's save the boat over 'er all the same!"

On 6/15/2023 at 2:05 AM, thesloth said:

Dahr-Ol:  Are all your people's songs so happy?"

"Oh, no. We stub our toes just like the rest. But sad songs are bad luck, you know, on the road." He paused. "There will be time enough for those."

 

Edited by Modest_Proposal (see edit history)
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Indeed there might, Dahr-Ol thought to himself.

"Oh, the boat. So your people named the boat? Do the boats get stolen often? My former people often scribed hidden marks on items of value. In case they went missing. A blood feud erupted long ago over six sows stolen by one of the clans. They bled each other to the point of extinction as each side piled outrage upon outrage.

A sorcerer finally put an end to it by making hostages of the eldest sons of each clan.

Elfwynn, do you remember the boy we called Half-ear? The one the sorcerors told Oghma's family to foster? Rumor was he was one of the stolen children. He was certainly mean enough."

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spacer.pngUpon hearing her kinsman speak to her, Elfwyn turned her attention away from Banna and her tales, and her eyes narrowed, and she seemed in that moment grim and unhappy.

"Taredd?" she answered, and looked as if she had brought to memory an old slight. "I remember him well enough... He's one of Cynbal's men now..."

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Scene 3: Up the Great River

Time: Early summer 2950 T.A. Three days since the departure from Rhosgobel. Morning.

Location: Eastern shores of the Anduin

 

spacer.pngWarm days followed the first: unusual for so early in the summer. Nevertheless, the heat was not entirely unpleasant, even if it made them sweat for every league of progress that was gained. Yet the going was good, and the land green and inviting. One could be forgiven for wondering why it had not been settled yet by the Woodmen or their kin, especially now that the Necromancer was no longer a threat.

In the idle hours, they had plenty of time to speak at length and to get better acquainted with each other, and to share many tales and songs.

At night they sought refuge at hilltops, having learned the value of camping at a strong, defensible position. There was old stonework upon those hills: ruins overgrown with wild green branches and moss and lichen. Perhaps the Brown Wizard could tell many a tale of their ancient history, but Banna knew only a little of the old lore that dated back to the ages when strong settlements had stood here. Still, even though crumbling, they provided shade and a respite from the elements, should the weather decide to turn against them, and a bulwark against orcs, should they encounter them.

Such caution was prudent, but ultimately unnecessary. For three days their journey proceeded uneventfully, though some amongst them were growing wearier, especially those more heavily laden.

They had chosen a hill not far from the Great River on the evening of the second day, and when they wakened by sunrise, a clear day greeted them. The sky was a bright blue, and below them the lush vales stretched for miles. In their midst, the Anduin shone in the sun, its shifting waters shimmering like a silver serpent that slithered through the plains. They savored the sight over breakfast and at length begun their decent, and after a few hours they reached the shores of the river. Its waters were fast-flowing and cold: meltwater from the north, that had perhaps been the very snow which some amongst the company had trodden on, following Viglund’s Yule. Banna set out ahead, seeking the vessels, and for a while the rest of them waited. She was back within the hour, and she led them to three boats that she had found hidden: enough to accommodate all the companions and their followers.

 

OOC

Art credit: Henry Wong. The art may not be an 100% accurate representation of where you are, but I thought it's evocative and fits the overall style of the scene, so I think it's good enough.

  • @thesloth I updated Dahr-Ol's encumbrance; I think it's 11 (8 for leather corselet +3 long-hafted axe). If you could update the character sheet it would be great-it's still partly the template from Suzuki so some stuff on it is Barin's.
  • @Modest_Proposal In 1st edition, Fatigue checks are a Travel roll (not Hunting), but I still took the roll you made because you have the same dice pool (2 d6s).
  • Regarding the rolls, Gram, Dahr-Ol and Lachiel increase their Fatigue by +2. Others gain no Fatigue. I have updated the first post accordingly. For those unfamiliar with the mechanics, when your total current Fatigue >= current endurance, you become Weary. Weary characters have 1s, 2s and 3s on every d6 counted as 0, so it's a sizable debuff that makes PCs worse in everything until they can rest and recover.

There are a few issues and mechanics we have to deal with now:

  1. First, decide how you split up in the three boats. Each boat can take a maximum of 4 characters. We have 6 PCs and 5 NPCs (Banna, Nur, Elfwyn, Belgo and Alviss). So we will split up 4-4-3. Don't overthink this; it's just a chance to build relationships and connections. I am not secretely trying to screw you over. You can assign the NPCs as you see fit.
  2. Then, each PC should make an Athletics check (TN 14) for rowing. Failure results in another point of Fatigue. In addition, the river journey will take 4 days if more than half of the companions pass the test; 6 days if 1-3 companions pass the test and 8 days if all companions fail. I'll describe the scenery as you travel along, so wait for my next post for more journey details!

Good luck!

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spacer.png
Not as used to traveling so far with this much gear, Lachiel found herself already feeling the weight of her spear in her hands. The cap and corslet she strapped on each morning seemed more tedious than normal.
 
Those first few nights, Lachiel regaled the camp with a few Elven songs that always did well in Esgaroth. She would sing them in the language of the Eldar as anything else would ruin the cadence. After her songs, she would always ask someone for a story of their previous travels.
 
While waiting for the Sparrow's return the third morning, Lachiel combed her long hair with a wood comb she'd made during the previous summer. The wild locks preferred not to be tamed, bringing a few squeaks of pain from the woman.
 
"I'll serve us best at the forefront," Lachiel said, pointing to the first boat. "The better to see any dangers coming toward us."
Name
Athletics
[ᚵ] (2,4,4) = 20
tor(3,no) 12,2,4,4
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Gramtyng, son of Fastredspacer.png


Riders of RohanThe Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle.

Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend.
Basic Attributes: Body 5. Heart 5. Wits 4.
Favoured Skill: Song
 | Standard of Living: MartialIndividuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family.

Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of.
Calling"Speak no secrets! Here is a scholar in the Ancient Tongue."
For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice.
Favoured Skill Groups: Perception, Vocation
Trait: Rhymes of Lore
Shadow Weakness: Lure of Secrets
"The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning."
Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.
TraitsMinistrelsy ☐
Story-Telling ☐
Rhymes of Lore ☐
Hero of the Woodmen ☐
Fair ☐
Reckless(Mastery) ☐
 | AP: 1Personality: ✧✧✧
Movement: ✦✧✧
Perception: ✧✧✧
Survival: ✧✧✧
Custom: ✧✧✧
Vocation: ✦✦✧
✦✧
| XP: 55(62) | DP: 0No Challenges Yet.


Valour: 4Ancient Mail from Gondor(Mail) - lets you Rally Comrades from Forward Stance and allowed to attack(Found).

Horsetail Helm - Standing +1. When fighting on horseback or foot in Forward Stance, if you roll a Gandalf, you receive a bonus success die you can spend on any future rolls or give to a companion(From Heruthain).

Raging - quality unlock for Cenegeslit.
 | Wisdom: 4Old Songs and Children's Tales - When you roll a success on Inspire, Travel, Insight, Healing, Riddle, Lore check Song rating, if it is same or higher, then upgrade the quality of the success up by one: Normal->Great->Extraordinary. If the roll produced Gandalf rune, gain 1 point of Hope, once per session.

Household Esquire: Add an extra die to preparation rolls: Lore, Battle, and Insight when preparing for Journey/Combat/Social. Max 6 dice. Squire can also recover horse, bring spare weapon or shield if you drop or are disarmed, will carry you from field of battle if knocked down.

Ominous Blessing: Born in the shadow of Dwimorberg. When you roll a Sauron, can change it into a Gandalf for 1 shadow point. Luck turns and favors you but someone suffers.
 | 
End: 27/27 | Load: 15 | Fatigue: 2 [+1] | Hope: 12/14 | Shadow: 6 [0] | Parry: 6 | Weary: No | Miserable: No |Wound: No


Skills: Body 5 (8)+Awe ▣▣☐☐☐☐
Athletics ▣▣▣▣☐☐
Awareness ▣☐☐☐☐☐
Explore ▣☐☐☐☐☐
+Song ▣▣▣▣☐☐
Craft ▣☐☐☐☐☐
 | Heart 5 (7)Inspire ▣▣▣☐☐☐
Travel ▣▣▣☐☐☐
+Insight ▣▣▣☐☐☐
Healing☐☐☐☐☐☐
Courtesy ▣▣☐☐☐☐
Battle ▣▣☐☐☐☐
| Wits 4 (5)Persuade ☐☐☐☐☐☐
Stealth ☐☐☐☐☐☐
Search ☐☐☐☐☐☐
Hunting ▣▣▣☐☐☐
Riddle ▣☐☐☐☐☐
+Lore ▣▣▣☐☐☐
| WeaponsSwords ▣▣▣▣☐☐
Bow ▣▣▣☐☐☐
Dagger ▣☐☐☐☐☐
 | War GearWeapon | Damage | Edge | Injury | Notes | Enc
Sword 5 8 16 Ancient Keen 2
Bow 5 10 14 N/A 1

Armour/Shield | Protection | Parry | Enc
Mail 3d 12(6)
Helm +4 2
Shield +2 3
| EquipmentTreasure: 7
War Gear: Mail Shirt, Helm, Shield
Leasere: Radhors
Mab's Liquor(3)
Elven-Crafted Horse Reins
Durin the Seeker
Radagast's Tome.
 | SongsSong of Mourning(Tome) ☐
Battle-Song ☐


"I will take the vanguard with Belgo, then." Gramtyng nodded, climbing into the last boat and watching as his squire climbed over - helping the kid would have been against his teaching ethic and might have been insulting to Belgo to begin with, though he did offer him an oar to hold onto. Once they'd been on the river, Gramtyng helped maneuver the boat to steer clear of the hidden rocks, which Belgo called out, sitting at the front.


OOC/Actions/Rolls

 

Edited by Diofant (see edit history)
Name
Athletics
[2] (5,2,1,6) = 16
tor(4,no) 2,5,2,1,6
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Dahr-Ol lingered on the shoreline talking in low tones with Elfwynn before moving towards the lead boat, apparently waiting until Gramtyng had committed to a boat before choosing the same one. Elfwynn climbed in with Lachiel, and offered to share the majority of the paddling so that Lachiel could focus on watching the banks.

"Cecil, it sounds like you will be right at home for this portion of the trip. I would advise however, that we tone down our singing from here on. Or at least until we reach Mountain Hall. The Wolf Wood is home to its share of fell natured beings. And the dwellers in the Hall would not take well to us advertising our presence while we walk their hidden trail."

Dahr-Ol did not speak of it, but an image of an abandoned boat and Merovech the Mighty, riddled with orc arrows, rose to his mind.

Name
Atheltics
[𐍈] (4,1) = 5
tor(2,no) 11,4,1
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