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Year 2950: Secrets Buried


Vladim

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Location: The fens of Dol Guldur

Time: Morning. Fifteen days after setting out from Rhosgobel

 

Time passed slowly. Hardship followed hardship, and the journey soon became a battle of wills: the swamps on one side, and the company on the other. The companions pressed onwards stubbornly, hardly stopping even when faced with the most difficult of terrains or the creatures that dwelled therein. Few words were exchanged between its members: the ordeal had become thoughtless, as they only had to push on and endure-nothing less and nothing more.

The fens here was uncaring to their plights, and gave them little respite. The absence of foes meant that their progress was not actively hindered, but they knew that this could change at a moment's notice. And the terrain, being almost impassable, had to be fought over for every inch forward that they gained.

When the sun fell behind the west and darkness began to arrive, they found themselves over-exerted and exhausted. They had marched for what seemed like many miles, but in truth the distance had been small, and each place as foul and featureless as the one before it. Thus, since there was no hope of finding a favorable place, they simply stopped at the first chance, and set up camp on as solid a ground as they could secure.

 

OOC

Not much here-just a transitional post before the next day. Someone can now attempt the next Delve the Depths move with an approach of their choice (i.e., edge, wits or shadow). No other moves for now as no opportunity has been secured.

Fortified Shadowfen

Dangerous Delve

Day: 2 (out of maybe 3-5)

Progress: ■■■■■■□□□□

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Location: The fens of Dol Guldur

Time: Morning. Fifteen days after setting out from Rhosgobel

 

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Idunn of Firienseld [Mom: 1 (10/2) | Health: 5 | Spirit: 2 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 12]


A new sun rose, but the day that the morning brought was indistinguishable from the one that had come before it. The mists clung onto the marshes, concealing the dangers that were certainly ahead of them. Idunn, weary of body and spirit, had nothing but stubborn persistence to guide her onwards. There was the task, and nothing else. Her steps were now thoughtless, for there was not much to think about: only the destination and the mission. Everything else-hardship and danger and the promise of a safe return-were only distractions, and it did her no good to dwell on such things, for better or ill.

Her fellow Woodmen did not speak, but their actions testified to a disposition not unlike her own: dogged resolve, and nothing else. So it seemed to her.

But she kept her wits about her, or at least she tried to. Her actions had been reduced to repetitive ritual: watch, listen, and choose where to place her feet carefully. It was slow going, yes, but this seemed one of those cases where it was better to be safe than sorry.

 

OOC

Just to keep things moving, let me try to Delve the depths +wits.

Edit: Weak hit. Roll on the table (84) says take both: Mark Progress and Find Opportunity. Opportunity table (96) says you encounter a denizen who might support you. It seems... unlikely in this place. Maybe a ghost? I'll think about it. If I can't come up with anything I'll re-roll. Ideas welcome!

Fortified Shadowfen

Dangerous Delve

Day: 2 (out of maybe 3-5)

Progress: ■■■■■■■■□□

Name
Delve the depths
5
1d6+3 2
Challenge dice
11
2d10 9,2
Weak hit roll
84
1d100 84
Opportunity
96
1d100 96
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Idunn of Firienseld [Mom: 4 (10/2) | Health: 5 | Spirit: 2 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 12]


By noon-time, Idunn found herself at the shores of a great marsh-pool, with the rest of the company closely behind her. She had taken the lead all morning and had guided them carefully, and had somehow managed to find safe ways through the pathless fens. It came, of course, at the cost of speed, but this land was so empty that she did not at present concern herself with the orcs. Even they were not as foolish as to set foot here.

But this new obstacle seemed impassable. She looked to the others, and their grim faces told her much the same. But Radagast-who was never far from her-did not appear to take heed of this peril. Indeed, he begun to walk into the fetid pool, and for a moment Idunn thought he had at last succumbed to madness. She tried to warn him, but before she could say anything, the wizard was away: he had vanished into the mists.

Then she heard a strange noise, a word spoken in a tongue she neither knew nor had ever heard. It was not elven, for she at least knew the melodic patterns of the language of the fair folk, even if she could not understand it. She waited, and soon the wizard reappeared: evidently he had found a path through the marsh where the water was shallow, and had not sunk any more than in their previous trek.

That was not all: the wizard was now surrounded by large, black butterflies, and they fluttered about him and orbited the company as if seeking to protect it. Even in this bleak place, Radagast had friends: and though his crows and ravens and sparrows did not nest here, and did not have eyes that could pierce the mist, these butterflies had a certain sense about them and could show the safe paths through the pool. Why or how, the huntress neither knew nor could tell, but she was grateful enough not to ask questions.

 

OOC

I think the Hobbit makes mention of these butterflies (and so does the game), so maybe this interpretation is ok. For the opportunity, I'll try to have Idunn Secure an Advantage+wits to follow them; +1 from the delve, and maybe her Wildblood asset can also come in handy here? Let me check...

Edit: Alright, let's say it applies, so it would be a +1 from the opportunity, and another +1 from the asset.

Edit 2: A strong hit. +2 momentum, and +1 from the opportunity. Stats updated.

If anyone else wants to make the next Delve the Depths move, feel free. Narratively, maybe it happens on the next day.

Fortified Shadowfen

Dangerous Delve

Day: 2 (out of maybe 3-5)

Progress: ■■■■■■■■□□

Name
Secure an Advantage
10
1d6+5 5
Challenge Dice
4
2d10 3,1
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Fortune had kept its gaze upon the Company it would seem, for a momentous discovery was made shortly after they reached the other side of the marsh.

Bróin, having offered to take the helm and allow Idunn a break from pathfinding, was the first to see it; a small holdfast - no more than a watchtower really - of weather-beaten stone. The stonework was old, very old, and clearly of Elven make. An outpost from well before the Shadow had come to rest in this forest? Most likely, but Bróin could only guess at its age.

Whatever the case, the Company had found unexpected shelter in these dark woods. Best they take advantage of this opportunity to its fullest...

OOC

Current Momentum: +9

Vara's Health: 1/2

Gonna use Shadow for the Delve roll.

Finally, a good roll! So we mark progress and I roll to Find an Opportunity.

27: "An aspect of the history or nature of this place is revealed." More elven ruins seems appropo, but I'm open to suggestions.

I'm inclined to take the second option, as this seems like a great place for some recuperation Moves. I'm gonna roll to Make Camp, which'll net me +1 Momentum as well.

Another Strong Hit! So we each get to pick two from the Make Camp list. In addition, any rolls y'all make get +1 and generate +1 Momentum.

I'm gonna go Recuperate and Relax.

Edited by Maester1216 (see edit history)
Name
Challenge Dice
1; 3
1d10;1d10 [1]; [1,3]
Delve the Depths + Shadow
6
1d6+3 3
Opportunity Table
27
1d100 27
Make Camp Challenge Dice
1; 2
1d10;1d10 [1]; [1,2]
Make Camp
9
1d6+3 6
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Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 3 (10/2) | Health: 5 | Spirit: 1 | Supply: 3
Tarric

Very little seemed able to break through the unrelenting numbness of the journey, but eventually, even that wore thin. He could not let his companions bear all the burden of finding the path or locating places to rest. He could not become a burden, himself. He would not.

Gradually, Tarric was able to look about himself more. He was even able to forget their situation enough to watch Radagast's black butterflies with a flicker of wonder - both at the brown wizard's skill at finding friends in any sort of nature, even this, and the insects' own unusual appearance.

And then another stroke of luck, with Bróin's locating of a place to camp. Things were still grim - they could not be otherwise, in the shadow of Dol Guldur - but... perhaps not quite everything was against them. He would need to try harder. For the others, if not for himself.

The next time Olwinne glanced his way to check on him, he managed a ghost of a smile for her.

OOC/Mechanics

Updated Fortified Shadowfen progress per Idunn's post earlier (or should it be 10/10 now, thanks to Bróin's move?)

Picking the Make Camp options for Tarric -- Relax for sure (+1 Spirit, now 1) and then... hmm. Yeah, let's go Recuperate (+1 Health, now 5).


Assets

Tarric and Olwinne both have +1 talisman vs orcs.

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Guldur (Extreme)
Failure:
Delve: Fortified Shadowfen (Dangerous)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T), Dagmar (D)
Completed Journeys: To Forest Gate (D), To Tyrant Hill (T)
Completed Delves: Haunted Tanglewood (T)

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Idunn of Firienseld [Mom: 5 (10/2) | Health: 5 | Spirit: 3 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 12]


Even in this blighted place, the fading traces of something ancient and beautiful remained.

The huntress looked in amazement at Bróin's discovery. As they drew nearer to Dol Guldur, she had resolved to avoid succumbing to despair at any cost. She simply could not allow her fellow Woodmen to see her wavering. But she had retained no hopes about improvements in their predicament as they drew ever closer to the dreaded fortress.

Few times before was she as glad to be proven wrong as now.

How long had this tower stood like this? How had its existence been concealed for all those aeons? Or was there something else that had kept the orcs at bay? Why had they not taken the stone already? They must have pillaged much already to raise Fenbridge and to expand it...

She knew she would get no answers. But it did not matter. As she joined the others in seeking refuge in the ruined tower, she thought of something the elves had told her once: that once Mirkwood was Greenwood the Great, and that the fair folk roamed freely in it, and that its capital at Amon Lanc was a place blessed and beautiful, a wonder of the world, marvelous to behold.

Could it become that again, now that the Necromancer had been vanquished?

 

OOC

Good rolls, good scene of hope before taking the plunge into Dol Guldur!

I'll take Relax (+1 Spirit) and Focus (+1 Momentum) for Idunn. Stats updated!

Bróin's success brings us to 10/10 progress in the delve.

Fortified Shadowfen

Dangerous Delve

Day: 2 (out of maybe 3-5)

Progress: ■■■■■■■■■■

As day 3 dawns, please feel free to take the lead and make the Locate your objective move. Unless the dice royally screw us, it's time we entered Dol Guldur...

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Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 4 (10/2) | Health: 5 | Spirit: 1 | Supply: 3
Tarric

In the morning, things looked... well they didn't look better, but... they didn't look worse either. He hadn't drowned in shadow overnight, and he hadn't fallen into numbness again. Not yet at least.

Dol Guldur had to be close. And maybe, just maybe, their path and persistence could wring some measure of surprise from whatever dwelled there. Tarric firmed his resolve as he helped the others strike camp and make ready to move on once more.

It was time to go.

OOC/Mechanics

Locate Your Objective on the Fortified Shadowfen Delve vs 10 progress - Strong Hit. Delve complete successfully, and in our favor! If nobody objects, I'll do the +1 momentum from this. (now 4)


Assets

Tarric and Olwinne both have +1 talisman vs orcs.

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Guldur (Extreme)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T), Dagmar (D)
Completed Journeys: To Forest Gate (D), To Tyrant Hill (T)
Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)

Edited by BlueTrillium (see edit history)
Name
Locate Your Objective - Challenge Dice
7; 5
1d10;1d10 [7]; [7,5]
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(Art: Jon Hodgson for The One Ring 1st edition)

 

♫ The One Ring: The Enemy Theme ♫

Scene 10: Dol Guldur

Location: Outside the moathouse

Time: Afternoon. Sixteen days after setting out from Rhosgobel

 

All throughout that third morning, they walked by long and weary ways along the pathless marshlands. They stopped neither for rest nor food or drink. Their steps where silent, and almost without thought. A singular purpose guided them: that of their final destination, whose name none dared to speak aloud now that they were near it.

The gloomy mists grew thicker as the morning came and went. By noon, the odors of the stagnant marsh-waters were fouler than ever. The silence of death and its hideous stench where upon this cursed place. Yet these evil signs, such that they were, also proved that they were on the right track.

By the early afternoon, their feet begun to feel the ascent upon a hill whose slope seemed to stretch for an eternity. Yet their eyes could not pierce the impenetrable fogs, and so no high views were given to them. Still, Radagast told them that they were almost there: for this was Amon Lanc, the naked hill upon which the dreaded fortress sat.

Soon this was confirmed. The outer walls came into view, looming like the shadows of giants behind a curtain of mist. The Woodmen stirred at the sight, part of them glad to have reached their goal, and another dreading the terrors that awaited them within. Yet they marveled at the high towers, which rose from the old walls at regular intervals, and recalled the legends that called them the work of giants. Despite countless eons, the stone stood strong, and the walls seemed impregnable by any mortal army, no matter how vast or mighty.

And so, they followed the outer wall along the long march that led them at last to the great moathouse. When they reached it, they stopped, and even Radagast could not conceal his awe at the sight. There was a strange and haunting beauty that lay in ruin upon the threshold-beauty that brought to mind the ancient history of the fortress, and its ancient, elven past. The architecture was graceful and pale, like a gibbous moon frozen in stone: stone that glimmered with an unearthly light, despite being overgrown with countless roots and tendrils that seemed as if the tentacles of gigantic, slumbering creature. Here, there once stood mighty doors wrought of black iron and wound with potent spells, but now their broken ruins lay thrown upon the marshy soil, encrusted in rust and mud. Only a gaping hole now stood to greet them, like the wide-open mouth of a monster. Upon the sturdy moathouse itself lay rows upon rows of murder-holes, and it was easy to imagine how the defenders-elves or orcs-may have once broken their besieging enemies here, in a time whose memory was now long-lost.

Radagast broke his silence first. Beyond this gate, he said, lay a long and narrow stone bridge that crossed over the dead moat and into the heart of the fortress, towards the High Keep. The mists concealed it at present, and so they could not see the citadel... but they would have to go there with all haste, and not tarry within. Invisible evils still lurked within, and darkness would arrive in a few hours...

 

OOC

That was a strong hit on the Locate your objective move, so it deserves another milestone.

Investigate Dol Guldur

Extreme vow

Progress: ■■■□□□□□□□

I had initially planned to make Dol Guldur yet another Delve. However, I decided against it because (1) after two delves, a third might feel repetitive; (2) what happens here, and the place itself, is actually well fleshed out in the sourcebooks (Heart of the Wild and Darkening of Mirkwood) and (3) it's time for us to be generous with milestones, if we want to have any good chance of fulfilling this vow.

I will from now on be working from the sourcebooks and a chat that someone had with Jon Hodgson (the map-maker and one of the lead developers of TOR) over at the One Ring Discord several moths ago to bring Dol Guldur to life. I am happy to take the stronger lead here, but your ideas are also welcome!

This will likely be the last part of this adventure. Feel free to go hard on your PCs, if you want, with Pay the Price outcomes. This is a very evil place, so it's narratively fitting. Where available, I will also be offering possible consequences to choose from.

For now, feel free to Secure an Advantage by seeking Radagast's counsel, making a plan, or asking Vara or the Woodmen to scout a little. Once you are ready, feel free to also Face Danger +heart for crossing the narrow bridge that goes over the dreaded Dead Moat.

Good luck!

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Idunn of Firienseld [Mom: 6 (10/2) | Health: 5 | Spirit: 3 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 12]


The moathouse rose like a menacing maw before the huntress. For a moment, she stood before it, hesitating. She had heard Radagast's words as well as any other in the company, and knew that he spoke with wisdom when he counseled haste. But her feet would not obey her at once, and so she stayed motionless at the threshold.

At length she turned to her comrades, the Woodmen that had followed her through mud and mist and countless trials and hardships. She knew that she could not appear weak before them. Though her heart faltered, the path lay forward, and she had to be firm, even if she had to feign it.

"Ready your weapons." she said to them, and then, to underline her point, she grasped with both hands her great spear and placed it before her. Her kinsfolk followed her lead, drawing bows and long-hafted, broad-headed axes in unison.

She knew full well that strength of arms would not avail them here, in this cursed and haunted fortress. No: the perils here were of a different nature. Yet one could never be sure. And besides, it would steel their resolve-and hers-to be reminded again of the strength of their hands and the might of deeds done with them.

 

OOC

Idunn will look to her warband for support (which in this instance is more mental/emotional than anything). I'll roll a Secure an Advantage +strength below.

Edit: A weak hit. +1 momentum. Stats updated.

Name
Secure an Advantage
5
1d6+4 1
Challenge Dice
6
2d10 1,5
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Bróin gazed up at the blackened walls of Dol Guldur, and for a moment was his spirit daunted by the sight. After over a fortnight of travel through haunted forests and foul marshes, harassed by Orcs and monsters of all stripes, and threatened by the vile corruption that had infested Mirkwood, the company at last was at the heart of darkness. Victory now stood on the knife's edge; one misstep and to the last would they fall into the blackened abyss.

All the more reason for them to move with caution then. With Vara healed he felt confident in sending his comrade in for some preliminary scouting of the area - better that than walking in blindly and being assailed by yet more Orcs. Vara's return gave valuable insight as to the environs of Dol Guldur, but carried with it a great deal of apprehension; this was a dark, haunted place yet marked by the foul influence of the Necromancer. best that they tread lightly.

And tread lightly Bróin did as the company resumed its journey, fear nagging at the back of his mind and threatening to spill out...

OOC

Current Momentum: +10

Vara's Health: 2/2

I'll have Vara Secure an Advantage now that she's healed up. Gonna use Shadow, which'll give me +1 to the roll and +1 Momentum on a Hit.

Strong Hit! I've hit the max for Momentum, so I'll use this opportunity to boost up my Face Danger roll. I'll make that roll now for the sake of posterity.

Weak Hit there. I'll take the hit to Momentum.

Edited by Maester1216 (see edit history)
Name
Challenge Dice
6; 2
1d10;1d10 [6]; [6,2]
roll
10
1d6+4 6
Challenge Dice
7; 5
1d10;1d10 [7]; [7,5]
Face Danger + Heart
7
1d6+3 4
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Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 3 (10/2) | Health: 5 | Spirit: 0 | Supply: 3
Tarric - Shaken

"Ready your weapons," Idunn said. And while she wasn't speaking specifically to him, the Beorning did so, making ready his seldom-used spear. At least for the moment (and with that narrow bridge before them), his bear form did not seem wise. He also felt that here, so close to their goal, he needed what reminders of humanity he could gather. From here on in, everyone would need to be on their utmost guard, and Tarric moved forward through the group, sharing nods, clasping hands and arms and shoulders of the companions gathered here.

For in this place, while his memory was not yet clear, he would need to make use of every tool at his disposal. Somewhere inside, he knew things, and it was time to leash them to his will for the benefit of the party. If he could. Tarric took a deep breath and pulled on the elusive memories. The shadows seemed to gather around him, blocking his vision. Screams, cruel laughter, all the terror and despair from his nightmares beat upon him, crumbling his resistance, and buried him until he could no longer see or hear the others around him.

His spear fell to the ground. Clutching both hands to his head, Tarric slowly sank to his knees, mouth open in a silent scream of his own.

OOC/Mechanics

Updated Investigate Dol Guldur progress per Idunn's post (now 3/10).

Gonna try a Shadow Walk to prep for what's ahead -- Weak Hit, so he has earned a future re-roll on an ambush, hide, or sneak move. However, the shadows try to lead him astray, so...

Face Danger to deal with the shadows -- Miss, despite a really nice roll. I think the most logical thing here is his Spirit drops again. So -1 Spirit (now 0 again) and Endure Stress. (update Failure track, now 6/10)

Endure Stress -- Miss. And double-10s against him, too. This could be troublesome. -1 Momentum (now 3) and since his Spirit is at 0, he is now Shaken. He cannot regain Spirit until he clears the debility. Update Failure track, now 6.25/10. For the double-10s...

Ask the Oracle for ideas -- 21 - "a secret alliance is revealed". Alternatively by swapping numbers 12 gives us "a trap is sprung". There's a few things we could do with that... most likely something about calling the shadows to him either alerts something in Dol Guldur to his presence or triggers some other physical or mental trap for him (if 'alliance' perhaps the enemy can use him somehow - see through his eyes, or try to control some of his actions or something).


Assets

Tarric and Olwinne both have +1 talisman vs orcs.

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Guldur (Extreme)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T), Dagmar (D)
Completed Journeys: To Forest Gate (D), To Tyrant Hill (T)
Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)

Edited by BlueTrillium (see edit history)
Name
Shadow Walk + shadow
8
1d6+2 6
Shadow Walk Challenge Dice
8; 1
1d10;1d10 [8]; [8,1]
Face Danger + heart
9
1d6+3 6
Face Danger Challenge Dice
9; 10
1d10;1d10 [9]; [9,10]
Endure Stress + heart
8
1d6+3 5
Endure Stress Challenge Dice
10; 10
1d10;1d10 [10]; [10,10]
Ask the Oracle for Ideas
21
1d100 21
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(Map of Dol Guldur by Jon Hodgson for The One Ring 1st edition)

 

Vara had returned with useful information about the path that lay before them. Despite the mists, her keen raven-eyes had seen what it was that awaited them beyond the Dead Moat: a long and curving way that followed the ruined walls of the outer courtyard. This way would lead them at length to the ruined black doors of the inner gate, if they took it-and from there, towards the citadel, though Vara had not dared to approach it yet.

That was not all. Vara's scouting also brought the discovery that the mist-shrouded fortress seemed entirely abandoned: not a single soul in sight, not even a stray orc. Only the eerie silence of death everywhere, that made the sound of the flapping of her wings echo against each ruin.

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Idunn of Firienseld [Mom: 5 (10/2) | Health: 5 | Spirit: 3 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 12]


As the raven conveyed all her findings to Bróin, Idunn turned-in time to see Tarric overwhelmed by the dreaded sorcery of this place. She hastened to his side at once, and she took up his fallen spear, and returned it to him.

"Olwinne needs you." she reminded him, and urged him quietly to once again grasp his weapon. "We all do. Come. Whatever lies ahead, we will face it together."

 

OOC

Given Bróin's success, I've added the map from TOR that shows Dol Guldur as it stands abandoned during this timeline. We are still standing before the gate to the left of this image; our goal is to cross over the Dead Moat using the long and slender bridge and then take a right turn, following the path between the half-ruined inner walls that protect the outer courtyard before reaching the gate that lies near the location with the other bridge, to the right of the image.

I will keep describing the place as we proceed.

As for Idunn, she will attempt an Aid your Ally move to help Tarric, since he is in need of help. I will roll +wits for her-she is trying to remind him of his duty towards Olwinne and the others.

Regarding Pay the Price options: the sourcebooks say that the Dead Moat (which we will be soon crossing over) is full of the (un)dead-Men, Elves and Orcs alike. One possibility could be that Tarric becomes drawn to the moat for some reason? Perhaps something or someone calls to him? This could be the "trap", but you don't have to take it, @BlueTrillium-it's just an idea.

Edit: A weak hit. +1 momentum for Tarric.

Next, I will make a Face Danger +heart for crossing the bridge. I will write about the narrative outcome later-probably after everyone's made the move.

Edit: A weak hit. I'll take the -1 momentum. Stats updated!

Name
Aid your ally
8
1d6+3 5
Challenge Dice
14
2d10 9,5
Face Danger
4
1d6+1 3
Challenge Dice
7
2d10 2,5
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unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 3 (10/2) | Health: 5 | Spirit: 0 | Supply: 3
Tarric - Shaken

It felt like forever lost in the shadows, but was probably only a few moments -- Idunn's words, the nudge of the spear against his hand, slowly led him back to himself. Tarric shook his head trying to clear it, once, twice. It didn't entirely work. The shadows still threaded his mind, murmuring to him. But at least he could see again. And, although he was several shades paler under his weathered tan, he was able to give Idunn a shaky nod. He pressed the butt of the spear to the ground and used it to help lever himself back to his feet.

Unsteady at first, in a few more moments he was able to steady himself and take his weight off the spear so he could hold it properly. "Right." He nodded again and tried to breathe deeply. "Right. Let's go."

OOC/Mechanics

Updated Momentum from Idunn's Aid your Ally (now 4).

And the Face Danger + heart for crossing the bridge - Weak Hit. He'll do the -1 momentum as well (back to 3).


Assets

Tarric and Olwinne both have +1 talisman vs orcs.

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Guldur (Extreme)
Failure:
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T), Dagmar (D)
Completed Journeys: To Forest Gate (D), To Tyrant Hill (T)
Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)

Edited by BlueTrillium (see edit history)
Name
Face Danger + heart
4
1d6+3 1
Face Danger Challenge Dice
7; 2
1d10;1d10 [7]; [7,2]
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spacer.pngLed by Radagast, the company carried onwards, crossing the threshold under the moathouse. As they passed under half-ruined structures overgrown with gnarled roots and creeping vines, they came under more murder-holes and defensive structures, and felt again just how difficult it would have been for any enemy to penetrate such formidable obstacles. But only ghosts and ancient memories now held the walls, and such things did not actively oppose them. And so, with careful and measured steps, they proceeded.

Once, entire armies would have been stationed within, taking shelter in the vast courtyard that remained encircled by the crumbling walls. But the entry to the inner courtyard-the bridge that now stood before them-was long and slender, tightening the formation of any enemy that sought to take the keep. The companions arranged themselves in single file, with Radagast at the forefront, and they proceeded slowly.

Like blind men they marched, for the mists rose thickest from the foul-smelling morass below them, and at times they could not see past a few paces. But these mists were not entirely without mercy: for they also concealed what dreaded things lay beneath them. For underneath them was the Dead Moat, from which they could at frequent intervals hear unnerving sounds: strange whispers in unintelligible tongues, and the moaning of the dead, and the slimy noises of restless things stirring in the mud.

In its ruined state, the bridge had no railings-though it was doubtful if they had ever existed. Radagast urged them to stay close behind, and to pay no heed and give no thought to what lay beneath. After what had seemed to them like an hour-yet in truth only the quarter of one-they found themselves on the other side.

The ruined inner walls of the courtyard now came into view. They stood proud before them, and must once have been as tall as the outer walls, but in their current state, it would, perhaps, with great effort, be possible to scale them.

"Stay close by!" warned the wizard. "The path leads that way." He pointed to our rightward turn-the only road that existed here. "We mustn't tarry here, nor stray far from the keep. Who knows what lies in the deeps still..."

He had hardly finished his sentence when Evoric called to them. With hushed words, he showed them his grim discovery: a pair of orcs, slain by each other's hand.

 

OOC

Anyone who wishes to do so may attempt to Gather Information by examining the dead orcs.

We have successfully crossed the bridge into the inner courtyard, and I think that deserves yet another milestone.

Investigate Dol Guldur

Extreme vow

Progress: ■■■▥□□□□□□

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"Not a soul at all? Now that is odd. I would think a fortress such as this most welcoming to the servants of the Shadow. Fenbridge is not far, so would the Orcs not send a garrison?" Bróin was not learned in military matters to be sure, but one need not be a Captain of the Realm to know castles need soldiers to guard them. What then kept the Orcs from doing so?

He moves slowly and steadily across the bridge alongside his comrades, his eyes locked forward so as to keep the horrors of the Dead Moat out of his site. Radagast had the right of it he wagered - they should not tarry overlong, lest the evil permeating this castle seep into their souls overmuch.

Evoric's shout draws Bróin's attention. Examining the Orcs intently, the Dwarf begins to piece together the nature of what transpired between the two...

OOC

Current Momentum: +10

Vara's Health: 2/2

Hmmm... this smacks of a devious scheme to me, so pursuant to Trickster I'll use Shadow to Gather Information. This'll net me +2 Momentum on a hit.

Strong Hit. So I guess Bróin can tell just what happened to the Orcs then.

Edited by Maester1216 (see edit history)
Name
Challenge Dice
7; 3
1d10;1d10 [7]; [7,3]
Gather Information + Shadow
8
1d6+3 5
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