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Year 2950: Secrets Buried


Vladim

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spacer.png"The orcs that once served him who was master of this place did not do so out of love for him..." answered Radagast, fearing to utter the name of the Necromancer while within the confines of Dol Guldur. "...When the Council broke his power, they too fled, and they dared not return. For there may be things worst than orcs still lurking in the deep places.

So come, and make haste!"

It was at this moment that Evoric gave the cry, and soon enough Bróin was with him. The sight was a gruesome one: both orcs bore curved blades blackened with blood, and it was apparent that they had fallen to strife and in-fighting, and had slain each other in rage. The dwarf did not need to look too closely to reach this conclusion, and did not need to do so to understand what they were, either. Scavenger orcs with armors cobbled together haphazardly from what they had found in the abandoned forges of this fortress. They must have done so not long ago-a few days at most!

Their tracks led towards the keep. Clearly, Radagast was leading the company on the right track...

But look closely the dwarf did, rifling through their pockets-something that was understood as necessary, even though some of the Woodmen with them recoiled at this. At first, Bróin found nothing of note... yet his eyes were drawn towards a filthy small pouch that he had found in one of their pockets. Opening it, he made an unlikely discovery: it contained several-more than fifty, at a guess-small, lozenge-shaped silver pennies.

He recognised them at once, for he had seen others like them before. These were coins minted in the Woodland Realm, typically employed to deal with outsiders.

The others did not react at once to this strange finding. They lacked the dwarf's knowledge and experience in trading, and even those amongst them that were more worldly were busy keeping the guard, fearing that more orcs could be about.

 

OOC

That discovery is worth another milestone.

Investigate Dol Guldur

Extreme vow

Progress: ■■■■□□□□□□

I'll leave this here for now for some potential RP.

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Concern crosses Bróin's face as the implications of this little mystery blossom in his mind. Pocketing the silver, save for one, when no one is looking - no reason to waste good silver he reckons - Bróin then stands up and dusts the dirt from his pants.

"Scavenger orcs. I would wager they've just done a pass through the fortress when they gutted each other - no more than a few days before our arrival. Nothing out of the ordinary there... this, however, very much is."

Opening his palm, Bróin shows the others the silver penny he had left out. "I have seen coinage like this before. Minted in the Woodland Realm, these pennies are typically used to conduct business with outsiders. Now I would never countenance the idea of any in Thranduil's court doing business with the Orcs, but the Woodland Realm has opened up to trade in recent years. Meaning-"

"Some other treacherous bastard is! Ohhh, the gall! I'll pluck out his eyes when we find 'em!" Vara caws loudly, perhaps too loudly given the environs they're in, her disgust at such treachery apparent in her speech.

Bróin clears his throat before continuing. "Vara isn't far off there. Doubtful it's someone from amongst the Woodmen or the Beornings - such people prefer barter to commerce after all - which leaves the Men of Dale or my kin at Erebor or the Iron Hills. Even then the latter is doubtful, for even years later few Dwarves are inclined to conduct business with Elves."

OOC

Current Momentum: +10

Vara's Health: 2/2

Pocketing the coins for +1 Wealth.

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spacer.pngRadagast took up the silver penny from Bróin's outstretched hand and examined it. His face darkened at once, but he did not speak, and nor did he do anything to contradict the dwarf's words and guesses. Instead, he returned the thing back to him, and planted his staff firmly against the ground.

"Come. We must see if we can discover more. There may be documents of the old master's final plans before he was forced to flee the fortress. And perhaps we can puzzle together this riddle..."

He said no more, and once again he took the lead and urged them onwards with haste that they had never seen before.

Swiftly he guided them along the edges of the walls and towards the inner gate. Time's passing slowed, but though they continued on for several minutes, they encountered no signs of life. Only the silence of death, much like before. Still, they were wary and on edge: there was a presence here, something malicious and invisible that gave them that awful feeling of being watched at every step. It was as if the Necromancer had never truly departed-it was as if he were only sleeping, hidden somewhere in the vast dungeons beneath the fortress.

At length they came upon the inner gate. It was a titanic structure, reminiscent of the one they had crossed under in the moathouse, with doors that lay open and too heavy to move. These doors were different: made of a striking black substance unlike anything they had seen before. It bore resemblance to metal and wood and bone, but it was neither, and looked stronger than all of these things, and it had sigils inlaid with stolen mithril in a script that none could read, but still could convey a warning of doom for any who crossed through.

spacer.png"Do not touch them!" warned the wizard, catching out of the corner of his eye the Woodman Evoric just as he was about to lay his dagger upon one of the sigils. Then, redoubling his speed, he crossed under, and the company followed.

They were in the inner courtyard now, and a grim sight-grimmer than any slain orc-greeted them. Here was once the garden of the Elvenking, and here twelve great mallorns, trees loved dearly by the fair folk, stood in a circle. Once, they rose to touch the sky with leafy branches. But they were long dead now. Naked and skeletal, they stretched their dead arms as if to make a final plea for mercy, but the Enemy never granted it.

More signs of orc-work were all about the ancient garden. Evil statues had been raised or placed amongst the trees. Each of them depicted the same thing: a strange bird-headed figure sitting on a hideous throne, with jeweled eyes that glittered as if they were living sentries, ever watchful of intruders.

The Stairs of Woe lay beyond. They led directly into the dreaded Hall of the Necromancer-a place that even Radagast did not dare enter. In another direction lay the entrance to the High Keep: once the home of the Necromancer's informants. But first, they had to find the heart to defy the slumbering guardians.

 

OOC

The statues are probably inspired by the original novels, and the setting book (Heart of the Wild) states that they are very difficult to pass between (though a bit easier now that the Necromancer is not here). So let's make another Face Danger +heart to see what happens. On a failure, the sourcebook suggests that the companion cannot find the willpower to cross, and on a critical failure (miss with match), they suffer a bout of madness... though I don't think that having PCs stay outside while others explore is too much fun, so maybe we can find a way to help them pass (e.g., by PCs that succeed) or by doing an Endure Stress as a negative consequence, or finding another Pay the Price option.

I'll make the move for Idunn below, and write her part of the narrative later today (hopefully), but feel free to post yours too, if you want.

Edit: A weak hit. I'll take it. Probably Endure Stress (-1 Spirit) for the consequence.

Edit: A miss. So stats will look like this: +1 for the fail track (13 fails); -1 Spirit (current: 2) and -1 momentum (current: 4).

Name
Face Danger
2
1d6+1 1
Challenge Dice
6
2d10 1,5
Endure Stress
5
1d6+2 3
Challenge Dice
19
2d10 10,9
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Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

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

Tarric paid scant attention to their progress and any conversation as the group continued. He put one foot in front of the other readily enough, and his spear did not waver from readiness, but his attention skittered to and fro. His breath spiked often, as again and again he thought he saw something, glimpsed at the corner of his eye, but it was always, always gone when he looked at it fully.

When they paused to investigate the orcs, the Beorning stood dully, only the barest flicker of anger and concern at the discovery of the coins, swiftly quelled. Whatever they signified, it was not here, and here and now was all that he could handle at the moment.

Then they moved on. The gate, the doors... those did not escape his notice, and even before Radagast's warning he shrank back from them shamefully, keeping as much distance from the runed material as he could. The garden was even worse. Though ordinarily his heart would have gone out to the pitiful remnants of once-magnificent trees, now instead it shrank from those awful avian sentinels...

He could have sworn the nearest turned its head to look at him. Tarric made sure to keep himself between that one and Olwinne.

OOC/Mechanics

Updated latest progress on Investigate Dol Guldur.

Face Danger + heart for the garden... Weak Hit. Let's go -1 momentum, now 2.


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
5
1d6+3 2
Face Danger Challenge Dice
2; 6
1d10;1d10 [2]; [2,6]
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Idunn of Firienseld [Mom: 4 (10/2) | Health: 5 | Spirit: 2 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 13]


Outwardly, the huntress maintained the facade of calm and composed competence. She looked about her, scanning every direction, thinking that at a moment's notice, orcs or foes far more fearsome would form out of the mists. But there were cracks in this facade of hers, and fear and doubt seeped through them. Those most perceptive would be able to see it, to see through the show of courage. Luckily, she was not the only one affected-others had their own fears to grapple with.

The sight of those beastly, horrid statues was the worst-worse even than the dead mallorns. She tried to avert her gaze, but they were everywhere, and their strange shapes were such that they awakened her curiosity. A morbid and grotesque curiosity, to be sure, and one that she should have kept slumbering within her. As she observed one of them for a time far longer than anyone with their wits about them would dare too, she thought them living, and an irrational terror seized her: for in that moment, she thought that these ancient beings would suddenly spring to life and destroy them all, and not even the mighty Radagast would be able to stop them.

She cursed, and luckily for her, it was in that instant that the wizard begun to march forwards. Without taking any time to think about what she was doing, she followed swiftly. Yes, that was the best she could do: move quickly and without thought, and hope to get this task over and done with as soon as possible.

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Falling back into silence as the company moves on, Bróin tries to push the dark presence of Dol Guldur from his mind. The task proves easier said than done however, for the foreboding mien of this place is not easily dispelled. He hoped Radagast would find what they sought soon - he had no desire to stay in a place such as this longer than was absolutely required.

Seeing the strange door Bróin pauses to study it much as Evoric does, but upon hearing Radagast recoils back. Even as they continue on he looks back at the Mithril sigils that adorn the door. Had this been a staple of Amon Lanc he wondered? A sign of times when Dwarf and Elf were once near close as kin? Or had this been built by the Necromancer, with Mithril stolen from his people? Bróin balled his fist at the thought, but nevertheless carried on in silence.

The strange statues in the courtyard discomfited Bróin as he gazed upon them, but even still he manages to steel himself and press on in spite of their vileness...

OOC

Current Momentum: +10

Vara's Health: 2/2

Okay, let's see how the Face Danger goes.

Strong Hit!

Edited by Maester1216 (see edit history)
Name
Challenge Dice
4; 4
1d10;1d10 [4]; [4,4]
Face Danger + Heart
5
1d6+2 3
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spacer.pngThe Stairs of Woe, cracked and broken, lay directly before them, and the lower steps were flanked by a pair of the evil, bird-headed statues. Radagast approached them first, and the rest of the company followed behind him. But even the Brown Wizard did not dare venture in that direction, towards the Hall of the Necromancer. He had tried it once before, and he had failed, and even the head of his great order, the mighty Saruman the White, had not achieved it.

Instead, he made a quick rightward turn, and with fleet feet he headed towards the High Keep, once the abode of the Necromancer's most trusted servants. As the company passed through the ruined garden, and under the watchful gaze of yet another pair of statues, they strengthened their resolve, and the stone sentinels could not stop them. They went under an arch, long surrendered to the flora of Mirkwood, and soon enough they had entered the Keep through an open door, unopposed and unobstructed.

A ruined palace with high-vaulted ceilings and beautiful architecture awaited within. Even in its abandoned state, with its broken marble floors and neglected chambers, it still emanated the majesty of old Arnor, decorated as it was with many statues and reliefs stolen from that long-fallen northern kingdom.

A few rays of faint light penetrated through windows set high up in the walls, enough to aid their search.

 

OOC

At this point the book suggests making Search checks, but only a limited number (equal to each PC's Valour) is allowed before Shadow points are earned.

For Ironsworn, let's allow 3 Face Danger +wits or +heart checks for each player as the PCs conduct their search. You may also attempt Gather Information, if you want. After that, more moves will be allowed, but they will come with escalating Endure Stress moves.

Let's resolve one move at a time-meaning that we can take turns: one player posts, then the result will be provided (by me), and then another player can post and so on.

Good luck!

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Casting a look about the High Keep, Bróin turns his gaze towards the Brown Wizard. "Suppose we should get started then." With that Bróin and Vara begin investigating the area, searching for something - anything really - that might give them insight into the Enemy's plans. For the Dwarf though, the search for valuable remained at the back of his mind...

OOC

Current Momentum: +10

Vara's Health: 2/2

I'll take a crack at Gather Information.

A Weak Hit.

Edited by Maester1216 (see edit history)
Name
Challenge Dice
7; 3
1d10;1d10 [7]; [7,3]
Gather Information + 2
4
1d6+2 2
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(Art from the Darkening of Mirkwood)

 

They had taken a few hundred searching steps into the dimly-lit interior of the ruined keep when they chanced upon yet another piece of this strange riddle. It was as before: Bróin saw it first; perhaps his dwarf-eyes were keener in the dark than any other companion's.

It was the corpse of yet another orc, curled up in a corner. Inspecting it revealed quickly what was obvious to even the untrained eye: the brute had been stabbed with a knife, and he had crawled off to die. The blade was still stuck between his ribs, having found a gap in his crude armour. Perhaps more disturbing was its make: for it was clear that it had been forged by elven hands, deep into the heart of the Woodland Realm.

Had an elf done this? And when? Despite the proximity of the foul marshes, with their countless hordes of insects and maggots, the body was uncorrupted. He must have been killed only recently. Perhaps if they would have come a day or two sooner, they would have witnessed the scene.

 

OOC

Another milestone!

Feel free to RP the finding; then, it's Idunn or Tarric's turn!

Investigate Dol Guldur

Extreme vow

Progress: ■■■■▥□□□□□

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Idunn of Firienseld [Mom: 4 (10/2) | Health: 5 | Spirit: 2 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 13]


"We are too late." said the huntress, in a voice that was no more than a whisper. For she feared this place, and could not dispel the feeling that they were both watched and listened to.

She looked at the sword grimly, but she dared not touch it. Before long, she had turned to Radagast, and with that very same, hushed tone, she spoke to the wizard, seeking his counsel.

"Have the fair folk of Thranduil been here already? Did they beat us to it?"

"And did they meet their ends here, at the hands of scavenger orcs?"

That last question she did not ask, but it was at the forefront of her mind, and it filled her with a sorrow that was amplified by the traces of all the elvish things she had seen in what was once Oropher's mighty fortress.

The wizard shook his head, and spoke no reply. He did not believe it, but the folk of Thranduil could at times be as secretive as their sullen king. In truth, he knew not the answer.

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

Mom: 1 (10/2) | Health: 4 | Spirit: 0 | Supply: 3
Tarric - Shaken

Searching. Right, that's why they were here. Clues and information... The possibly-elven-slain orc Bróin had found was... a curiosity. But here, the walls were more alive - albeit a malevolent life - than the corpse. Tarric wavered, torn between seeking out the sparse rays of light from the windows, and shrinking from them. Nevertheless, he had a job to do, and he clung to that imperative as he attempted to use the rays to guide his search.

On the edge of the shadows, Tarric noticed another dark, still form on the ground. Another body? He moved forward to examine it - only to feel a shock of pain accompanying a sudden shift from the shrouded creature as soon as he bent to examine it closer, still half-blinded from the darkness between the trickles of light. He couldn't help a cry and fell back in startled dismay.

OOC/Mechanics

Updated latest progress on Investigate Dol Guldur.

Gather Information + wits for the first search... Miss. Updated failure track. Unearths a threat or reveals a dire/unwelcome/contradictory truth. Hmm. Perhaps another 'corpse', but this one not quite dead, and catches him offguard? (harm?)

Endure Harm + health - suffer -1 health (now 4) - Miss. -1 momentum as well (now 1)


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
Gather Information + wits
2
1d6+1 1
Challenge Dice
3; 6
1d10;1d10 [3]; [3,6]
Endure Harm + Health (4)
5
1d6+4 1
Harm Challenge Dice
9; 5
1d10;1d10 [9]; [9,5]
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Idunn of Firienseld [Mom: 6 (10/2) | Health: 5 | Spirit: 2 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 13]


There was a passageway ahead. Beyond it, shrouded in deep shadows, a great, half-ruined hall seemed to open up.

Idunn had neither the intention nor wish to stray too far from the rest of the company. She did not trust the place, with its gloomy silence and imposing walls, and empty chambers that at times echoed her footsteps, denying her any stealth. But they were here to search, and they were all doing so to the best of their ability. She ought to also try.

With a soundless gesture, she beckoned two of her kinsmen-Beran and Evoric-to accompany her. She keenly felt the urgency to be done with the task and leave the High Keep behind. An invisible presence here made her feel unwelcome. She felt watched, and more than that: she thought ghosts followed them, and would guard the place from intruders such as them if they broke a ward, or enter a forbidden area, or awakened some ancient spell.

And so the tree Woodmen searched, with Idunn taking the lead while Beran and Evoric flanked her. The room about them was empty: either the Necromancer had taken all before he was forced to flee, or scavengers had looted it in the intervening years.

Their task seemed a futile one, until Idunn's eyes caught something glimmering against the far wall. She motioned her comrades to follow.

There was a heavy metal door set behind a pillar, cunningly wrought so as to be indistinguishable from the surrounding wall. The huntress had only been able to notice it because it had been damaged, and heavily so. Some mighty brute had tried to force it open with heavy blows... with a great axe, most likely. Deep scars in the iron-shod frame bore testament to the attack: they exposed the bright core of the metal, which had caught Idunn's eye.

Even such mighty blows should have proven useless: the door was sturdy, stronger than any Idunn had seen in the High Keep so far. But it also lay half-open now: not through force, she thought, but cunning. Clearly, the lock had been picked by someone skilled.

She ought to bring news of this to the others. But she was tempted to peek inside first. She did not wish to lead them into a trap. But before she could do this, a cry went up.

"Tarric!" she said to the Woodmen, recognising her friend's voice, and quickly rushed towards where she had heard it from.

 

OOC

I'll attempt a Gather Information as well, and edit my post accordingly. But I'll use Tarric's cry as an interrupt to link up the scenes.

Strong hit. +2 momentum, and marking progress on the vow:

Investigate Dol Guldur

Extreme vow

Progress: ■■■■■□□□□□

I may add a smaller post later about Idunn finding Tarric and the others and explaining her findings.

Name
Gather Information
9
1d6+3 6
Challenge Dice
11
2d10 4,7
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Idunn of Firienseld [Mom: 6 (10/2) | Health: 5 | Spirit: 2 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 13]


A few moments later, Idunn found herself in the room where the cry had come from, spear at the ready. She held it clumsily-in the confined spaces of the High Keep, it was difficult to properly wield something made and meant for the battlefield.

Tarric and Bróin were there, but she was too late. Lying on the floor was a corpse, one that she did not recall being there before. For a moment a dark thought crossed her mind, and she rushed to her comrades' side, eager to lend any and all aid that she could.

"Tarric! Tarric!" she cried, and was soon relieved to see that the Beorning still drew breath. More than that, he appeared relatively unharmed. She breathed a sigh of relief before turning to the room searchingly. "Where are the others? Where is Olwinne? And Radagast?"

They were not far-the rest of the company was still with the Brown Wizard-and before long they also arrived at the scene, putting all her fears to rest. And after everything had been explained, the huntress begun to relay her findings: about the door she had discovered in the large chamber ahead...

 

OOC

I don't know if anyone wants the chance to RP a bit, but we can also move forward. All 3 of us have made an investigation check, so we can continue making them, taking turns to roll and resolve them.

Anyone of us that wants to can go ahead and roll as outlined above, as we start to explore the deeper parts of the Keep.

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"Or whomever hired these orcs. Perhaps someone favoured by the Elves, if they saw fit to gift such an individual an elvish blade." Idunn might have been right to assume an expedition by the elves, but Bróin was doubtful; this smelt of much darker determinations than even the elves were like to be about.

Vara and he are silent as they resume their search, with Vara scouting ahead of the group while Bróin casts his appraising eyes about for anything of note (or value).

Bróin goes to Tarric's side at his sound of pain, which puts him close by when Idunn and her companions arrive as well. Soon enough the group has reconvened to discuss their findings.

"Half open eh? Mayhaps I should reconnoitre then. Any manner of thing could be hiding behind such a door."

"All the more reason to stay together then. Or at least keep each other in site. If we wish to move through this door, let us do so as one unit, rather than disparate groups."

OOC

Current Momentum: +10

Vara's Health: 2/2

Gonna pocket the blade, per musings on Wealth and the like.

I'll take another crack at Gather Information.

Another Weak Hit.

Edited by Maester1216 (see edit history)
Name
Challenge Dice
6; 1
1d10;1d10 [6]; [6,1]
Gather Information + Wits
6
1d6+2 4
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spacer.pngThe company followed Bróin's advice, reassembling into a singular party. After ensuring that Tarric could still go on, Idunn led the way, and she showed them the door that she had discovered. Radagast inspected it for a moment, before setting foot within, and the companions followed behind him.

Light was fainter beyond that broken door. Labyrinthine passages awaited them, abandoned to the slow ravages of time. They at times led to cells with shelves and niches carved into their walls. At first such shelves were empty, but as they delved deeper, they started to find signs of usage of these libraries. In one room in particular, there were countless scrolls and parchments, all piled up against one another haphazardly.

It was clear from the look of the place that someone had been here already. Some scrolls lay on the floor, cast down hastily. Radagast begun searching at once, retrieving a scroll at random and reading it, before setting it aside.

"We may find something of use here!" he said to them, urging them to help. "But beware of the Black Speech of Mordor."

 

OOC

The discovery of the library is yet another milestone, but Bróin's weak hit indicates a new complication or danger. So let's say that this library contains many documents-investigating it will cause a significant delay.

To investigate, any and every player can (if they wish it) give me a Face Danger +wits. Only one successful roll is needed to achieve a new milestone, but it does take time-and counts as one of the 3 moves each PC must make before forced to Endure Stress (I think Bróin has one available move left, and Idunn and Tarric two, but I'll double-check and edit if this is incorrect.

Good luck!

Investigate Dol Guldur

Extreme vow

Progress: ■■■■■▥□□□□

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