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Year 2946: Don't leave the path


Vladim

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[Post 196]

Author : Diofant

Date : Nov 17 '16 4:53pm

 

The conversation with the mad hermit out of the way, Gramtyng had taken to taking cleaning his armor and helmet, showing Belgo how to properly maintain the equipment - he doubted it would be particularly difficult, as Baldor had doubtless taught the lad how to take care of ponies for the caravan, and various other equipment, as it was just him and his father. He'd explained the how and the why - most importantly the why, really; he remembered himself as a child, and being told to 'just do something' without being told what it accomplished was infuriating. Metal needed to be cleaned so it would not rust - the sword's blade especially must have been kept well-oiled so that it could be pulled freely of the sheathe. A moment late for that sort of thing could cost you your life - even more so on horseback, where you were not quite as free in your movements. "As for the armor, well..." The Horse-lord explained, grinning: "If you're gonna recklessly charge on horseback, might as well look good while doing it." When Idunn commented about how Baldor was too old, he noddded grimly - the man was a danger to himself like this - and the kid still had his whole life before him. It was sad, really - he was not an old man, but to face Mirkwood at his age made him old...

 

--------------I--------------

 

The night passed without any misadventures, but there was some disturbance due to Arphel's fever - Mirkwood's sounds at night were also, of course, not the best accompaniment to a restful sleep, but you did what you had to. "Gotta be able to sleep no matter where, and no matter what time. Tired warrior is a dead warrior." He explained to Belgo as he rolled up his bedroll, preparing to head out. He eyed the little interaction that Idunn and the hermit she called Berengar shared, but merely shrugged and re-adjusted his sword on his belt: This was not entirely his business, after all. If his friend felt she needed his opinion or help, she'd just ask him. Besides... In matters of craftsmanship, Nori and Hepti were probably more useful anyway. That name though... A bit curious. He recalled hearing something about it during the stay in Mountain Hall: The most he could remember was pieces of the song, as the song was entirely about just the sort of thing he did not think should be encouraged: A grim tale of a hero and his axe, ultimately tragedy and doom befalling him. The details of it escaped him... he was certain if he wanted to, he could ask Idunn for details of it, as after all, she grew up there. "We good to continue?"

 

Ok well now I feel really bad about Vladim having to talk to himself for 4 posts... Sorry man.

 

EDIT: Invoked Rhymes of Lore to earn the Second Advancement Point. I also realized I could just make that success a Great Success with my Virtue, so it would work either way. Bu I dont think a Great Success would really do much here.

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[Post 197]

Author : Vladim

Date : Nov 18 '16 1:35am

 

Idunn stands next to the hollow tree's entrance, bewildered, as the hermit makes his escape. Her expression is one of confusion. 'That man was-is-one of the greatest warriors of the Woodmen... what happened to him to drive him mad?' she says, more to herself than anyone else.

 

After a moment of silent thought, she turns to Bella and explains what must be done. 'We need to bring this to Hartfast,' she explains, referring to Wolfbiter, 'and we must let Radagast know of what happened to Berengar.' With those words, she lifts her travelling equipment and gets ready for the last leg of the journey. At the same time, she ponders on whether the axe found its way to her as a means to defeat the dreaded werewolf...

 

I forgot in the last post, but can you all give me a Travel check (TN 14) and a Corruption (Wisdom) check (TN16) for the last leg of the journey?

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[Post 198]

Author : Old Overholt

Date : Nov 18 '16 2:33pm

 

"He'll need to learn how to repair his armor, especially if the horse-lord is going to teach him how to fight," Nori jokes as Indunn inquires about whether one of the dwarves will allow Belgo to apprentice with one of them. The dwarf casts a knowing and teasing smile towards Gramtyng as he jests about the Rohirrim's battle prowless, completely aware that it's a jab without any teeth and more a means to escape the dreariness of the wet and cramped quarters. His attention shifting back to the Bride, Nori adds, "I can teach him the basics he'll need... enough that if it's something he wants to do, he can continue his learning anywhere."

 

----------

 

As the group stands outside and Bella is presented with the axe head, Nori leans over to take a closer look at it as Indunn explains the significance of the weapon. His eyes run over the runes carved into the metal, examining all it's subtle detail, his intrigue more into the design and visible history of the weapon as opposed to its importance to the Woodsmen. Just another piece he can mentally file away in his small treasure trove of patterns to incorporate in future works.

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[Post 199]

Author : Born on the Bayeux

Date : Nov 19 '16 5:13am

 

Bella was terribly touched by the hermit's gift.  Now revealed as Berengar, a former Warden of some reknown, Bella almost dropped the axe-head, its weight now more than physical.  The gift was given with such deliberate import, there was no honorable way it could be refused.  "Our gratitude, Master Berengar, this shall be borne by those of our fellowship best able to reclaim its purpose."

 

But there was still the matter of the lonely hermit, a shade of what had been so much more, Bella could hear the respect and sadness in the Bride's voice.  It was not her place to speak for the Fellowship when it could speak for itself.  But Bella babbled from blind compassion rather than wise contemplation, "Master Berenger, would you wish to travel with us back to the company of other Men?"

 

 

I believe the most respectful choice is this situation would be to offer Wolf-Biter to one of the two dwarves, who know how to appreciate a good axe.  But Bella and Vladim would know the ettiquitte better than I so I will accept Vladim's thoughts if Bella would have a better idea.

 

It was presumptuous of Bella to offer Berengar escort without consulting with the Fellowship first.  But it is very much in character for the soft-hearted Hobbit.  Feel free to chew her out IC. :danceorc:

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[Post 200]

Author : Vladim

Date : Nov 20 '16 9:21am

 

Sorry, I should have made it clear that the hermit is not available for bantering, as he has already run away:

 

The hermit seems as surprised as the Bride when he hears his name. He freezes in panic and becomes white-pale. But when Idunn tries to approach him, he drops his spear and instantly runs towards the dense heart of the forest.

 

But you are free to chase after him if you want.

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[Post 201]

Author : Vladim

Date : Nov 21 '16 1:49am

 

The few days after the storm see the sun rising on warm mornings, unusually so for this time of year. Even though the fellowship travels under the shadow of Mirkwood, all companions feel the temperature rising, and the heat becomes exhausting, especially towards noon. Sometimes, through gaps in the canopy, some companions can see the open sky and scorching sun above. In the filtered sunlight, they also see stones scored with ruins, not far from the elf-path, or piled rocks, that show that Men once lived in these parts of the forest.

 

An discreet presence follows the company, and companions occasionally catch glimpses of eyes looking back at them. It is the hermit, who for the first day keeps close to the companions, but whenever one of them cries to him or tries to approach him, he scurries away into the forest. On the second day, he appears less frequently, and by the third day he is nowhere to be seen.

 

On the third day, towards midday, the accumulated exhaustion of the entire journey starts to exact its toll on the company. A sense of fatigue and sleepiness seems to creep out of the ground and overwhelm them. Flies buzz all around, and water trickling from a hundred rills sounds like a half-whispered lullaby. The majority of the fellowship, including Baldor, Belgo and the wounded Arphel, start feeling downhearted and worn out, so the companions agree to stop for a midday break. A place not far from the path is chosen and, after a quick meal, most companions decide to take a nap. Those who failed their Wisdom checks-Gram, Nori, Bella and maybe Hepti-fall asleep and start having those dreams.

 

As Gramtyng dozes off, a distant sound fills his ears. At first it is faint, but as his sleep grows deeper, the song becomes clearer. It is a beautiful tune, sang in the tongues of the elves-by far the most beautiful that the horse-lord has ever heard. Gramtyng becomes convinced that the fair elven maiden singing it cannot be far.

 

The hypnotic song, now becoming more and more audible, seems to be coming from behind some old trees, just a few yards from the campsite. Gramtyng feels himself drawn towards the location; Nori quickly sinks into a deep, but restless sleep. Something about the ruins that he saw throughout the journey seemed familiar, yet he could not remember. But as his sleep becomes deeper, he slowly remembers what it was. Dwarves dwelt in these lands alongside men, many ages ago, yet they abandoned the old forest when the Necromancers evil influence spread. They left their treasures behind-piles of coin and weapons and armour of great craftsmanship, that has not been matched since…

 

Nori feels himself drawn towards some old trees, not far from the campsite. He senses that a cache, forgotten by its long-dead owners, lies there, and in it great treasures can be found; Bella quickly falls asleep, as the fatigue of the journey is overwhelming. As soon as she closes her eyes, she dreams of all the civilizations that once prospered here-great kingdoms of Men that are no more. In her dreams, the ruins that remain become great palaces; the piles of stone great castles, and it is so vivid that she can even envision the Men themselves, with their wonderful, embroiled clothes and beautiful jewellery.

 

As she slowly wakes up, she is drawn to a patch of old trees, not far from the campsite, for in her dream, it was there that the greatest palace stood. While the palace is probably no more, she is eager to see its ruins; If Hepti fails his corruption check, he dreams about a den of spiders being near the campsite, and feels compelled to go slay his hated foes...   It is up to you guys if you decide to resist the temptation to explore, or to sleep-walk towards the trees. I will not punish you for giving in, as Belgo and Idunns shouting (see below) will eventually break the spell and wake everyone up. This is just an opportunity to further develop your characters.

 

Idunn’s shouts quickly break the spell of the ancient woods over the companions, and they are all roused from their half-sleep to see Belgo running into the forest, crying out Mother! and clasping his talisman.

 

Get back, child! shouts Idunn, and runs after him, trying to catch him.

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[Post 202]

Author : Old Overholt

Date : Nov 22 '16 1:33pm

 

Nori's eyes shoot open as his dream abruptly concludes with him turning about a tree to spot something glimmering. He didn't quite see what it was, but he knew it was something of rare quality. Pushing himself up off the ground, he blinks his eyes as he looks about the campsite, his eyes scanning the trees - perhaps wondering if someone was watching them from the darkness. It's then he sees a patch of trees identical to those in his dreams. Narrowing his eyes to focus, he runs his tongue along the inside of his mouth and swallows, his anxiety quickly starting to build.

 

Now pressing his hands to the ground and rising to his feet, the dwarf quickly smooths out his clothes as he proceeds in the direction of the trees. His walk is heavy-footed, his body less awake than his mind. The dwarf is cautious to check his surroundings, not just for natural pitfalls and obstructions, but creatures as well. Step-by-step, he draws closer and closer to the trees from his dreams. "It can't be," he murmurs quietly to himself as he draws closer to a thick trunk identical to the one near the close of his dream. And just as he's about to turn the corner, he hears Idunn shout.

 

The Woodswoman's voice breaks Nori's focus, causing him to jerk his head in her direction. Searching for whatever has caused her to cry out, he see's a small figure running away from the camp. Gritting his teeth, Nori exchanges a few glances between Idunn and the thicket, as if trying to weigh which one he wanted to tend to first. Eventually, his "better" side appeals to his senses and the dwarf turns his body away from the trees. It's then he proceeds to jog towards Idunn, calling out as he approaches, "What's going on? Who... Belgo?"

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[Post 203]

Author : Vladim

Date : Nov 22 '16 3:20pm

 

The Bride pauses only for a moment, enough to explain in no uncertain terms what has just happened. 'The boy,' she says, 'he ran away, as if posessed by some spirit! Come, let us find him before he runs into trouble.'

 

She points to the direction-Nori feels-nay, he knows with absolute certainty-that something of great significance to him, related to his vivid dream, lies in that direction. Yet the Bride does not wait for the dwarf, or anyone else for that matter, to explain her what they just dreamt of. She simply runs after the lad, whether any other companions follow or not.

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[Post 204]

Author : Born on the Bayeux

Date : Nov 24 '16 5:23am

 

Bella knew that there was no reason to expect her dream palace to be in that tangle of trees.  But if there had even been a ghost of such majesty and riches, it was worth exploring.  She wasn't even aware that her bare hobbit feet were carrying her in that direction.  And if there was no trace of what she had expected, she mused dreamily, there would be something even more precious; a mystery.

 

It was Indunn and Belgo's shouting that awoke her from her spell.  How long had they been shouting?  Now with a clearer head, Bella found herself much closer to that strange copse that any cautious hobbit had any reason to be...

 

 

My apologies for my delay in responding.  Real-life has piled on me like the orcs of Moria.

 

As far as Bella talking to the (it turns out) retreating Berengar, we can ignore it or assume that Bella might have asked and been rebuffed later.  It's not like Bella could have forced Berengar to follow the Fellowship and she is too much Bracegirdle to be rudely insistent.

 

Bella can be woke by her friends anywhere between the safety of the Fellowship and the threat of the trees as suits Vladim.  When more lucid, Bella's first thought will be to protect Belgo.

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[Post 205]

Author : Diofant

Date : Nov 25 '16 2:06am

 

The next part of the trip was quite uneventful. They trudged along the path, with the madman that sheltered them lurking in bushes - sometimes he spotted him, sometimes someone else. It was at first a bit unnerving, but then merely annoying. If he'd wanted to travel with them, he could simply have asked; but then again... Idunn claimed the man was a hero, and now had been reduced to THIS. How? Why? What manner of evil force could have cowed someone like that into a mad hermit who was scared of his own name? He would have to inquire later... But for now, Gramtyng tried to give Belgo as much attention as he could, feeling that it would have been bad of him to dissuade the enthusiastic boy from his chosen path.

 

On the third day, the air grew warm and somehow heavy, a spring's gentle song resounding in the bard's ears like the best music of the Golden hall. The grass and shade were inviting, enticing him to lie down, have some sleep, and forget about the pain in his legs. The others seemed to have felt the same way, and before long, they made camp and rested. As he dozed off, leaning against the tree, he dreamt of a song unlike any other: an elf-song, though he'd heard precious few to recognize it, and knew not the language, something he'd been meaning to try to resolve. And ah, with such a beautiful voice, the maiden singing it would be even more beautiful! He'd simply had to see her, to at least express his gratitude! The bard, even in his dreams, had no illusions that his own appearance, despite being held as quite handsome by most women he knew and who cared about that sort of thing - would ultimately be of no interest to an elven woman. After all, he was no Beren.

 

Even waking up, the gentle caress of the song continued to echo within his ears, and, smiling like an idiot, he began walking in the direction he was certain it was coming from. He was drawn out from the dream by Idunn's voice - one which he normally found quite pleasing to listen to, and now sounded like the cawing of a crow. He shook his head, slapping himself slightly, before he could process what she was saying. Belgo ran off. What was happening? Some... trick? Belgo had run off in the same direction... And even Nori was walking there? Strange. Bizarre. But right now, it didnt matter; he had to help Belgo. Without another word, Gramtyng dashed off into the bushes, towards the place Idunn pointed, where his squire-to-be had vanished to.

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[Post 206]

Author : Vladim

Date : Nov 28 '16 2:14am

 

Either guided by their dreams and intuitions, or because of following Belgo and the Bride, the companions all walk to the same location: a thick forest, not too far from the path, that looks dark and foreboding. As the company approaches, they see Belgo, entranced near the edge of a circle of stones that looks as if they once formed the lips of a well. Thick roots surround it, and an old, rotten rope, tied to one of the branches above, descends into the hole.

 

Belgo remains still for a few moments, and even if the companions try to warn him or call him, he remains oblivious. Then, without warning, he falls into the well, making no sound; Within moments, more than a dozen tentacles that look like roots and branches issue forth from the well with great force, and attack every living thing that is close to the well.

 

Ok, so I’d like to speed this combat scene up, because combat in PbP takes long, and because I don’t necessarily want to read a blow-by-blow account of the whole thing. Therefore, I’d like to resolve the mechanics OOC before we all write a summary of what happens.

 

For this reason, it would be great if you could give me a summary of the strategy/tactics of your PC.  This should include the following:

(1) Starting stance (Forward/Open/Defensive/Rearward)

(2) Actions (attack and weapon/mode of attack, or other action)

(3) Condition(s) for changing stance

(4) What your PC does if grabbed by a tentacle (this foe can grab PCs, and you can attempt to escape with an athletics check, or keep fighting (but your parry will be reduced, and you cannot change stances while grabbed)

(5) What will your PC do when Weary or Wounded

(6) What are you willing to spend Hope for

(7) At which point your PC will consider retreating

 

Then, please post some dice rolls, ideally enough for 5 rounds, including attacks but also other checks that may be useful (other actions, Athletics checks to escape tentacles, Protection rolls in case they are needed). I will post the Brides tactics below as an example.

 

The goal is not to punish PCs, so if anything dramatic occurs (i.e. chance someone dies) I will pause the flow one round before this occurs and go back to round-by-round combat. Additionally, I will post the enemys stats and strategy, for greater transparency.

 

This is just an experiment, so if the majority of you object strongly to this approach, please let me know and I will do this the standard way (round-by-round).

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[Post 207]

Author : Vladim

Date : Nov 28 '16 2:17am

 

The Thing in the Well will start by attacking companions in a close combat stance (Forward, Open, Defensive). It will focus on (1) anyone who does damage; (2) those in forward; (3) those in Open; (5) those in Defensive.

If it succeeds in hitting a PC, it will apply its Seize Victim ability to Strangle them.

If reduced to half endurance or wounded, it will get desperate and start spending Hate to attack all companions in close combat stance. Idunn will:

Start in Forward and attack the creature with her axe (two-handed).

If her endurance falls to 10 points, or is she is wounded, she will switch to Defensive stance and use her axe one-handed (with a buckler in the other hand).

If she is seized by a tentacle, she will attempt escaping with an Athletics check, and continue doing so until she succeeds.

If Weary (but not wounded and with endurance > 10), she will attempt to use Intimidate foe from forward once, before resuming her attacks.

She will spend Hope to succeed at an otherwise failed Protection test, or to do extra damage (+6) on an Extraordinary success with her axe.

She will try to escape combat only if it is clear that there is no hope in winning (multiple companions lose too much endurance and/or are wounded), but only after explicitly saying it to the company, and will try to allow weaker companions to escape first.

 

Arphel and Ellerina will stay in Rearward and shoot arrows at the creature. If there aren’t enough companions in close combat, Arphel, who is Wounded and Weary, will not shoot. They will only enter melee if the company is in grave danger, as they feel they owe their lives to their companions.

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[Post 208]

Author : Born on the Bayeux

Date : Nov 28 '16 5:13am

 

Vladim, Thank you for this experimental combat scenario.  As a GM myself, I am looking for ways to speed up combat and I am also looking forward to seeing how this test plays out.

 

In general, Bella wishes to protect Belgo and realizes that the source of the tentacles in deep inside the well and cannot be damaged by archery from this position.  Bella will try to get to a point where she can at least determine Belgo's current circumstances.  Likely, this is at least peering into the well.

 

In game terms, this translates to:

 

1.  A Forward stance.  Bella's main concern is to locate Belgo as fast as possible, sacrificing (perhaps unwisely) safety for speed.

2. Bella is running towards the well.  She will stop to fight the tentacles with her dagger if she can't otherwise dodge them.  Depending on circumstances, this could mean five rolls of Athletics and/or Dagger in any combination.

3. Bella will not change her Forward Stance as long as she believes there is the merest chance she can save Belgo.  Either Belgo would have to be killed or Bella would have to absolutely conclude she could not help him.  In that case, she will change her stance to protect her companions, or otherwise to escape.

4. If Bella is grabbed by a tentacle, she will alternate Athletics and Dagger rolls in a desparate attempt to be free.

5. Bella keeps fighting, weary or wounded, as long as there is a chance (she believes) she can help Belgo.

6. Bella will spend Hope to escape a tentacle after three rounds or if she believes her next roll stops her or a Companion from dying.

7. Bella won't retreat if it would leave a Companion in danger.  If there is no one in danger, she will retreat.

 

I have probably misunderstood or just plain missed something.  And any combat can lead to choices no one could forsee.  So feel to roll or act for Bella if it seems right, Vladim. :danceorc:

 

I will put the dice rolls in the dice thread.

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[Post 209]

Author : CrimsonKnight16

Date : Nov 29 '16 10:17pm

 

Sorry for my bouts of inactivity everyone. It's the last few weeks of my last semester of college, so I am pretty swamped with work. Just wanted to let you know that I'm not inactive from lack of interest.

 

Being the crazy son-of-a-gun that he is, Hepti is going to charge right in and start hacking away. The best way to help Belgo right now is to kill that thing.

 

1. Forward stance. Main priority is doing as much damage to the tentacles as possible, especially those that are attacking other people. He's trying to damage this thing enough that it runs away or hides.

2. If someone gets grabbed he will immediately try to chop off the tentacle grabbing them.

3. If he gets grabbed he will try athletics to break out if he cannot hit it with his axe.

4. If he falls below 10 endurance or is wounded, will switch to defensive stance and attempt to get out of the tentacles' range until recovered.

5. If a companion is in danger of being killed, Hepti will ignore the other rules and attempt to help them to safety, whether that means defending them from tentacles or carrying them to safety.

6. Will spend hope on a failed protection roll.

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[Post 210]

Author : Diofant

Date : Nov 30 '16 3:44am

 

1) Starting Stance: Open.

2) Combat Strategy: Attacking with a Sword.

3) Condition to change Stance: Wounded, move to Defensive.

4) If Grappled: Escape with Athletics.

5) If Wounded: Defensive. If Weary: Start using Inspire with the Virtue to rally the companions. Also do this if at least two companions have taken a beating(A bit before they're Weary)

6) Protection tests, if necessary to hit with a Piercing Blow, Protect Companion on Idunn, or if great success on inspire.

7) Will not, unless Belgo is rescued. If someone else is left in danger, he will do his utmost to save them, especially Idunn. In the worst case, he will give his life to let the rest of his companions get away.

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