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Year 2948: Putting down roots


Vladim

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"Spider ambushes! Well... I guess we're finally gettin' to the exciting parts, eh Belgo?" The Rohirrim raised an eyebrow at his squire who simply stared at him with a shocked expression, shaking his head: "You like spiders that much...? I really dont." He paused, then added: "Sir." The bard shrugged: "See, its all in the perspective, lad. Its the size. They're big, so then they can't hide. That IS what bothers ya, aint it? The hiding? Those huge ones like a pony, well sure, it's all fang and venom, but... Ya know exactly where the bastards are: the darkest bits of the forest, up in the trees." Belgo looked visibly uncomfortable, perhaps recalling his own trip through Mirkwood, but the bard continued; this was a lesson everyone needed, he thought:

"They aint never gonna surprise you just cause you had to visit their home. They wont get in yer face at night, boots in the mornin'. Webs? Ha! They're thick as rope, aint gonna feel like a hair on your neck that aint there to begin with. Or you know, tiny ones that could fly around on webs! Now THAT you'd hate, right? I would. Or imagine hittin' a CLOUD like that when yer riding, in a gallop! Could be dozens, and you smash one, but when ya look, bam!" He smashed his fist into his palm: "Your whole arm itches up to your shoulder, and that hair that ya felt is back, but ya look - aint there! And course, ya cant unbuckle your helm cause you know - gauntlets - and now the hairs in yer ears are tingly. Now THAT would be the worst, aint it? All about perspective, Belgo."

"...Please stop talking, lets change the subject." Belgo looked a little green in the face and leaned against the nearest tree. "How much bad mead did you drink to come up with that, sir?" He asked calmly, finally in control of his stomach.

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During the journey downstream, Gramtyng resolved to train Belgo leadership skills and how to best spot what people felt, and to appeal to that. Unfortunately for him, the river was much more interesting than his lectures, and about half passed by the young squire's ears - but there was a time when he'd finally resorted to old lore examples of the Rohirrim, tales of Helm Hammerhand, and got the boy to listen with his mouth open, ignoring just about everything. Further on, when time came for lessons of reading expressions, he carefully observed each companion and asked Belgo to tell him what he though they felt at the time, then explain his own thoughts and his own views on this, recalling another story he heard during his own time in the Golden Hall, of a clever gambler and a highly stupid hunter. From the success these had, he'd decided that Belgo best learned when he sprinkled in his stories among the lessons - perhaps he'd teach him how to play a few instruments after all...

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Ingi had been unusually quiet on the journey between Stonyford to the Woodman's hall. Preoccupied with his previous promises regarding modifications to the boats and responsibilities to the growing company once on water he had traveled badly and felt fatigued. It had taken most of his stay in Woodman's hall to recover, although some of the weight of modifications also seemed to magically lift from him during this period. This, alongside watching the care and gradually water confidence that the previously nervous dwarf acquired through the tutoring of the woodman his spirits gradually returned. he had been watching these lessons from the banks of the river and offering his encouragement, although he feared his words were often swallowed by the water.

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Despite the responsibility that Ingi felt with the party on water, he found his spirits returning at the prospect of traveling by river rather than wood. it also helped that the skiffs that Fundor had acquired were fine vessels indeed - further soothing the trepidation he had been feeling about the journey. As they set out he noticed the modifications that Nori had made to the boats, alongside the issues they were having and tried, without success, to modify the dwarfs design so that it better suited a water going craft.

On day two when his mind and hands were not needed by the skiffs he attempted to join in the Noris musical interludes in the boats bow although the tunes remained somewhat elusive and his mind was preoccupied by the river and the wind. However the sudden an unexpected water play of Nori brought Ingis mind back into sharp focus he was forced to quickly maneuver the skiff to pick up the bedraggled but apparently not disheartened dwarf from the water.

For the third day Ingi found himself thinking about Journeys end and trying to pay attention to the local and slightly different birdsongs that he could hear around him, although with out any success in puzzling out the meaning. After thinking over the riddle posed by Nori Ingi voiced to anyone within earshot "Is it possible the answer may be vines, or roots?, but that doesnt seem to explain the sharp or the mute yet speaking parts...." and after further though, "or perhaps could it be spiderwebs ? - Though I dont really want to think about those any more then I need to after the information Fundor found out for us"

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In Woodland Hall

For three days, the companions rested in Wuduseld, making preparations for the last day of their journey. In the meanwhile, news had reached Burnaby from the west, and so he urgently left the company, taking his leave from Hartfast, to see to his business at the Easterly Inn. Idunn, who had seemingly disappeared as soon as the fellowship had arrived in the town, returned on the last day, gruffer than normal and in a sour mood. She spoke nothing about the matter that had bothered her so.

The journey south

 

spacer.pngWhen Fundor spoke to Hartfast, the latter congratulated the dwarf for finding water-worthy boats. The chieftain and Idunn knew a thing or two about the river, although it had been years since either of them had travelled along it. Thus, it was decided that they would share a boat with Ingi, their guide, along with Gramtyng and his squire. The remaining five, Nori, Fundor, Einar, Wulfred and Grimbold, would take the other boat, taking advantage of Grimbold’s great strength to scout ahead when such scouting was needed.

Near Woodland-Hall, the river was fast-flowing and deep, and so the company made good progress on the first day. Ingi guided them well, despite his unfamiliarity with these waters, and Idunn kept a vigilant look-out, though there were no spiders or webs after all. Perhaps this was the result of heavy traffic, as they encountered many Woodmen on rafts and barges heading towards Rhosgobel. The only danger were the many sharp-fingered branches of the trees, that seemed to hung down just at eye-level, and long patches of black weeds that occasionally slowed their journey.

By the end of the first day, the company reached Woodmen-town, nestled deep within the forest, hidden to all but the Woodmen. Like Wuduseld, it was perched atop a small, defensible hill, surrounded by a palisade. It was a much smaller town, but according to Hartfast’s words, it was the oldest of the Woodmen settlements, built long before Wuduseld, with a history that stretched back a thousand years almost. Founded by Bathi the lamp-bearer, the first hero of the Woodmen, its ancient heritage was evident in the proud ways of its folk, who had long kept the shadow of Dol Guldur at bay.

spacer.pngThe company spent the night at the Hall of Bathi. Here the Woodmen kept their most prized artefact, the lamp of Bathi, a wondrous lamp that burned with an everlasting blue light. Hartfast was eager to explain all of this to the companions and his two sons, who had not been to Woodmen-town before, and both young men marvelled at its sight. It shone like a sapphire, and was wrought by craftsmen of Woodmen-town with great mastery, showing figures in gold: a young warrior, not much more than a boy, leading an elderly figure holding a staff, and advancing together towards a dark fortress on a hill. Hartfast also explained that the lamp had great healing powers, which had helped the folk of Woodmen-town survive here for centuries.

Indeed, when the companions awoke on the next day, they felt strong and refreshed, as if the lamp’s light had worked its strange magic on them, and ready to continue onwards. A little after Woodmen-town, the Dusky River became wider, but shallower and slower, and great growths of black weeds below, and trees and branches above, made their progress harder. Still they journeyed on, though, until sun-down, when they camped by the bank of the rivers, in a place where other Woodmen had recently camped. They set out again in the morning, for the final day of their journey.

The last day

On the last day, the journey progressed much like it had on the day before, with the river becoming even slower, forcing the companions to row carefully at times, to get past patches of growth. As Nori spoke his riddle and Ingi attempted at guessing the answer, Hartfast explain that, not far from where they were, lay the burial-cairn of Bathi, and it was tradition to offer some gift to the long-dead hero before attending a folk-moot. ’He wanted to be buried near the east bank,’ Hartfast explained, ’but his cairn is not deep within the forest. It is not too dangerous – but we must keep our eyes open for any spiders. There!’ he said, pointing towards a small clearing, where the river twisted away from the heart of the forest.

As they approached, the companions saw another boat, left near the banks and tied to a tree. Many fresh tracks surrounded it, that led towards a hill in the distance: Bathi's burial cairn. Hartfast tried to say something, but Idunn quickly urged him to stay quiet. At first, the companions heard nothing but the noisome waters of the dusky rivers and the sounds of the birds above… but soon they could make out another sound, a song strange and sad coming from the heart of the forest. Idunn scanned the hills and the forest carefully, before pointing to a distant silhouette, barely visible to anyone but her. She pointed quietly, so that all could see it.

’A river-maiden!’ Einar exclaimed, unable to hide his amazement, before being quickly shushed by his father.

Idunn set quickly to examiningthe tracks, but beyond the obvious - that they led towards Bathi's cairn - she was not able to discern much else.

 

OOC

You can choose to stay of leave. If you stay, there are a couple of things you can do:
1. Hunting or Search (TN 14) to examine the tracks.
2. Awareness (TN 14) to examine your surroundings.
3. If anyone succeeds at hunting or awareness or Search, then Riddle (TN 14) to figure out what has happened here.
4. Lore (TN 16) to identify the river-maiden from the stories the Woodmen told you.
5. Stealth (TN 14) to try and approach the River-maiden quietly.
6. Song (TN 14) to sing back to the river-maiden.

Only one skill check per companion, please.

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Ingi had been on the verge of asking what this river maiden was and why everyone was so excited. However unnerved by the silencing looks that Idunn and Hartfast had given the others he also held his tongue. His curiosity however was unabated and he started to, in place of speech, carefully examine his surrounds to try and discover if they could tell him more about this creature that had so altered his companions disposition.

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In his excitement Ingi noticed that the orphaned boat still had supplies in it suggesting that its passengers were not long gone. As his gaze drifted around the glade he also noticed an arrow of woodman make embedded in a tree. Unsure if speech was yet encouraged or even allowed Ingi grabbed the sleeve of the nearest companion, who just happened to be Nori, and tried to communicate his findings through a series of subdued gesticulations.

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When they approach the east-bank and see the other boat, Fundor wag going to ask Harfast if it was a woodmen-made boat but he stops immediatly when Idunn asks Harfast to stay quiet. Then listening at forst sounds, he takes time for him to distinguish the strange song and then, thanks to Idunn, he can see the river-maiden. Fundor tries to remember any story, legend, lay or song that talks of that kind of creature, but nothing comes in his mind [failed Lore test].
Apart of that, he also takes attention at Ingi's action.

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Gratyng spent much of the free time he had during the travels on taking notes - Hartfast and his sons, as well as Grimbold have provided him with a wealth of lore he'd had to note down and figure out what he was going to do later with. This story of Balthi was particularly interesting; what kind of hero was he? He'd never heard of him, or his exploits, and would have to figure this out later. His lamp was also of great interest to Gramtyng, who excitedly sketched a drawing of it for the future before leaving. The glow was mesmerizing and somehow soothing to the bard, and he left the hall with a great deal of pity. Approaching the Cairn later, the rohirrim was quite interested in learning more about the hero - perhaps there would be some more carvings he could examine - not to mention that respect had to be paid to someone like that; he could understand that notion, due to similar practices in the Mark.

"Odd... Perhaps someone was also looking to pay tribute to Balthi and saw a spider?" Gramtyng wondered, before the song captured his attention. Unable to hold himself back, he sang back, as close as he could to match the tone: Though to him, his own singing sounded more like the cawing of a raven compared to the beautiful woman's voice. Still, he strained himself trying to make it better. It would simply be rude to call back in prose.

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All of a sudden, the song of the river-maiden stops, leaving the small clearing by the river eerily quiet. Far away, barely visible in the shadow, the figure of the water-spirit disappears, and the companions remain alone near the path that leads to Bathi’s ancient cairn. A few minutes go by, allowing the companions to discuss amongst themselves about what they just witnessed, or to examine the tracks and clues they discovered.

spacer.pngBut before long, the figure of the river-maiden appears again, emerging from a narrow, fast-flowing stream a few yards from where they stand. The creature seems to materialize out of thin air, catching all companions by surprise, but her intention is not to ambush them. Instead, she observes them closely. She is beautiful, like the tales said, but also wild-looking and strange, perhaps elf-like in certain ways, but more primal than any of Thranduil's folk. Her gaze seems to pierce through appearances, and it is as if she can look inside every companion. Then, she speaks in the common tongue with words of urgency.

’There is not much time. Quickly! Follow my song, but carefully!’

As if by some magic spell, she disappears from sight yet again, but not a minute has passed when the companions hear her song again. It comes from the dark and foreboding forest that lies away from the cairn. Her figure cannot be seen now, hidden as it is amongst the trees and think undergrowth.

[OOC: A riddle check (TN 14) or an awareness check (TN 14, great or extraordinary success only) reveals the answer to the river-maiden’s magical ability to appear and disappear at will, and travel great distances within minutes: She can turn into a fish of some sort, and use the nearby streams to move faster than any companion can follow on foot.]

Decisions

The companions need to decide what to do. There are four main options:
1. Follow the river-maiden’s song.
2. Venture into the forest, but avoid the river-maiden.
3. Go towards the cairn.
4. Leave.

If the companions go into the forest (1 or 2), then the non-player characters (NPCs), like Hartfast and his sons, will stay behind, investigating the cairn while the companions go into the forest. But successful social skill rolls (e.g. Persuade) can also influence what they do. Because I do not want to split the group of player-characters, I prefer to follow the decision of the majority.

If the companions venture into the forest, I will need an Explore roll from each companion.

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Ingi felt a strong urge to follow the Rivermaiden and was about to do so on instinct, but at the last minute remembered his obligations for the traveling party and looked around to see if he could discover their intentions.

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The dwarf at first seems overwhelmed by the attention drawn by the river-maiden and then Ingi's handling of him, Nori unsure where to look. Eventually, he must decide what Ingi has excitedly started to point out must be of greater concern, at least immediately, than the songstress. Looking towards the arrow embedded in the tree, Nori blinks at the sight and then looks at Ingi inquisitively. Why would such a thing be of such great importance? Certainly, it was a little odd or uncommon for an arrow to just randomly be sunk into a tree, but it wasn't unheard of.

The dwarf scowls at Ingi before turning his head to look towards the river-maiden when something catches his eye: tracks. Pausing his his turn away from his companion, the dwarf seems preoccupied with the odd footprints left in the earth. The scowl of annoyance turns to one of confusion. The arrow and the footprints - unlike any he's ever seen before - now prove to be a greater mystery that once thought. It is only once the river-maiden reappears and begs the fellowship to follow her with her song.

Audibly growling as the maiden disappears and her song is left wafting through the forest, the dwarf urges caution to the rest of the fellowship by stating his own doubts. “She’s toying with us,” he says with a huff. Looking towards Gramtyng who he had idly hear call back to her in song, Nori points his axe in the direction of the darkened woods where the songs was fading. “Don’t go chasing that moistened bink, horseman... no good can come of a creature like that.” At that, the dwarf looks to his cousin, as if expecting some sort of confirmation or agreement.

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"That." Gramtyng turned to Nori with a scowl: "Is an ancient being, my friend. Even in the Mark, there are legends about them, though they're so obscure I'm amazed I remembered anything - even if it was a fragment of a rhyme." He looked at the trail where the river maiden disappeared: "Her name is... Duskwater, I guess the translation would be? Its amazing, isnt it? Did you see how elf-like she is?" He shook his head: "I refuse to believe that she is remotely evil." He strained his eyes, raising his hand to shield them: "We need to go after her. There is likely she needs help with. I have -never- heard of them being evil. Perhaps a bit capricious or whimsical, a little flirty depending on material, but... Never evil."

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Fundor's first reaction is somewhat doubtful and he looks at Idunn who, he thinks, probably knows the creatures that goes by along her people cities. Speking softly to the Wood Woman : "Idunn, what is that creature ? May we trust it ?" Fundor sees that his cousin Nori is also skeptical, but then he hears Gramtyng's words that are somewhat reassuring. "My common sense tells me not to follow that strange creature but I know that in that forest which i know nearly nothing, i have to be confident on those who have better knowledge." Turning to Nori : "I believe that we should listen to Idunn and Gramtyng. We are in that forest and we need to know and understand it better for our task, and our friends can help us on that."

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’A river maiden.’ said Idunn to Fundor, ’She is a water-spirit that dwells in the forest with her sisters, near this river.’

She paused to think, not wishing to lead her companions into danger without careful consideration. ’I think we should do as she says.’ she finally concluded. ’The river-maidens have always helped the Woodmen, and I do not think this is a trick. Come!’

Hartfast and his sons agreed to stay behind, guarding the boats with Grimbold’s assistance, who was already wielding his axe as if in preparation for some skirmish. As the company ventured into the forest, they could still hear the river-maiden’s song, at first faint, but becoming clearer and clearer as they approached. Then, it stopped, and after a few minutes, it became distant again, luring the companions deeper and deeper into the forest.

As times, Nori would discover more tracks: some boot-like, clearly made by a Man, but also more belonging to the strange toad-like creature. They were still fresh, and it appeared as if there was a chase, though it was unclear who was chasing who. Ingi, on the other hand, was able to spot two more arrows, one embedded in the higher branches of a tree and another, with a broken arrow-tip, lying on the ground.

’Follow the streams that flow into the forest.’ Idunn had said earlier, as the forest had become denser and darker. ’The river-maiden can shape-shift into a fish, and she is using the streams to travel.’ Unfortunately, this was easier said than done: wild undergrowth and tangled brambles made navigating the forest challenging at best, and impossible at times. There were no paths here, and following the tracks that Nori occasionally discovered was difficult, as they frequently disappeared into streams and muddy puddles. At times, the companions simply had to cut their way through the vegetation, but at least the song of the river-maiden gave them a clear direction to follow.

Some time passed so, perhaps half an hour or one, with the companions venturing deeper and deeper into the forest, until most light was gone. Spider-webs hung menacingly from the tree tops, obstructing what little light made it through the foliage, yet there was no sound. Even the song of the river-maiden had stopped, leaving the fellowship to believe they were truly left alone in the forest, seemingly lost. Idunn cautioned her fellows to remain quiet as she tried to make out the sounds of the forest.

 

OOC

I need an Explore check from every companion, to see how well everyone did navigating through the dense and dark forest. Because of the river-maiden’s song, the TN is a mere 10. Failure grants one point of Fatigue.

We need to accumulate 5 successes, with Great Successes counting for 2 and Extraordinary Successes counting for 3. What happens next is dependent on whether 5 successes are accumulated or not.

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The company waited for a few minutes, but to no avail. There seemed to be no-one near by, and the song of the river-maiden was no more, as if the creature had abandoned them, alone in the forest. Idunn cursed quietly: she had been foolish enough to be tricked by the forest-spirit, and now they were lost, and trapped, and no doubt there were spiders nearby, judging from the many webs.

Suddenly, the faint sound of a breaking branch was heard from nearby, and the companions moved towards the direction of the sound, carefully and with their weapons on the ready. They had moved but a few yards when Ingi spotted a hunter, hiding carefully between the foliage.

spacer.pngThe hunter's clothes and equipment made him look like a Woodman, and he had a bow, smaller than Ingi's, more fit for hunting than war, and an arrow on the ready. The hunter, too, saw the fellowship, and spoke no words, but placed his index finger on his nose, as if saying 'Shhh...' Then, he pointed carefully towards an opening in the trees, indicating the distant shape of the river-maiden in her human form.

The river maiden stood silent by a narrow stream, with trees all about her... yet not alone. Strange shapes and shadows moved through the trees, bloated yet quiet. They were about half a dozen of Mirkwood-spiders lurking in the trees, some bigger than others; indeed, bigger than any the companions had seen before.

Before the companions had a chance to cry a word of warning, one of the bigger spiders jumped suddenly, trying to ensnare the river maiden, but the spirit simply disappeared. Almost simultaneously, all the remaining spiders descended from the trees, seeking to fight for the prey, in their confusion not realizing that the river-maiden had escaped them.

 

OOC

There are three main options here:

1. Attack the spiders. Because they are distracted, they are automatically ambushed (no rolls required). In addition, because of the distance, two opening volleys will be allowed for those with bows (but only one for those with throwing spears, as they have a limited range). After the opening volleys, battle will be joined.
2. Hide from the spiders. To do so, each companion must succeed at a Stealth check. The TN is only 12, because the spiders are distracted. A companion who succeeds with a Great or Extraordinary Success can help 1 or 2 (respectively) companions who failed their roll. Remember, it is possible to invoke relevant traits such as Burglary for an automatic (basic) success.
3. Run away. Doing so is an Athletics check (TN 16), failure grants 1 point of fatigue. Those who fail with a Sauron, though, will be caught and ensnared (webbed) by a spider.

PS: For role-playing reasons, this does not need to be decided democratically. For example, if one companion attacks the spiders, then it is possible for reluctant companions to also join, even if they would prefer hiding.

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