IC Story Thread: Ch.1,Ad.1 - A Sensitive Matter
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Aug 7, 2023 8:30 pm
There is a concerned look on Duinhir's face as he spots the group approaching them "Yes, I too believe we best avoid this band. Even if they are not hostile towards us, I dont think they'll let up pass without inquiring into our business. And much of our mission rest on secrecy and being unnoticed."
Aug 7, 2023 10:48 pm
Sounds like we are all in agreement. . Ragnarr guides the group away from this oncoming group. He does his best to look natural about this reroute
Last edited August 7, 2023 10:49 pm
Aug 8, 2023 2:18 pm
Drakis2 says:
OOC:
What does our Lookout (Éothain) make of them?rpgventurer says:
OOC:
Does Éothain get a Lookout roll? OOC:
Yea, so this is where I might normally expand these Events some.There's no reason in the narrative why you couldn't.
But by the book, these Events are pretty scripted. They generally don't ask for more than one roll, from more than one task-person.
So by the book there's not much "room", or benefit, for allowing more rolls than what is described, lest you possibly dilute the value of the task of whomever's challenge it's "supposed" to be.
For instance if it was discovered they were no threat via the Lookout, then you could pass by them with little fear, and suddenly there's one less Scout Event for the Scout to shine.
And again since we're trying to proceed through this a little quicker, I'll just stick to the book.
And in this case it's a challenge for the Scout.
Dr_B, please give me a Stealth roll with Cirion!
Cirion notes that you're all going into a dip in the road, and you will have the cover of hill for several minutes in which you could get away from the road. If you all are to avoid them, now is the time to do it.
Rolls
Journey Events
Aug 8, 2023 9:23 pm
OOC:
Nice roll!It's impossible at that point to make any sort of visual contact with the approaching contingent, without affording them the same opportunity to observe you, and so he does his best to match the pace they were making and tries to mirror their progress down the road with the company's progress around the hill, keeping the mound in between the two parties the whole time.
And he must do a fine job of it because by the time you all re-emerge back onto the road you can see the contingent must be a kilometer past the dip where you went off road, along the way north.
And they either don't look back, or they don't notice your passage if they do, or perhaps their business was such that they wouldn't care to double-back upon you if they did.
And so it is you are able to move beyond them without further trouble and really without lost time.
From there the days become progressively warmer as you continue south, and you draw closer and closer to the true southern border of Harondor and the North - the Harnen River. And it is upon the seventh day, after you've began a slow decent into the Harnen River valley, when the landscape begins to look as you had always been told the Harad would look.
The soils of tan or gray silt and loam give way to hard and cracking ruddy clays and stone and blowing sands. The mesas and canyons still carry a foreign type of beauty, but as you leave behind your familiar land, that foreign-ness may begin to feel more like isolation and the simple threat that resides within anything that is an unknown.
And it is in the Harnen valley that you first begin to encounter the hollow remnants of ancient wars fought between North and South.
Towers with foundations of northern granite arranged in familiar northerner's ways, but now with limestone materials and the structural style of the South standing upon their architectural bones. A reminder of past victories and recent defeats - and the deaths of the many that paid for each. You move past them, but it seems there is always another such ruin around the next bend.
When the day is nearly done, and the heat is at it's peak before it must relent with the setting sun, and the city of Tharven - the last city before entering the true Harad - is in sight... the road passes through what appears to be a great graveyard.
No doubt the site of some old battle ground. And around you in all directions stretch small stone monoliths, and cairns, and in some cases carved statues marking the thousands of spots where someone died. The implacable stone figures standing like thousands of spectres-made-real, watching you pass, jealous of the life you still have, and unforgiving and unyielding with their gaze.
OOC:
Alright, everyone give me a DC14 Wisdom save ability check, please!(And ofc any narrative.)
Aug 8, 2023 9:35 pm
OOC:
RollingLast edited August 8, 2023 9:36 pm
Rolls
Wisdom - (1d20+1)
(9) + 1 = 10
Aug 8, 2023 10:45 pm
OOC:
So close lolLast edited August 8, 2023 10:49 pm
Rolls
Wisdom save, DC:14 - (1d20+2)
(11) + 2 = 13
Bobs wisdom save in case - (1d20)
(6) = 6
Corruption save - (1d20+2)
(7) + 2 = 9
Aug 9, 2023 7:18 am
He looks around nervously, almost expecting those ancient statues to raise, their resentful gaze to follow them.
"You feel that too," he whispers as if not to disturb the rest of the fallen, "I thought it was just my nerves..."
"You feel that too," he whispers as if not to disturb the rest of the fallen, "I thought it was just my nerves..."
Rolls
Wisdom save - (1d20+2)
(10) + 2 = 12
Aug 9, 2023 2:20 pm
OOC:
I messed up, this is just supposed to be a Wisdom ability check. No save prof.Looks like it hasn't made a difference yet tho...
EDIT: I also might as well add, if you fail the ability check, THEN please roll a Corruption Save (WIS+prof if you have it+any special Culture/Class bonus if any)
Aug 9, 2023 3:12 pm
emsquared says:
OOC:
I messed up, this is just supposed to be a Wisdom ability check. No save prof.Looks like it hasn't made a difference yet tho...
EDIT: I also might as well add, if you fail the ability check, THEN please roll a Corruption Save (WIS+prof if you have it+any special Culture/Class bonus if any)
OOC:
I understand why you would get them mixed up. Usually when it is something happening to the pc it is a save Aug 9, 2023 4:28 pm
OOC:
Yea, that and also I personally just don't like "naked" ability checks. I can't think of a time when I've called for one myself. If it's an ability check there should almost always be some relevant Proficiency or Tool that can be attached to it, imo.So when I see text that says "Wisdom test" my brain is just like, "Wisdom SAVE".
Aug 9, 2023 8:28 pm
"It is the statues. It's like they are looking at us." Duinhir adds with a shiver that is out of place on such a warm afternoon.
Rolls
Wisdom check - (1d20+1)
(2) + 1 = 3
Wisdom save - (1d20+1)
(3) + 1 = 4
Aug 9, 2023 8:34 pm
Éothain's expression is grim. "The dead deserve songs and stories of their bravery, so the living can bestow the honor they deserve for generations. Out here their names and deeds are forgotten and ruined like these memorials of stone."
Changing to a more soothing tone, he pats his horse's neck. "Careful, girl. I feel it too. We'll get past this place soon."
Changing to a more soothing tone, he pats his horse's neck. "Careful, girl. I feel it too. We'll get past this place soon."
Rolls
Wisdom check (DC 14) - (1d20+2)
(20) + 2 = 22
Aug 9, 2023 8:42 pm
OOC:
amending the roll I think I have no bonuses Rolls
Wisdom check - (1d20+2)
(4) + 2 = 6
Cirruption save - (1d20+2)
(17) + 2 = 19
Aug 9, 2023 9:06 pm
OOC:
Her WIS is 12 so the roll failed.Rolling for Corruption Save
Last edited August 9, 2023 9:09 pm
Rolls
Wisdom - (1d20+1)
(12) + 1 = 13
Aug 10, 2023 2:08 pm
OOC:
Oops, rpgventurer if you got an @ from me, I apologize, I had typed up this post yesterday before you posted, and neglected to remove the @ when I added in everyone's roll results/consequences.Even after moving beyond it, physically, and into the relatively vibrant town of Tharven, it's feeling remains with you for some time, dragging at your thoughts.
OOC:
Ragnarr, Duinhir, and Seonaid, each please record 2 Shadow Points on your character sheet as you pass through this Blighted area.And Duinhir, and Cirion you would gain a level of Exhaustion, EXCEPT for the good Embarkation roll. So that is negated for the both of you.
The road gradually becomes of a lesser quality here, cobbles are cracking and turning to dust - never having been replaced in what must be centuries, low and long drifts of sand snake across it at irregular intervals, but it is at least still far better than traveling through the trackless wilderness.
The sun and the wind become unrelenting, and it taxes your resources as they have not yet been taxed.
If there is one good thing about it, perhaps it is that as the land becomes more and more barren it becomes harder and harder for any potential threat to conceal itself from you all. Although you know you all are similarly exposed... You see virtually no Northerners now, upon the road. Or at least none that you can tell by their dress. And so it is easier for the feelings of isolation and exposure to grow.
And so it is, in the second week of your journey, that you find yourselves overlooking a likely camping spot for the night, a ways off the road down a steep embankment.
It is a wide, flat area encircled by a ring of large rectangular stones arrayed around it's perimeter at several points, with an inner circle of smaller rectangular stones inside that, of which there must be more than twenty.
OOC:
Can Duinhir, our Investigation Scout, please give me a INT (Investigation) check DC14, to determine it's suitability please?Aug 10, 2023 8:55 pm
These lands are foreign to Duinhir. Eriador and Gondor are familiar places where he knows a good place to camp when he sees it but this is far from home. The site looks like a good place to set up camp. Duinhir is however checking it to make sure it is indeed suitable.
As far as Duinhir can tell, this place is as good as any to stay the night.
As far as Duinhir can tell, this place is as good as any to stay the night.
Last edited August 10, 2023 8:55 pm
Rolls
Investigation - (1d20+2)
(5) + 2 = 7
Aug 10, 2023 9:50 pm
Indeed the spot seems ideal for a camp!
Level ground, good drainage around it, sheltered from the scouring winds, there's even a spot in the center to hold a fire - although there hasn't been one there in probably a couple weeks by Duinhir's estimate. There's no buildings or fencing or signage to be seen around so it doesn't even appear to be anyone in particular's property. None of the shaped stones seem to bear any symbology, nor writing, so there's not even anything vaguely sinister about the arrangement.
It may very well be a purpose built camp site for weary travelers!?
And so there you're all able to make your evening meals and other preparations and bed down for the night, with no trouble and even some degree of comfort!
However... a bit before dawn, and before you're all well rested, a group of Southron folk walk up into the camp site.
They're not armed, and indeed they appear to be relatively simple villagers. Many are of advanced age walking only with the aid of tall sticks, or younger helpers.
But they do seem to start insisting that you all must leave the area. They speak in the Southron tongue so it's perhaps hard to know exactly what they're saying, but they gently wake each of you, wrapping on the hard ground with their walking sticks and making soft but firm exclamations to get your attention (Eothain is perhaps able to recognize some formal greetings in there), and they're certainly making some sort of polite explanation with their words and gestures to the clearing, but they also make vigorous shoo-ing motions.
A few of them break off the hard heels of a bread they have in bindles, and hold those out, beckoning you to take the meager sustenance, before you get on your way.
Level ground, good drainage around it, sheltered from the scouring winds, there's even a spot in the center to hold a fire - although there hasn't been one there in probably a couple weeks by Duinhir's estimate. There's no buildings or fencing or signage to be seen around so it doesn't even appear to be anyone in particular's property. None of the shaped stones seem to bear any symbology, nor writing, so there's not even anything vaguely sinister about the arrangement.
It may very well be a purpose built camp site for weary travelers!?
And so there you're all able to make your evening meals and other preparations and bed down for the night, with no trouble and even some degree of comfort!
However... a bit before dawn, and before you're all well rested, a group of Southron folk walk up into the camp site.
They're not armed, and indeed they appear to be relatively simple villagers. Many are of advanced age walking only with the aid of tall sticks, or younger helpers.
But they do seem to start insisting that you all must leave the area. They speak in the Southron tongue so it's perhaps hard to know exactly what they're saying, but they gently wake each of you, wrapping on the hard ground with their walking sticks and making soft but firm exclamations to get your attention (Eothain is perhaps able to recognize some formal greetings in there), and they're certainly making some sort of polite explanation with their words and gestures to the clearing, but they also make vigorous shoo-ing motions.
A few of them break off the hard heels of a bread they have in bindles, and hold those out, beckoning you to take the meager sustenance, before you get on your way.
Aug 10, 2023 10:05 pm
OOC:
Seònaid will do her best to make ssnse of their warnings. Her languages are Sindarin, Westron, Common Tongue, but she does not have an understanding of Southron. Can she try those languages in the hope one of the locald understands it? load next