IC Story Thread: Ch.1,Ad.2 - The Far Reach
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May 23, 2024 3:07 pm
Seònaid stands behind Cirion holding her candle steady to give him light. She looks past him into the space
OOC:
Ooh, neat trick with the names!May 23, 2024 4:29 pm
As you all ready yourselves for... anything... to emerge from it. The door swings open and, much as Cirion or Seonaid might have surmised, the room appears to be a cabin for crew. There are two hammocks - one strung up high, and one low - dangling between the fore and aft walls on the port side of the room, and on the starboard there are two closed wooden crates on the floor side by side, and two rows of shelving above that.
The most notable thing about this room is... it seems to be very much unused, in a long time.
There is dust and cobwebs gathered on every surface and corner. It smells of dry, musty and stale air, like this door has been closed for a long time, unmingled with either sea-air or animal stench. The hammocks have no pillows, no sheets, the shelves are empty, no personal effects anywhere.
It is barren...
But then, you all hear a voice speak from behind you. There was no audible opening or closing of a door. No creak of stair, nor floorboard. Nothing that preceded the voice, except a noticeable chill in the air.
As you turn at it's sounding, you see a figure, standing opposite you all toward the aft end of the hold betweent you all and the stairs up. The figure stands in the shadow, and the shaft of light from the mid-day sun intervenes between your two places.
The figure and voice is that of a man. He is dressed in rough woolen shirt, vest, and trousers, feet bare. And... your first impression is that he looks... unwell. And he is illuminated rather strangely ... by the light of the sun? He seems to be cast in a rather unnatural looking pale green light...And the words he speaks are as follows...
"You... ...you are not he... ...Who. Are. You.", they come out in a trembling, rasping, croak, that starts out rather weak, but grows in strength and authority by the time the question is issued.
The most notable thing about this room is... it seems to be very much unused, in a long time.
There is dust and cobwebs gathered on every surface and corner. It smells of dry, musty and stale air, like this door has been closed for a long time, unmingled with either sea-air or animal stench. The hammocks have no pillows, no sheets, the shelves are empty, no personal effects anywhere.
It is barren...
But then, you all hear a voice speak from behind you. There was no audible opening or closing of a door. No creak of stair, nor floorboard. Nothing that preceded the voice, except a noticeable chill in the air.
As you turn at it's sounding, you see a figure, standing opposite you all toward the aft end of the hold betweent you all and the stairs up. The figure stands in the shadow, and the shaft of light from the mid-day sun intervenes between your two places.
The figure and voice is that of a man. He is dressed in rough woolen shirt, vest, and trousers, feet bare. And... your first impression is that he looks... unwell. And he is illuminated rather strangely ... by the light of the sun? He seems to be cast in a rather unnatural looking pale green light...
[ +- ] Spoiler
"You... ...you are not he... ...Who. Are. You.", they come out in a trembling, rasping, croak, that starts out rather weak, but grows in strength and authority by the time the question is issued.
May 23, 2024 6:04 pm
Av’osto, Túril whispers.
Translation: Do not fear.
Translation: Do not fear.
OOC:
Does the feature here do anything for us? [ +- ] Books and Maps of Forbidden Lore
(P.121) Elrond has entrusted you with the access to many precious texts and ancient maps compiled by Elvish scribes and long-dead scholars of the Dúnedain concerning the Shadow and its effects on the land.
Thanks to this secret knowledge, you have learned to recognise the presence of the Shadow in an area. You automatically recognise the threat of the Shadow when you are about to enter a Blighted place. When this happens, you may make a DC 10 Intelligence (Shadow-lore) check: on a success, you identify the source of the blight, allowing you and your companions to have Advantage on any required saving throws.
Additionally, if you traversed at least one Blighted area during the last Adventuring phase and you succeeded in the associated Shadow-lore check, you may spend a Fellowship phase compiling your experiences as your undertaking, you gain Advantage on the next check you make for this ability.
-recognize the threat of the shadow when entering a blighted place
-make a DC 10 Int (shadow lore) check
-on a success, identify source of blight and party gains advantage on saving throws
-gain advantage on the next DC 10 check for this ability by spending subsequent fellowship phase compiling information on the previous adventuring phase’s success
Thanks to this secret knowledge, you have learned to recognise the presence of the Shadow in an area. You automatically recognise the threat of the Shadow when you are about to enter a Blighted place. When this happens, you may make a DC 10 Intelligence (Shadow-lore) check: on a success, you identify the source of the blight, allowing you and your companions to have Advantage on any required saving throws.
Additionally, if you traversed at least one Blighted area during the last Adventuring phase and you succeeded in the associated Shadow-lore check, you may spend a Fellowship phase compiling your experiences as your undertaking, you gain Advantage on the next check you make for this ability.
-recognize the threat of the shadow when entering a blighted place
-make a DC 10 Int (shadow lore) check
-on a success, identify source of blight and party gains advantage on saving throws
-gain advantage on the next DC 10 check for this ability by spending subsequent fellowship phase compiling information on the previous adventuring phase’s success
May 23, 2024 6:33 pm
OOC:
Yea, not technically a Blighted place, as per the game mechanical term... But a good thought!May 23, 2024 9:20 pm
Duinhir turns around with a start. His hand finds the hilt of the sword. But he does not draw it just yet.
"We are looking for the owner of this ship, Captain Urqakar." Duinhir replies "Is that you?"
"We are looking for the owner of this ship, Captain Urqakar." Duinhir replies "Is that you?"
May 25, 2024 1:37 pm
OOC:
@Drakis2,@Dr_B,@rpgventurer I was hoping for more reaction and or interaction before pushing forward off of Stefron's cue.I know it's a US holiday weekend, and so I will hold off replying for a bit?
May 25, 2024 3:24 pm
Cirion backs off from the apparition, his hair standing on end. His body is telling him there is something unnatural here, and suddenly the confines of the hold feel much narrower than when they entered, the shadows a little darker despite the lantern.
He stops as his back bumps into the door behind him, and whispers at his companions, "What is this? Man, or spectre?..."
Cirion has heard of shadowy spectral presences before, in stories told by scarred sailors by the docks back home, or in old wives' tales around a fire. Is he now face to face with one of them? Can this be?
He stops as his back bumps into the door behind him, and whispers at his companions, "What is this? Man, or spectre?..."
Cirion has heard of shadowy spectral presences before, in stories told by scarred sailors by the docks back home, or in old wives' tales around a fire. Is he now face to face with one of them? Can this be?
May 25, 2024 5:02 pm
Seònaid attempts to stand firm, though her mind is shouting at her to flee. If the creature were not between her and the steps she would have already been rushing away. She has never experienced anything like this...harrowed man before her. She has no judgement on what to do, but hopes that Duinhir does.
"Dark Witchery!" she whispers, her hand moving to her blade.
"Dark Witchery!" she whispers, her hand moving to her blade.
May 27, 2024 7:32 am
OOC:
Dr_B, thanks for the cool name tip.OOC:
Going with Lore. If Insight is preferred, Éothain is at +2 instead of +4) [ +- ] Old Songs and Children's Tales
In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of song that have come down from father to son in the House of Eorl.
Yours is an oral culture and you retain far more knowledge of old lore than most. By drawing on old snippets of lore and fragments of stories you can grant yourself advantage on ability checks using the following skills: History, Insight, Investigation, Lore, Medicine, Nature, Performance, Riddle, Survival and Tradition.
You can do this a number of times during an Adventuring phase equal to your Intelligence modifier, minimum of 1.
This ability covers many strange bits of lore, you may very well know pieces of hidden knowledge about the Shadow, or other seemingly lost tales at the Loremaster’s discretion.
It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself.
Last edited May 27, 2024 7:33 am
Rolls
Lore (INT) - Knowledge of Maritime Ghosts - (2d20H1+4)
(194) + 4 = 23
May 27, 2024 4:23 pm
rpgventurer says:
OOC:
Going with Lore. If Insight is preferred, Éothain is at +2 instead of +4) OOC:
Woah, nice use of that ability!The folk of Rohan revere their ancestors - actively remembering them through poem , song and tale - and he also knows all too well that according to those histories, the dead do not always rest peacefully.
There are many different words and conceptions of the once-living; phantoms, ghosts, wights, wraiths... Each word conveying something slightly different about the manifestation, but whether any of it is a real, meaningful distinction, or just a literary device, he doesn't know.
Usually, it is said that those who linger on after death, do so because they died in the act of, or having done something, evil or having wronged another which they never atoned for in life.
But, unusually, there is also the belief that dark sorcerers can gain mastery over the undead.
...
The figure gives a single shake of his head at Duinhir's question, but it's less like a 'negative' response to the question, and more like he's trying to clear his head after waking from a sleep - struggling to understand the question.
"NO!!", he growls, ".... nay the captain... ... you... Who!?
Who are YOU!", he seems to have gotten quickly agitated.
And as you've all had a few moments to look upon him now, it grows on you WHY he really looks unwell.
First, he appears to be sodden, wet. His clothes heavy and dripping with water (although no water pools on the ground). And also, his face and skin is bloated, and his eyes, and patches of his skin splotched with the dark blue of burst blood vessels full of spent blood.
OOC:
Alright, everyone please give me a Corruption (Wis) save DC15, as this harrowing and unnatural experience of being faced with an apparition is a source of Anguish.May 27, 2024 4:34 pm
OOC:
I think I add proficiency bonus to that? [ +- ] Elf-wise
You have fought against the Dark Lord for years uncounted, and will continue to strive against the Enemy. You are proficient in Corruption checks. A Corruption check is any Wisdom saving throw that risks 1 or more Shadow points for failure.
[ +- ] Against the Unseen
High Elves can perceive creatures that dwell in the wraith-world, be they spirits or ghosts, even when they are normally Invisible to the eyes of the living (including Unclad and Invisible Ringwraiths). Additionally, High Elves are immune to the Frightened condition when the source of that condition is an undead creature.
Rolls
Wisdom save - (1d20+4)
(6) + 4 = 10
May 27, 2024 5:00 pm
OOC:
rollingRolls
Wisdom save - (1d20+2)
(6) + 2 = 8
May 27, 2024 8:40 pm
"I am Duinhir of the North and I say again we are looking for Captain Urqakar. Do you know where he is?" Duinhir says trying to remain calm in the face of this apparition of a seemingly drowned man.
Last edited May 27, 2024 8:42 pm
Rolls
Wisdom save - (1d20+1)
(15) + 1 = 16
May 28, 2024 2:34 pm
OOC:
Oof, rough rolling. Everyone but Duinhir gains 2 Shadow, Duinhir just 1.He recovers, swiping at his mouth with his sleeve, and shouts, "No! No... you go!!"
And then he moves to lunge at you all.
OOC:
Please, roll initiative!Eothain's mind continues to race with recollections of the ancient tales of phantoms and wraiths...
Some of the common themes of these tales are that ghosts are cursed to dwell on in the world of the living, with the unceasing torture of their dishonor and yet also unable to affect the world of the living in material ways, cruely keeping atonement forever out of reach.
However in some tales the undead are also able to inhabit or manifest a physical form or effect...
May 28, 2024 3:26 pm
Cirion is aghast at the shadowy figure, he feels dread surging within him. "What on earth..?" he gasps in horror, tightening his grip on his sword's hilt.
Rolls
Initiative - (1d20+2)
(11) + 2 = 13
May 28, 2024 4:17 pm
OOC:
How are you all keeping track of Shadow?Rolls
Initiative - (1d20+3)
(5) + 3 = 8
May 28, 2024 4:21 pm
Thunder_Lungz says:
OOC:
How are you all keeping track of Shadow?OOC:
I would recommend just putting a line item in your Notes: Temporary Shadow - X
Permanent Shadow - Y
Rolls
Ghost's Initiative - (1d20+1)
(9) + 1 = 10
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