IC Story Thread: Ch.1,Ad.2 - The Far Reach

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Mar 12, 2024 6:55 am
Will I see Minas Tirith again? Éothain had grown fond of the city, but he wouldn't trade it for verdant plains of Rohan. As he packs, he recalls a verse from a song he recently learned about Gondor's capital. He sings it in a voice too soft for the others to hear.
"Behind the seven walls
Beneath the white stone guise
Every house hides its own tales
Everybody knows their own lies"
Last edited March 13, 2024 6:28 am

Rolls

Embarkation (1d12) + Survival (+4) + 1/2 WIS (+1) - (1d12+5)

(8) + 5 = 13

Mar 12, 2024 7:46 pm
OOC:
Nice lead ins, all, thanks.

And nice roll, rpgventurer! I don't think anyone has ever used their Inspiration, but if anyone doesn't already have it, you gain Inspiration from the good Embarkation roll.
As the company sets off from Dol Amroth, the weather and winds are favorable for travel, and your bellies are full, and everyone is at least reasonably-well rested.

It is still daylight, as you all pass through the ruined elven city of Edhellond, a scant few hours after leaving the Gondorian castle-city on the hill. And while the elegant and delicate architecture and design of the elves is still visible amongst the ruin - so long as you can look beyond the decay and wild growth - it could be easy to let the weight of this lost glory and failing beauty press down upon the travels as an omen of ill tide.

However something about the late summer day prevents it from doing so.

It is all very green still, despite the late season heat, and there is every color of flower bulging with fruited ovules and seed pods, and it's perhaps a reminder that even in the wake of loss and decay follows new life!

The birds and other wildlife are active and loud with their voices, having grown strong from the spring and bounty of summer.

And the road is good for all of your travels early on.

Before long you reach the coastal village of Rondolph, and it is after this -the way that lies beyond this humble local seat of power of Anfalas - that you can begin to tell you are venturing into a more wild part of the kingdom.

The good road persists for only a couple miles after, and the signs of population begin to grow fewer and far between...
OOC:
Rolling for first Journey Event... narrative pending.

But it may take me some time to put together the post, so please do continue on with any roleplay or insight into your PCs thoughts, etc if you like.

Rolls

Journey Event - (1d12)

Mar 13, 2024 8:04 am
As the party travels along the road, Éothain hears the chirps from birds he can't identify. He whistles awkwardly several times trying to imitate them without any success.

When they enter Edhellond, Éothain is amazed at what he sees. "Has anyone been in this part of Gondor before? Are all elven cities like this, with a beauty that shines through the ruins?"
Mar 13, 2024 8:18 am
Cirion looks wide-eyed at the once splendid beauty still visible under the growth.
"Never... It is so unlike anything I have seen in our lands, that it is strange to think of this as part of Gondor," he replies to Éothain.
Mar 13, 2024 3:05 pm
Seònaid gazes about her at the fallen splendour of Edhellond, sharing the feeling of wonder expressed by Cirion and Éothain.

"As children our tutors tell us of the lands beyond our cities, of the wonders like this which exist. But, unlike the Rohirrim, we do not often travel outside our walls, so the tales are fantastical, unreal, to us. It is a rare thing to see such ruined splendour in person. It seems our past is patterned with ruins, while us children of Gondor are taught to build a future of greatness. What that says about us I am unsure."
Mar 13, 2024 5:47 pm
OOC:
So I just wanted to note here, hopefully you guys have all read the Journey rules and kind of have a feel and understanding about how these Events are often kind of forced upon the group, as written in the book.

It never feels great to me narrating the way into that.

So I apologize if this feels forced, but the purpose of the Journey sub system is kind of just to give vignettes of drama and mechanical consequences to life on the road without getting too "granular"or zoomed in, right?

And toward that end some "assumptions"/forcing is written into those Journey rules.

If you guys don't like how it feels or plays, we can explore approaching it differently.

That said, for this Journey, I do want to deviate slightly from the Journey rules as written. Or really just expand on them.

As written, many if not most of the Journey Events are kind of dramatized but then immediately resolved by 1 or 2 checks.

I want to 1. open them up to a more narrative style of play, and 2. expand them into a more Skill Challenge-like approach (as per the House Rule) if/when the mechanics become needed, but in order to still observe the purpose and importance of Journey Roles, for Journey Skill Challenges, I will "weight" the checks of the "star role" as 3 Successes and/or 2 Failures.

Does that make sense?

I ran them "by the book" for our first Journey, but this time I want to introduce the expanded mechanics I think I briefly mentioned that I had for them very early on...

So, all that said:
Toward the end of your second day beyond Rondolph, the road has turned to mostly dirt, with some scant few cobbles poking through here and there, but most of them are either buried by sedimentation or eroded away.

And on the road on this day you meet a contingent of travelers. Even from far away it looks pretty evident that they are not armed or armored - they don't seem to be carrying much at all actually, and while there is some livestock to be seen among them, there are no mounts.

But there must be almost two dozen of them or more.

The road lays on an open and gently sloping stretch of land between the foothills of the Pinnath Gelin many miles to the north and the rocky coastline of the Bay of Belfalas a mile or two at most to the south.

There is no way to avoid being seen by them, nor even really to avoid an encounter with them, short of breaking from the road and galloping around them - which risks injury to horses.

And so because they appear to be no threat, perhaps it is that your two parties come upon and pass each other on the road.

As you draw closer to them, you can see they are a group of very bedraggled folk. Adults and children among them. Dirt and grime covering skin and clothes, tattered garments that you think may even have blood stains upon them, and indeed there are people walking on improvised cane or crutch and a couple of bodies being carried between twos on makeshift stretchers!

You all, looking as you do, upon horses, with kept arms and armaments, hale and healthy, even before you're amongst them and even before you can saying anything, they start clamoring upon you. Some falling to their knees begging, some staggering toward you pleading...

"Fair knights of Gondor, please help us!"

"Good sir, please! Stop!"

"Madame, help! My children!"

And so on, it quickly becomes a commotion...

Most of them are wary of your horses, but it certainly looks like if you weren't mounted, some of them at least would be grasping at you physically - however non-violently.
OOC:
Sorry for the looong post between the ooc disclaimer, and the narrative.
Mar 14, 2024 8:24 am
OOC:
Makes sense to me.
Thanks to her time in Minas Tirith, Éothain's horse, Skunktail, was used to people moving around her. Yet Éothain still needed to stop and reassure her by patting her neck as the crowd approached. "There, there girl. Yes, they are close. They mean no harm."

Éothain raises his right arm, displaying an open hand. He calls to the crowd, "Hold everyone! Please! We are not knights, but strangers to this road and region. What village are you from? What happened to you?"
OOC:
Rolling against Charisma, in case it's needed.

Rolls

Charisma - (1d20)

(14) = 14

Mar 14, 2024 9:31 am
While Eothain is trying to get the people to calm down, Duinhir looks around and tries to assess what their predicament seems to be.

Rolls

Insight - (1d20+3)

(17) + 3 = 20

Mar 14, 2024 3:02 pm
Seònaid calms her horse, while looking over the folk trying to determine where may be from, if they are people of Gondor local to this area.
OOC:
Not sure which skill is needed so doing a bunch

Rolls

History - (1d20+2)

(7) + 2 = 9

Traditions - (1d20+2)

(19) + 2 = 21

Mar 14, 2024 10:14 pm
Cirion tries to control his mount, sharing the horse's unease at the throng. What is this... we shouldn't get too close until we know more of these people and what happened to them...

Cirion observes the wounded, to try assess if they are the victims of violence or accident, or if their plague is rather more similar to a disease of sorts. He looks at their wounds, and for signs of known diseases.

Rolls

Wisdom check - (1d20+2)

(13) + 2 = 15

Mar 19, 2024 5:31 pm
Eothain gets several respondents at first, jumbling the information some but ultimately one main speaker emerges to address him, and two main truths emerge, they are from a hamlet called Cordofen, and they were raided a couple nights back by goblins.

...

Duinhir assesses the situation, and aside from the obvious state of filth and general bedraggledness, they look very tired and have a desperateness and fear in their eyes that belies hunger, and also he can spot real injuries amongst them.

...

By their dress and manner of speech, they appear to be rural hillfolk to Seonaid. This area, particularly the hills of Pinnath Gelin to the north, is known for it's clans of familial subsistence farmers and shepherds.

...
OOC:
@Dr_B seems like Medicine might be a more appropriate skill for that narrative of assessing wounds and possible disease. Still that would be a 14, so not bad.
Cirion can spot definitely real wounds. A lot of hand and arm injuries - often defensive type wounds. There are some more severe head and bodily injuries as well, particularly on the folk lying on the makeshift stretchers.

As for disease, they certainly do not look well. But it's hard to say from a distance if it's disease or just lack of sleep and nutrition and physical exertion.

As you all take time to assess the situation, the group grows no less restless. Pleading for food, and water, and coin starts in, and help hauling their injured to Dol Amroth, and while they still maintain a respectful distance to the horses, as the people spread out amongst you all, pleading, there does begin an element of feeling or actually being encircled...
Mar 19, 2024 9:28 pm
"Goblins! This far south. That is bad news indeed. And these poor people. Do we help them or leave them to their own devices?" Duinhir asks his companions as the people encircle them.
Mar 20, 2024 12:23 am
He whispers to his companions, "We cannot help them all... and if we give help or coins to some of them only, the others might become violent... Still, we are Gondorian dignitaries, now... maybe we can promise that help will come once word reaches Minas Tirith?"
Mar 20, 2024 3:11 pm
OOC:
Answering Duinhir's question
"I would surmise they have traveled about two days, so they may have about another four days to reach Rondolph. If we offer to accompany them that will not help speed up their journey, or provide enough food for all the hungry. We should push forward, explain to them we are more help to them by preventing any goblins on their trail from catching up with them. The lords of Rondolph will provide succor to them, so they do not need coin, just steadfastness."

She turns to Cirion and Éothain, "What do you both think?"
Mar 21, 2024 7:48 am
emsquared says:
Toward the end of your second day beyond Rondolph, the road has turned to mostly dirt, with some scant few cobbles poking through here and there, but most of them are either buried by sedimentation or eroded away.

And on the road on this day you meet a contingent of travelers. ... But there must be almost two dozen of them or more.
OOC:
Based on the above, I think we're only two days away from Rondolph.
"Friends, these desperate people need our help, and we do not even know if we will find our, um, reason for traveling at our destination. I cannot in good conscience leave them to an uncertain fate, especially with goblins in the area. I think we should treat their wounds, share our food supplies, and escort them to Rondolph. Skunktail here should be able to carry one or two that can't walk."
Mar 21, 2024 6:00 pm
OOC:
We glossed over this as players, but your characters would know, there was also a smaller village that you've passed through since Rondolph, perhaps less than a day back tracking, that you could take them to.

Though it is a very small village and wouldn't have much for resources to support them. It would at least be shelter and probably at least some food and water. But that may be a compromise if some of the party wish to minimize the delay.
Mar 21, 2024 9:52 pm
Let's take them to that village we passed earlier. It is closer and could provide the rudimentary needs of these people without delaying us too much. Duinhir suggests suddenly remembering the village they passed through.
Mar 22, 2024 2:46 am
"That sounds like a good compromise," he says to Duinhir. "That should show them our good intention."
Mar 22, 2024 7:41 am
"That village was small but, as I get a closer look at everyone, some of these people might not make it if we go all the way back to Rondolph. Let’s bind their wounds and lead them to the village. I’ll hunt for some extra food on the way."
OOC:
Éothain is motivated to help. Using Inspiration to get advantage on the roll.
Last edited March 22, 2024 7:43 am

Rolls

Hunting for food (Survival) - (1d20+4, 1d20+4)

1d20+4 : (17) + 4 = 21

1d20+4 : (18) + 4 = 22

Mar 22, 2024 4:12 pm
"Yes, Duinhir, that is an excellent suggestion. Why not let these people know our intentions, and see if we can find someone who has led them here. They can help with organising the group."
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