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

Jan 24, 2024 9:31 pm
https://i.imgur.com/Qmb2Xro.jpg

Spring is wearing on into summer, and on this morning you can already feel that the heat of the day will mix uncomfortably with the humidity that sweeps into Gondor from the Bay of Belfalas.

Before sunrise, you each received a message from Lady Blackridge that her agents have completed their task. And she asks that you to meet her as soon as possible for a debrief.

In the intervening days between when you last saw the Lady and now, you heard through the town criers that she was offered a position at the Great Hall of Records (which sits right across the plaza from the seat of power of Minas Tirith and Gondor - the Tower of Ecthelion), as Mistress of Historic Archive, and she accepted.

It would seem she has not been idle with her time either.

The message asks that you meet her at a tea house, 'The Long Strand', on the 6th tier of the city.

You each know of it, perhaps by reputation only, as it is a famous unofficial meeting place of the People's Council to the Steward of Gondor.
Jan 24, 2024 10:35 pm
Duinhir is surprised at how fast they have risen to the upper echelons of Minas Tirith. Now an invitation to a fancy tea house. It is a long way from getting sullen looks sitting at the table in the back of the The Pracing Pony in Bree.

The waiting had been long once they had settled in in the city. At least it felt that way to Duinhir. He was excited to hear what news the agents would bring.
Jan 25, 2024 3:20 pm
The Long Strand is a small place (again, space is a premium in Minas Tirith, and on the 6th tier it is particularly so). And, rather reminiscent of the Lady's house, in that it is sparsely furnished but everything in there is of a very fine quality, however the tea house has the natural light to allow well kept plants to grow, taking the edge off of the austerity.

There is only seating for 8 in the entirety of the place; two tables of four, close together, built of thick timbers low to the ground in perhaps an elvish style. The historic size of the People's Council was 7, and that limited space is supposedly what made it appealing to that group.

They could meet and be the only one's in the room.

Lady Blackridge is there with her youngest, the boy, whom you each can remember snatching up from essentially blade and arrow-point with fires growing around you all and him... But now he is smiling and making horse noises, galloping a toy wooden horse around the bulbous pillows that are sat around the two tables.
Jan 26, 2024 6:48 am
Éothain dismounts from Skunktail and ties her loosely to the common post outside the Long Strand. He gently pats his horse's neck and offers her a hearty mix of grain and apples. "Enjoy the scenery, girl. This may take a while."

The Rohirrim warrior slowly opens the tea house door and smiles when he sees the boy riding his own horse. He bows when he sees his benefactor. "Hail and good morning, Lady Blackridge. I am glad to see you and your son are doing well. Will your agents be joining us today?"
Jan 26, 2024 7:27 am
Cirion is wearing his recently purchased finest clothes for the occasion. Entering the Inn, he greets the Lady and is pleased beyond words seeing the boy well recovered, not showing signs of the ordeal he went through, finally doing what children are meant to do.
"My Lady! And a young Horserider!" addressing the boy, "I am glad to see you playing happily, young master. Is your sister well, too?"
Jan 26, 2024 8:56 pm
Seònaid is last to arrive, a bit hot and bothered after her rush to get there. She has not been in this part of the city before so was not aware how long the walk was going to be.

"Greetings everyone," she looks about the inn, impressed that it matches the gossip she has heard about it. Smiling at the young boy, she wonders why her ladyship has brought him to the meeting.
Jan 27, 2024 9:54 pm
Duinhir greets his friends as they enter. He has spend some coin on new fine clothes to better fit in. Not that he feels very comfortable in the new garment, it is not very sturdy, practical or durable, but it serves as an urban camouflage and makes him blend in.

Duinhir exchange pleasantries but it doesn't take long before he says "So, Lady Blackridge, any news from your agents?"
Jan 28, 2024 1:09 am
Lady Blackridge stands as you all begin to trickle in and smiles to each of you, her son holds the wooden horse out in both hands and has it wicker at you menacingly.

"Welcome, all of you.", she says.

"And, no, the agents are not here in person, but yes, their word is...", she holds up a delicate, thin scroll.

As everyone gets settled she offers the contents of a kettle that already sits upon the table, in an iron holder with a small candle beneath it. Small porcelain cups are sat before blocky, firm cushions arrayed around the low table, she has a steaming one in her hands too.

"Thank you all for coming, I hope you have had a... recuperative few weeks... for I fear we have some work ahead of us."

She waits while you each get as settled as you want to be, tea or no, before proceeding.

"Well, my friends, Edhellon Dol Amroth it is to be... if you are all still with me.", she smiles bittersweetly.

"I don't know how much of the details are worth our while here, but to make a long story short, my agents had been following a vague trail linked to Astalor, that passed through Pelargir and then up into central Gondor and Edhellon Dol Amroth. They had tracked these records which appeared to be just loosely associated businesses and business people, to a small abandoned-looking warehouse in Edhellon Dol Amroth that, through a proxy, Astalor must have been using as a domicile, and possibly a business front.

Because there at the little warehouse in Edhellon Dol Amroth, the agents actually had an encounter with Astalor himself!
", she looks both unbelieving and to be concealinga level of excitement.
Jan 28, 2024 9:22 am
OOC:
Edit
Listening to Lady Blackridge’s telling she tries to recall what she knows of Dol Amroth. It is not much, as her own travels take her mostly thru the border regions with Rohan, so she is relieved when Duinhir asks more about it.
Last edited January 28, 2024 10:40 pm
Jan 28, 2024 4:49 pm
OOC:
Sorry this is my bad, I guess it should be Dol Amroth.

I thought Dol Amroth was just the castle and Edhellon was the city, but Edhellon is "just" an abandoned elven ruin at this stage in the timeline, and Dol Amroth is the proper Gondorian settlement. 😅

Retcon!

Eh, I could proceed with answering Seonaid's question, as if it was regarding Dol Amroth, but don't want to be so presumptuous, as Dol Amroth - an active inhabited Gondor port city - might not seem so strange :P
Jan 28, 2024 10:07 pm
"We are still with you, my lady" Duinhir hastily replies reassuringly.
He takes a sip of his tea. It is almost as good as the one the hobbit have in the shire though with more notes if something exotic, Duinhir can't place.

"But why Dol Amroth? Did your agents find anything that could hint at this Astalor's activities there?" he asks
Jan 28, 2024 11:09 pm
"An encounter with the man himself..." he ponders. "And did your agents survive this encounter, Milady?"
Jan 29, 2024 2:14 am
"Well, I had surmised this long ago just by the rarity of the books he had, but as our investigations went on, we found he is a man of no small means...

He has his own sailing ship, and a business in Umbar. The trail in Pelargir and Dol Amroth appeared to be just associates - they were different names - but I wonder now if they were aliases. They were loosely related businesses - durable goods shipping and warehousing.

As to why Dol Amroth?
", she shrugs, "Umbar, Pelargir, and Dol Amroth are the only 3 ports, really, of any size on the entire coast of Middle-earth. It's ... I don't even know... 1,000 miles to the north? More? In Eriador, before there is anything close to even the size of Dol Amroth which is by far the smallest of the three."

She looks to Cirion, " That is an excellent question that I wish I had the full answer to... The agents were poking around outside of this warehouse in Dol Amroth, when the man himself came upon them...

They played it off as though they were interested in purchasing the property - and they are not warriors and so did not confront him - but instead left to dispatch their report immediately.
", she holds the scroll up again.

"And of course, that is the last I know of it. The message arrived just this past night - and their intent was to set up observation on Astalor, while they await the arrival of our help.

Who knows what has happened after the message was dispatched, or what will happen yet before we arrive.

So, hopefully.... we... or rather, you all... will arrive in Dol Amroth - it will take three days by carriage. The agents will be alive. They will have established Astalor's routines, and where he's staying. And ... well, then you would be able to move against him.
"
Jan 29, 2024 4:10 pm
Seònaid looks at the scroll Lady Blackridge is holding, and considers her last statement.

"You say move against him, but what does that permit Lady Blackridge? It is one thing to move against kidnappers in Umbar, who are not of Gondor. It is another thing to move against a man of Gondor, especially if he has the influence and power you intimate. Can you provide a letter of marque perchance, or authority, so that should he move the city authorities against us are intentions are not mistaken?"
Last edited January 29, 2024 4:11 pm
Jan 29, 2024 10:22 pm
She nods woodenly, staring into the depths of the city below you all, looking for an answer, "That is... a more than fair question, m'lady.

Part of the answer is, he is no citizen of Gondor that we have been able to find record of. Which, while that does not deprive him of human rights, if push came to shove - if he were to attack my agents or you all - that would tend to place the authority of Gondor well on our side.

It's possible - likely even, given what we know of his methods - that the agents will be able to unearth evidence of crimes. Particularly now that they have a solid link. But... that may not occur until they are able to dig into his property more... or it might not occur at all.
", at this point her voice sounds like she's trying to convince herself as much as you all.

"Beyond that... I... am of course not law enforcement... And... I frankly have no proof that Astalor has broken any law. He delivered nothing in writing. I told Commander Andireg and the Guard of Minas Tirith only that an 'unknown party' tried to extort me for the lives of my children.

I did not reveal to them I knew who it was, again, because I do not know where the eyes and ears of the Shadow lay, and did not want to tip Astalor off...
", she pauses to laugh wryly at herself, a look of disbelief growing on her face.

"I am... so sorry... in every way I have embroiled you all in a personal matter. I... I think perhaps this was a mistake...

I... cannot legally ask you to apprehend him, I have no authority. Much less to ... do something more than that...
", she shakes her head vigorously to herself, and begins to gather her skirts to stand.

"I'm so sorry... eh... I... this... I think we should all forget this has ever happened.", she stands smoothing her skirts, her cheeks flushed, too embarrassed to make eye contact.
Jan 29, 2024 10:46 pm
He looks at the Lady, then at his companions. After a short glance at the Lady's child, he addresses his mother once again.
"But, Lady! If this man Alastor is behind the kidnapping... he's got to pay for that! We will follow his trail, and perhaps will discover evidence of his foul scheming. That will give us the authority we need to move against him, surely!"

He looks at Seònaid. "Or if we find the Lady's agents still alive, they might give us the evidence we need..."
Jan 30, 2024 2:27 am
Seònaid looks between Cirion and Lady Blackridge, then at the other companions.

"If we are all in agreement then we shall go on this quest Lady Blackridge," she sighs heavily. "But without the weight of authority behind us then we must all be prepared for more violence, and the spilling of more blood. Even for death among the enemy or our own number. I am in agreement with Cirion on this, the threats from Astalor will not cease due to this small setback."
Jan 30, 2024 6:38 am
"Lady Blackridge, I consider his actions against your family all but a declaration of war against Gondor. This Astalor must face justice. By the courts if we can -- by my sword if we must."
Jan 30, 2024 4:57 pm
She looks pained, "I appreciate your willingness to help me, I truly do, but... I fear I've been blinded by vengeance. What am I asking of you, good people? To be my assassins?", she scoffs at herself and it's a sound of disgust, "How can I ask you - or anyone - to take on that burden?

How can I do that and still claim to be any better than the Shadow itself?! Eh...
", she casts about, struggling to find an answer.

She lets out a sharp breath, gathering herself, "So perhaps, it is as you suggest. ....

You still go to Dol Amroth, or rather we... for I feel I must be there for any resolution... in support of the final stages of the investigation. Prepared to assist with detaining him?

I will be delayed by my new position with the Hall of Records, but I should be able to follow on, after a week at the latest... And perhaps by that time we have evidence of the crimes that we can take to Gondor.

Or ... perhaps you just relinquish him to my personal custody.
", her face is drained of blood and emotion, and all that appears to remain inside her is a void, by the time she works it all out in her head.

"I can compensate you each, just as I do my agents. A silver a day, each, plus expenses. Given travel times, I think that should be a minimum of 15 silver for each of you by the end of it... And I'd give your company a bonus of 10 gold for the... delivery of Astalor.

Do those sound like agreeable terms?
"
Jan 30, 2024 6:57 pm
OOC:
Also sorry I had been lazy up until now and hadn't had a portrait for the Lady.

I hadn't really comprehended exactly how much talking she would have to do 😅

But now I have added one, and she'll have one moving forward.
Jan 30, 2024 9:08 pm
"All this talk of legality. The man has clearly wronged you and your family and may still pose a threat. Besides, there are no laws against observing a man or confronting him and asking him questions nor any laws against bringing a man to justice.
I will help you with this and go to Dol Amroth."
Duinhir declares solemnly
Jan 31, 2024 8:26 am
"Your terms of payment are agreeable to me. Lady Blackridge. We will need a description of Aslator, if you have one. Also, how will we contact your agents? Or will they find us?"
Jan 31, 2024 3:51 pm
She nods, " It has been several months since I saw him, but he is an aged man... I don't know exactly how old, but 50s or 60s. Rather slim, but tall, rather severe looking. He's always had a beard when I've seen him. Gray hair. Has always been dressed in the traditional, robe-like garb of the Harad when I've seen him. But that's always been in Umbar.

Hopefully the agents will have an opportunity to point him out to you upon your arrival.

They are staying at an inn called The Southern Redoubt.
"
Feb 1, 2024 9:53 pm
Having finished his tea, Duinhir stands up and give a short bow. "We will find him, have no fear, my lady. And we'll meet again in Dol Amroth." he says as he is ready to depart.
The stay in Minas Tirith had been fascinating and educational but he longed to be out in the wild again. Even if it was just to travel by road to another large city.
OOC:
I'm good to go but if anyone wants to talk more with Lady Blackridge, please do.
Feb 1, 2024 11:24 pm
OOC:
I'm ready to go as I think she has told us all she knows. I have a mount this time, as I think does everyone else. So shall we all go via the road?
Feb 2, 2024 8:36 am
"They say their harpists are the best in Gondor. I hope we have a chance to hear them."
OOC:
The road sounds good. I assume that’s the fastest route.
Feb 2, 2024 8:39 am
Cirion shares some parting words with the Lady and her son.
"Brave horserider, I salute you. Maybe next time we meet, you will be on a real horse, huh?" he tells the boy, ruffling his hair.
OOC:
ready to go, the road seems fine
Feb 6, 2024 4:27 pm
Lady Blackridge looks visibly relieved that you're all still with her, and she expresses her gratitude and moves on to try to make small talk about your new status as landed Gondorian nobility, and how she went through a similar shock when she ascended from basically a scholar to diplomat. But so it is that you're able to finish out your tea in whatever level of comfort and peace that you desire.

It is a long ride to Dol Amroth, but the roads between Minas Tirith and there are among the best laid and best maintained in all of Middle-earth. Not to mention, frequently patrolled and secure. And so you're able to make the trip between the two cities with relative ease and speed.

You find the Southern Redoubt in the Old Town ward, at the foot of the hill of Dol Amroth where begins the climb up to the castle.

If you ask after the Lady's agents, the innkeeper is able to tell you that they have left for the morning but usually return for lunch - just an hour or two from now.

When finally they arrive, you recognize them by the Lady's description, studious looking fellows, dressed in fine clothing that looks very much like official livery of Gondor, by color and cut, but lacking any official identifiers.

They seem to recognize you all as well, for their faces brighten when they see you, and they come over to greet you.
OOC:
So I pushed us quite a bit forward in progress and time there, cuz there's not really any game play or significant rp for me to zoom in on.

But you're all welcome to make any final preparations/purchases or even questions for the Lady, or other rp, if something popped into your head at the last minute here.
Feb 6, 2024 9:36 pm
"Greetings, my friends." Duinhir says as the agents come over. He is a bit unsure how openly they can discuss matters in the Inn, so he sticks to speaking in general terms. Avoiding anything too specific.
"And our mutual friend sends greetings too and expressed a hope to find you well? Is now a good time to talk ... And catch up on the local news?"
Feb 6, 2024 11:06 pm
Seònaid surreptiously glances around the Inn to see if anyone is paying them undue attention

Rolls

Perception - (1d20+1)

(13) + 1 = 14

Feb 7, 2024 9:59 am
As soon as Éothain enters the Southern Redoubt, he checks for all visible exits. He smiles when the agents approach.

Rolls

Check for exits (Perception) - (1d20+2)

(6) + 2 = 8

Feb 7, 2024 6:05 pm
Stefron says:
"Greetings, my friends." Duinhir says as the agents come over. He is a bit unsure how openly they can discuss matters in the Inn, so he sticks to speaking in general terms. Avoiding anything too specific.
"And our mutual friend sends greetings too and expressed a hope to find you well? Is now a good time to talk ... And catch up on the local news?"
OOC:
@Stefron I think what you're doing there legitimately falls under one of AIME's new Skills: Riddle! Please go ahead and gimme a Riddle (Int) check, w/ Advantage as the Agents will Help you, and that could facilitate holding the conversation in public without much concern for being overhead.
"Ah, yes, hello and good day! We received message of your imminent arrival yesterday from our mutual friend, and we are most pleased to see you've arrived. Now is a fine time, and there has been some developments with the property we were looking at... The Seller isn't being particularly cooperative... Shall we take a table?" the agent gestures to one of the open spots in the inn room.
Feb 7, 2024 6:10 pm
You all are, while not exactly a rough looking crew, you are armed travelers and at least a couple of you are outfitred in the styles of other nations, and so eyes did rather naturally go to you all upon your entry to the inn, but once it's clear you're not doing anything immediately exciting, Seonaid can tell the eyes or interest don't remain for long.

And Eothain notes aside from the entry door, there's an exit to the kitchen, and a hallway that deeper into the inn from the common room, but can't immediately discern if there's viable exits from either of those places.
Feb 7, 2024 9:21 pm
Duinhir sits down at the table. "So tells us more about the issue with the Seller."

Rolls

Riddle - Intelligence check (advantage) - (2d20H1+2)

(167) + 2 = 18

Feb 7, 2024 11:01 pm
OOC:
Nice, roll.

So from this point on, I would say the best implementation of the Skill would be to not require you all to talk in riddle, in character, and instead you can just say exactly what you would say if you were in a pretty safe environment.

Because talking in riddle, for real, we could lose meaning between each other, and that's the opposite of what the skill should achieve.

And so instead you will be assumed to be talking in riddle, and if there are any parties listening, they would have to decipher your riddled speech (roll better than your roll on an Investigation check) to learn the true meaning, or even know that you weren't talking about what you appeared to be talking about.

Though we also could continue to speak in riddle and just clarify any questions in an ooc, because it's kind of fun to talk in euphemisms 😅
"Yes, well, we were watching the property, as I believe you know, as we didn't want to miss our opportunity to buy. And while the Seller appeared to wait around for a couple days, perhaps entertaining other offers, we fear we may not have pleased them with our interest. Because about two days ago we hadn't heard from the Seller for a day, and so we inquired after them through some of our associates, and we learned they had left on a boat! This was about one day past.."
Feb 7, 2024 11:06 pm
Intrigued by the cunning way in which Duinhir and the Agents are conducting the sensitive conversation, Cirion nods to the Agents in greeting, and follows the group to the table.

He observes the exchange, admiring the quick wits of the two sides.
Last edited February 7, 2024 11:06 pm
Feb 7, 2024 11:14 pm
OOC:
Just to be clear, anyone in the group I think can participate under "cover" of the Riddled speech. Everyone need not succeed at a check to gain the benefits. That would make the Skill too difficult to use
Feb 8, 2024 4:35 pm
OOC:
Argh! What is it with these folk and their damned boating habits! :-)

So, do we have two options; break into his property and/or chase after him?
Seònaid joins Cirion in quietly observing the interplay between Duinhir and the agents, focusing to try and pick up the reveals in their riddling.
Feb 8, 2024 5:04 pm
OOC:
Yea, I mean, essentially they were still mid-investigation when they came upon him out of chance. And since that was the closest they had been, they called in the "reinforcements".

But travel and communication are difficult and time consuming in medieval times/technology and things keep moving even as you do.

If you're feeling (understandably) frustration, please just understand I'm not moving the goal posts on you guys, I'm setting up the adventure :)
Feb 8, 2024 6:15 pm
emsquared says:
OOC:

If you're feeling (understandably) frustration, please just understand I'm not moving the goal posts on you guys, I'm setting up the adventure :)
OOC:
No, not at all frustrated! Sorry if that was how the comment sounded. Just enjoying that we keep finding them speeding around in boats. I think Seònaid might have to buy herself a fast catarman! LOL! :-)
Feb 8, 2024 6:37 pm
Éothain is distracted by the tantalizing smells from the kitchen, but he quickly focuses on the conversation. "Good sir, do you have any idea what direction the seller was heading? Or better yet, when he planned to be back? We need to meet with him as soon as possible to discuss the transaction."
Feb 8, 2024 8:02 pm
Drakis2 says:
OOC:
No, not at all frustrated! Sorry if that was how the comment sounded. Just enjoying that we keep finding them speeding around in boats. I think Seònaid might have to buy herself a fast catarman! LOL! :-)
OOC:
It didn't come off poorly, I was more just trying to anticipate feelings, and in the process necessarily probably projected something that wasn't there.
"Well, they were very private with their comings and goings this week, and have not been forthright with us in any of their movements. However, just this morning, just before we returned here, we were able to learn a few most-interesting things...

First, the ship our Seller set sail on harbors in Annulond. If you're not familiar with the village, you couldn't be blamed for it, because it is the very farthest west inhabited steading in all of Gondor! A little nothing of a village that is little more than a gatehouse on the bridge that spans the river between western Gondor and the independent nation of Andrast.

Annulond, very interestingly perhaps, if you care for you history studies, has been the historic launching point for many a raid and war by the Corsairs over the years...

Now, second thing we learned, this ship is owned and last-Captained by a man named Urqakar. This is the same name as the owner of one of the associated properties which we had looked into in Umbar, back when we first began trying to contact our Seller.

We didn't get far with Urqakar in Umbar, because he was a wealthy and influential figure there.
", the agent takes in and let's out a sharp breath after all that, his face indicating his mind is rather reeling at it all. And he puts up a finger to hail a tavern girl for a drink.
Feb 8, 2024 8:14 pm
OOC:
Here's a map to help you guys understand the geography - which your characters would probably have at least some idea of, which isn't critical to understand for the quest, but may be interesting to you depending on your degree of Tolkien wonkiness :)

You guys are in Dol Amroth in central Gondor - the green circle, Annulond is in the red circle - far west Gondor (technically, in the principality of Anfalas).
https://i.imgur.com/eQtRLfB.jpg
Feb 8, 2024 9:24 pm
"So we'll have to travel to Annulond to find the Seller? But how about the property? Is it tended to in his absence?" Duinhir asks leaving no doubt that by "tended" Duinhir means guarded.
"We could inspect it to be more prepared to meet the Seller." he suggests
Feb 8, 2024 10:34 pm
The agent nods, "We can't know for certain, but I believe Annulond is now our best lead.

The Seller has been moving ever northward between these cities - Umbar, Pelargir, Dol Amroth - where they have connections to these properties. Perhaps Annulond is the destination?

There are questions of; why visit the properties? And, what is at the destination? But that's not necessarily our goal, so much as just getting a meeting with the Seller.

The property here, as far as we have been able to tell, is vacant now. We've not had the opportunity to have a showing again since the Seller's departure, but I think we should. And if you all would like to see it for yourselves, we could take you there?
"
Feb 9, 2024 7:53 am
"Yes, please do. We should see the property before we make any offer."
Feb 9, 2024 8:35 am
OOC:
One Estate Agent to rule them all!
😂
Feb 9, 2024 4:11 pm
Dr_B says:
OOC:
One Estate Agent to rule them all!
😂
OOC:
And in the mortgage BIND them!
" Shall we have a spot of luncheon first?", he smiles sheepishly.

When you're ready, the agents lead you all down toward the docks and to a small building just one street off the water.

From the outside it is very unassuming. Aged and bordering on delapidated. Constructed of mason-worked stone with a poorly maintained roof, the building is about the size of a wagon-house, with a set of double doors on the front that are large enough for a wagon to be maneuvered into, but not horses. And indeed it looks like it may have been a wagon house at one time, attached to a larger building, as there are jagged remnants of masonry that indicate it used to have adjoining walls. However the adjacent buildings are clearly unassociated with it anymore as they are of a newer make and different materials, and much better kept.

There is a single window on the south/back side of the building adjacent to the backs of other buildings (somewhat sheltered from view though conceivably viewable from a ways off by anyone who passed by the long narrow alley and happened to glance down it), a single entry door on the east side in a narrow alley that passes between this and the adjacent building on that side (less sheltered from view but visible for a moment by anyone passing by who would happen to look down), and the wagon-doors on the north/front side which face the street. The window is coated on the inside with a film of grime that prevents it from giving any view of the interior. And both sets of doors are better maintained than the roof, the entry door with a keyed lock, and the wagon-doors padlocked.

"Here it is!", exclaims one of agents, "A real beauty, aye? Perhaps we leave you all to it, and we will keep an eye on the streets?"

It is mid-day right now, and there are people going about their business on the streets.
Feb 9, 2024 9:31 pm
"Thanks. See you later." Duinhir says to the departing agents.
He looks up and down the dilapidated building, then turns to the others. "So, do you think it is worth the risk to have a look inside? The building itself doesn't look like much but the doors seem to indicate something of value is or has been stored inside."
Feb 9, 2024 10:32 pm
Seònaid nods in ascent to Duinhir's suggestion, taking a look around them to see if they are the focus of anyone's attention.

"I suggest we make it as as subtle as possible," she comments
OOC:
Just putting this here in case I forget later. I am curious to know what, if anything, links all the properties or locations. Maybe getting inside this one will give us a lead on that, but it seems the trail they are following has a definite purpose, and is done in conjunction with allies.

Rolls

Perception - (1d20+1)

(6) + 1 = 7

Feb 11, 2024 3:19 am
OOC:
Just a heads up, picking a lock without thieves tools is a Dex check with Disadvantage.

Breaking the window can be done without check, but will warrant a roll to see if it's noticed.
Feb 11, 2024 2:40 pm
OOC:
thinking that access from the badly maintained roof might be the way to go, here. We can help each other climb up, and any entry point will be hidden from the street?
Whispering to the others, he exposes the roof plan. "... And maybe our lookouts can stand in a group at the mouth of the alley, to provide cover to the others..."
Feb 12, 2024 5:21 pm
One can imagine there would also be some work to getting in through the roof. Prying up shingles and boards. It may be less visible, but potentially you might be making noise for a longer period of time. So there are trade-offs here too.

Plus it would be easiest with proper tools. Various weaponry would suffice in a pinch as a prybar, but could risk damaging the weapon.
OOC:
A couple sets of tools have come up a couple times now. You guys are in a good sized town. You can buy tools...
Feb 12, 2024 7:31 pm
OOC:
Éothain has a crowbar. Can we open a door or window with that?
Feb 12, 2024 9:22 pm
OOC:
Seems plausible, so you can certainly try!
Feb 12, 2024 10:23 pm
Seònaid keeps watch while Éothain goes to work, hoping to alert him if the noise gets noticed by any of the folk about.
Feb 13, 2024 6:53 am
Éothain selects the window that is most out of pubic view and tries to lift it open with his
OOC:
Sorry in advance. Strength is not his best attribute.

Rolls

Lift window (Strength) - (1d20)

(5) = 5

Feb 13, 2024 3:06 pm
OOC:
Yea, it's really not a matter of strength/pass-fail, your can break it, but do it's about busting the latch quickly/efficiently so as to minimize the damage/sound.

Narrative pending roll.
Those watching the streets hear the groan and agonizing creak of wood split the air around the building, and clearly multiple passersby hear it too.

And while a couple stop what they're doing and look around, all but one carry on their way after not seeing anything immediately amiss. After all, not only does work sometimes occur that might necessitate such force, but also accidents. And so when there is no further disturbance... most people move on.

But one person in particular seems to be more concerned and starts moving towards the alley to investigate further.

Rolls

"Luck" die - (1d6)

(5) = 5

Perception - (1d20)

(18) = 18

Feb 13, 2024 4:20 pm
OOC:
Seònaid will smile her friendliest smile, and try her best to appear lost, hoping her Gondor clothing will make it obvious she is not a local. Her aim is to distract them enough that they forget about investigating the noise, so she will purposefully misunderstand their directions ,etc. She just wants to be that annoying visitor who understands nothing they say to the point they just want to escape and get on with their day.
Spotting the approaching figure Seònaid moves to intercept them.

"Greetings friend, I wonder if you can help?" She moves to block their way, trying to distract them. "I am trying to find Heother's or Heather's or Hathor's tavern. It is "Ha" something anyway. I was told it is nearby and did the grandest meals. Do you know it? Where can I find it? Please give me directions friend as I am very hungry."
Feb 13, 2024 4:41 pm
OOC:
@Drakis2 Please give me a Deception check.

For everyone, please try to anticipate the need for checks in situations like these where a check makes sense. It's really unfortunate to lose a 24 hr cycle or more just because I have to ask for a roll when a roll, I think, is pretty evidently needed.

Also these types of interactions are good opportunities for me to apply Success at Cost or Degrees of Failure rules. So don't be afraid that I'm going to shut the effort down because of a poor roll.
Feb 13, 2024 8:58 pm
.

Rolls

Deception - (1d20+1)

(7) + 1 = 8

Feb 13, 2024 10:21 pm
OOC:
Narrative pending roll.
The person pauses, caught by surprise by Seonaid's distraction, and they furrow their brow and blink in confusion with the effort required to, both, try to understand Seonaid's request and shift their thought process from concern over the noise to this...

"Eh, excuse me? I was... there was...", they stammer, at first trying to look beyond Seonaid to the alley. But they remain for the moment, not wanting to be rude.

This gives time for either Eothain to move away, or someone else to do something else to further the distraction... or both, but the person doesn't seem to forget the noise completely.
OOC:
Also, I didn't say this specifically, but the window latch is broken and it is openable.

Rolls

Insight - (1d20)

(9) = 9

Feb 14, 2024 6:30 am
Eothain moves out of alley toward Seonaid. He appears to be adjusting his trousers. "I had to move this box out of the way so I could -- Oh hello. You know how it is. Too much ale."

Rolls

Deception - (1d20)

(18) = 18

Feb 14, 2024 2:58 pm
OOC:
Rolling.
The person looks to Eothain now, "Box? ... Too much... Ale?", they grimace and turn away from the man who smells of horse and say to Seonaid ," I'm sorry, I don't know the inn you're looking for. I must be going..."

And they move on...

Rolls

Insight - (1d20)

(13) = 13

Feb 14, 2024 9:30 pm
Duinhir draws a sigh of relief. That was close. When his asked if they dared risk it, he hadn't expected their entering to cause so much ruckus. But it seems like Eothain had pulled it off.

Looking around to check if there are any more bystanders, he gets ready to enter the building through the window.
OOC:
Sorry for not posting soon. I haven't had a lot of opportunities to post the last few evenings.
Feb 14, 2024 10:14 pm
OOC:
Not a problem Stefron, so long as you (or others) don't feel like we're moving too fast for you to have the opportunity to get involved if you were able?
Feb 16, 2024 3:17 pm
OOC:
Alright so who's first in through the window?
Feb 16, 2024 9:32 pm
Feeling confident that no one is watching, Duinhir quickly enters through the window as discreetly as possible.

Rolls

Stealth - (1d20+4)

(11) + 4 = 15

Feb 17, 2024 3:35 am
Duinhir moves into the building through the window at the back, and it is dusty and dark. And it's awkward getting in because he finds that he is crawling into the space in between two shelves basically of a free standing shelving unit that is placed against the back wall and the window.

It's only twitch reflexes that saves the thing from toppling over and making a terrible racket as he pushes himself in, squeezing through the narrow gap.

Once in, there is light coming in through the window, and in through the seams of the carriage doors and entry door, and even a bit through thin slices in the roof, but it takes a good few moments for his eyes to adjust.

In the meantime, stale air and musty clouds of dirt cloud his nostrils.

As his eyes adjust he can begin to tell that the building is a single room, and there is a large empty area in the center of it, furthering the impression that it once and still is basically a carriage-house.

But he can also tell the are a few awkward shadowy shapes positioned around the periphery of the room...
Feb 17, 2024 8:02 am
Relieved for the diversions his companions put in place to distract the curious, he figures that they'd be less conspicuous inside than in the alleyway, now the window has been opened.

He hastens to follow Duinhir through the window.

Rolls

Athletics - (1d20+3)

(4) + 3 = 7

Feb 17, 2024 10:03 pm
Duinhir tries to make out what those shadowy shapes are from the position he is in. For a moment he fears they are guards and they are not alone. He is still not sure, so for now he remains in place.
OOC:
I am unsure whether the description hints at the shapes as being persons or just objects to be investigated. The perception roll here is to determine if we are alone or not

Rolls

Perception - (1d20+3)

(18) + 3 = 21

Feb 18, 2024 8:41 am
Knowing his jangly armor does not help when one wants to skulk about, Éothain waits outside the window unless called.
Feb 20, 2024 3:32 pm
Stefron says:
OOC:
I am unsure whether the description hints at the shapes as being persons or just objects to be investigated.
OOC:
Hehe good, that's what I was going for 😈 a cheap parlor trick to create momentary tension 😅
Duinhir's vision adjusts and by the time Cirion is able to get situated on the floor the shadowy shapes have resolved themselves into non-humanoid forms.

But what exactly everything is in here isn't immediately clear.

There's shelving on all three of the walls that aren't occupied by the carriage doors. And many of the shelves are stacked with things.

There is quite a bit of sailing ship-oriented gear on the shelf next to the entry door-side. A small crate of nails, a bucket of sealing tar, a spool of strong thread, and more. One of the awkward shapes stands before this shelf and it is a two meter tall bolt of canvas sail cloth, stuck in a barrel with a couple shovels and gaff hooks.

The shelf at the back with the window has a couple small crates with sheafs of parchment paper inside, and a several jars of inks, and brushes. The window was clearly left unblocked on purpose - probably to allow some natural light in. Infront of this shelving there are two narrow but tall boxes, standing on end - those were a couple of the awkward shadows as well. They smell earthy and look a bit rotted.

And on the third wall it's hard to tell what's on the shelves because in front of them is a long narrow table with a chair placed upside down on it and... some sort of tallish mechanical device? There's brackets and screws and it's not immediately apparent what it is...

There's many more boxes and stacks of miscellaneous things, but these are the items that "jump out" upon initial inspection.
Feb 20, 2024 9:32 pm
Relieved that the shadowy figures weren't figures at all, Duinhir moves further into the warehouse. It takes him a while to get used to the moldy smell of the room.

"All clear" he whispers to the others behind him. Waving at them to follow. He then starts looking around more thoroughly. The long table with the upside-down chair and the strange device have caught his attention, so this is the first place he looks.

Rolls

Investigation - (1d20+4)

(4) + 4 = 8

Feb 20, 2024 9:55 pm
Cirion stands up from his awkward landing from the window. Like Duinhir, he also starts examining their surroundings, starting from the two tall boxes. He tries to evince what their contents could be, judging by their proportions and scanning the various sides of the boxes for any writing.
OOC:
are they coffin-sized? could they contain a person?

Rolls

Investigation - (1d20+1)

(8) + 1 = 9

Feb 21, 2024 8:38 am
Now knowing that he doesn't have to worry about any guards inside (thanks to Duinhir), Éothain climbs through the window.
OOC:
Éothain's armor gives him a disadvantage with Stealth, so he'll use his climbing ability instead.
Last edited February 21, 2024 8:39 am

Rolls

Strength (Athletics) - (1d20)

(13) = 13

Feb 21, 2024 3:52 pm
OOC:
@Drakis2 haven't heard from you in a bit so just wanted to check in. Hope all is well.
The mechanism honestly looks a bit like a torture device of some sort to Duinhir, upon first inspection. But it is still rather shadowy in there, but there are definitely 4 large screws that look like they could be manipulated to slowly lower a large top plate down onto a bottom one... it's perhaps easy to imagine a hand in between the two plates?

And as Cirion stands next to the tall rotted boxes, looking them over, they are definitely about the size and dimensions of a person - just a smidge larger. If they are coffins, they are cheap ones. And it's hard to say what might presently be in them now without touching or moving them, but again, there are patches where the planks are rotted through, and the things are generally coated in dry earthen grime, and while it doesn't smell fresh or still moist of soil, they do have a musty dirt-smell.

After his eyes adjust, Eothain finds the rather banal scene of his comrades poking about shadowy shapes in the dark of a carriage house lined with shelving.
Feb 21, 2024 7:27 pm
OOC:
There are enough of the group inside, so Seònaid stays outside watching and waiting
Feb 22, 2024 8:04 am
Eothain lights his hooded lantern and looks at the contents of the nearest shelf.

Rolls

Intelligence (Investigation) - (1d20+4)

(7) + 4 = 11

Feb 22, 2024 8:32 am
Cirion looks at what keeps the boxes closed, looking for a clasp, lock or simple nails.

Well, at least if there was something dead in there, it would smell far worse than this, he thinks.
OOC:
he looks for something to apply leverage if the boxes seem hard to open, tackling the one that seems more damged/less secure.
Feb 22, 2024 3:21 pm
As Eothain lights his lantern, a few things become more clear.

First, the mechanism that Duinhir is examining, can be noted to contain, in the bottom plate, rows and columns of small blocks all bunched together - totaling to more than a hundred in a square-foot space - each with... symbols? emblazoned on their tops in raised-relief carvings.

Second, Cirion notes that the "tops" to the boxes - which run the long way - must have originally been secured by nails, as there are many holes perforating the edges, but now there are just two nails holding each one on, and those are only halfway pounded in.

Upon opening them, you find they are basically completely empty. The only thing that really emerges with the removal of the lids is the faint remnants of a sickly-sweet smell of decayed flesh.
Feb 22, 2024 9:01 pm
Duinhir was about to lose interest in the torture device when Eothain's light revealed the blocks with the symbols.
"This is odd." he says in a low voice. "Eothain, can you give me a bit more light, please?"

He studies the symbols in the light to see if he recognizes any of them or can get any meaning out of the device.
OOC:
I'm going with a Lore roll as he studies the symbols first.

Rolls

Lore - (1d20+3)

(18) + 3 = 21

Feb 22, 2024 9:18 pm
Duinhir has seen symbols like these before. For better or worse he is no stranger to some of the darker secrets of the world. And he's certain that these symbols are letters. And although he doesn't know the language, and so not what it says, he knows this is some form of Black Speech. The language spoken by the most powerful of orcs and evil men and other servants of the Shadow.
Feb 22, 2024 9:22 pm
OOC:
@emsquared, the device sounds like a printing press. Is that technology known in Middle Earth?
Feb 22, 2024 9:51 pm
OOC:
Oh boy, you're asking me to expose my true level of Tolkien Wonk...???

Yea that's pretty much what it is supposed to be.

And the answer to your question is: According to canon? Who knows? It's not directly addressed anywhere as far as I'm aware.

But wood block printing has been around IRL since 200 AD beginning in Asia. And ~900-1000 AD for moveable typesetting. Middle Earth is certainly well beyond 200 AD technology level, right? At the least we know the hordes of Mordor have primitive explosives, which is 13th century. And generally it's characterized ofc as "Medieval" (which covers a staggering range of progression), potentially up to the 1500s (which was when a more mechanized version of printing press was invented).

Granted, where were at in the 3rd Age the world is actually in a bit of a Dark Age/arguably having lost progress and technology compared to the end/height of the Second Age. BUUUT... It's more the Free Peoples who have lost or shunned technology. Sauron and the Shadow in part are an allegory for the evils of technology and thoughtless progress...

Proceeding from there, the Asia equivalent in Middle-earth is Rhun and other nations of "the East", which are broadly characterized as servants of Sauron.

Our "Astalor" is a known dealer in obscurities, at the very least in the Harad - which is another known servant-Nation to Sauron. But so maybe he has dealings with Easterlings too, or maybe the technology got to the Harad via the Evil Men and Dark Numenoreans who hold sway in both Rhun and the Harad.

And so basically I've taken those considerations and went ahead and made the leap of logic myself to put a primitive form of moveable type press (note - it is not automated in any way, it's basically a book binding clamp very slightly modified to accommodate moveable type blocks - very tedious to actually use) to try to insert a cool clue for you all here in the story.
Feb 22, 2024 9:59 pm
OOC:
And yes, that is indicative of how much thought I put into not only Tolkien and Middle Earth, but also this game specifically 😅
Feb 23, 2024 12:25 am
He winces at the smell of decay coming from inside the tall boxes.
"Eugh... these are empty now... but by their smell, I'd wager they once contained something dead..." he shares with the others.

He steps close to the boxes containing parchments, gingerly examining their contents.
Feb 23, 2024 8:44 am
Standing near the device, Éothain’s mind churns. He guesses at its meaning. "You know how administrators can press an official seal onto a document? I think that’s what this machine does, except it can press many symbols on a page at the same time. And if you put pages together, you get a whole book."

He remembers a book that a traveling priest brought to his village. "I once saw a book bound in calves’ leather. Is that what was in the tall boxes?" He checks inside a box for animal skins.

Rolls

Intelligence (Investigation) - (1d20+4)

(10) + 4 = 14

Feb 24, 2024 9:40 pm
Duinhir almost drops the device upon realizing what those symbols are. "This... This is in the language of the Shadow. The black speech. What malice is this?
If this Astalor possesses an item like this, he must be truly evil."
he shares his discovery with others.
"Alas, I cannot read it. But maybe it is for the better not to understand its foul content."
Feb 26, 2024 9:45 pm
Digging around in the box of parchment, it looks to Cirion like the vast majority of it is just blank sheets. However he notices the corners of a couple of pieces of parchment, sticking up haphazardly along the edges of the pile, like they were tossed into the crate when it was empty and then the stack of papers was placed carelessly on top of them.

And when he digs these few bottom sheets out, he can see that they appear to be botched print attempts. Most of the characters on the sheet are clear and legible (if one could read the odd, curvey, flowing script), but either a column or row along the bottom or edges must have toppled over in the pressing process, smudging some of it.

...

Looking into more boxes, Eothain finds thin boards and soft, worked leathers that are both certainly of an appropriate size for books (and not much else). As well as boxes with more small inscribed blocks, some in the unknown script, but also one box with blocks of script in Westron, and a box full of blocks with script in Sundarin.
Feb 27, 2024 7:33 am
"It appears this Astalor wants to spread his tomes of evil to humans and elves." Éothain explains what he found in the box and walks over to the printing device. "Shall we make this device unusable? Destroying it would be too noisy, but we could remove some invaluable pieces and take them with us." He pauses, then adds, "Unless there's a reason to keep him, or any associates, unaware of what we know."
Feb 27, 2024 9:05 am
Cirion extracts the print proofs, showing them to the others.
"These look like... tests that have gone wrong? See here?.. And they confirm what Éothain is suggesting! They are not handwritten, but created with that contraption... One could press many copies of the same page!"

He runs his finger on the arcane characters, a shiver running through him at the sight of that long-forgotten idiom, right there on the page. "I shall keep this as proof for Astalor's dark deeds... Lady Blackridge needs to see this."
Feb 28, 2024 5:49 pm
OOC:
Anything else anyone wants to do here?

Or are we ready to move forward?
Feb 28, 2024 8:01 pm
"I agree, Cirion, the Lady needs to see this. Maybe she can shed some light on its meaning." Duinhir concurs. "And as for the device, let's render it useless as Eothain suggests."
OOC:
I take it the device is too big and awkward to carry around easily and discreetly.
I guess we are done here, having looked at all the places that were described initially.
Feb 29, 2024 12:54 am
OOC:
It's not super big, but yes pretty unwieldily, maybe roughly an ~18" (0.5 m) cube and ~45-50 lbs/20 kg?

It could probably be dismantled with some time and effort or just broken, dashed upon the floor or something.

Unless anyone else wants to chime in, I'll push us forward tomorrow.
Feb 29, 2024 5:36 am
Éothain will take any blocks that contain the shape of a horse or a horse's head, as he is offended personally by its inclusion in evil works.
Feb 29, 2024 7:27 am
OOC:
agree to move on, after breaking the printing machine
Feb 29, 2024 3:31 pm
Papers in stowe, and the device dashed upon the floor, you all emerge into the daylight again, and are able to breath in air that is not burdened with dust and darkness and the remnant scent of decay.

After you emerge into the streets, the agents approach with some amount of visible eagerness to hear what you have to say.
OOC:
We probably don't need to play out that conversation, as I obviously know what you found 😅

But so if you just want to narrate generally what you share with them, that's good.
After hearing what you have to say, they will remind you that the plan is for the Lady to follow on after you all, once she can get away from her new position in Minas Tirith, and that will be 4 or 5 days from now until her arrival.

Aside from that they let you know that they intend to make a deeper dive into the records for the building with the city of Dol Amroth, and any business or personal associations with any names they have (they hadn't had the opportunity to do that yet, due to the observation routine they had to set up on Astalor).

But regarding the pursuit of Astalor, they are prepared to hand that over to you all, completely, to decide upon and enact the next actions.
Mar 1, 2024 7:18 am
Éothain asks the agents, "Since you've been following Astalor's movements, do you have an estimate of when he's likely to return?"
Mar 1, 2024 3:30 pm
"He has been moving steadily northward, begining in Umbar. From Umbar to Pelargir, Pelargir to Dol Amroth, and from here in Dol Amroth he sailed west along the coast, and about all we know is that the boat he sailed from here upon is a private ship - the first private ship he has traveled on - registered in the the far western village of Annulond.

The only pattern we've discerned is, aside from the first three stops being major port cities, he had either a business, or a business associate, in each city.

And we were never able to find an actual person going by the names of the business associates. Nor even real businesses. They were names associated with buildings, but little more substance than a name and place to which mailings or billings could go to.

It would seem the best guess is he sailed to Annulond - the private ship's home port. But we have no idea if or when he may pass through Dol Amroth again.

The ship was a small vessel, capable of navigating coastal or interior waters only, and so it's unlikely he was going too far upon it.

That's about all we know.
"
Mar 1, 2024 9:11 pm
"I start to fear he might not return. He seems to be moving ever northward, staying only a short time in each harbour. Maybe to spread those foul messages we found." Duinhir says after heard the agents assessment.

"I see two courses of action. Either we go straight after Astalor in Annulond and try to stop whatever he is doing or we wait for the Lady Blackridge to help us understand what the message is about. Though I prefer to have more knowledge on the matter, I fear time is not on our side."
Mar 2, 2024 10:38 am
"I say we go after the man. Our slim chances of catching up with him become smaller as the days pass... We follow his trail."

He hands the print proof parchment to the Lady's agent. "We need Lady Blackridge to see this, and to know about the enemy's usage of that forgotten language."
Mar 4, 2024 7:42 pm
"Dunhuir and Cirion, I agree. The sooner we find and stop Astalor, the better."
Mar 4, 2024 9:06 pm
"It seems we must make preparations to travel. You have been in this city longer than us. How do we best get to Annulond?" Duinhir asks the agents
Mar 5, 2024 3:58 pm
"Well, there is a road. It may be the far reaches of Gondor out there, but it is Gondor nonetheless. And they try to maintain accessibility to all the kingdom.

That said, it would not surprise me to find stretches of it in various states of disrepair...

But there are a few villages in between here and there, sturdy folk - fishermen, shepherds, farmers, and loggers - scattered along the coast, and a road connects them all.

It's not an entirely... civilized... land though. Some of the folk out there don't rightfully see themselves as Gondorians - they are perhaps a bit... neglected by the kingdom. And also orcs and goblins do make occasional raids out of the White Mountains.

But ultimately they know they are descendants of Numenor, and at least shouldn't be hostile.
", the agent smiles sheepishly, knowing the news he has delivered isn't entirely of the best sort.
Mar 6, 2024 4:49 pm
OOC:
Alright, well if there are any last minute purchases you guys want to make (I might point out that you were all not very well equipped for breaking and entering, and there are Tools for that), go ahead do that, if there are any other questions go ahead and ask them. But following on that, we are heading into another "Journey Phase" here.

We can talk about this in characters or out of character or both, but if you remember from last time, we kind of assign these "Journey Roles" to folks - Scout , Hunter, etc - who may get called on for specific challenges and checks during the Journey, which all will affect basically the condition that you all will be in as we enter into the actual "Adventure Phase".

Ragnar was our Guide last time and so we need a new Guide, at least. And that may cause a general reconfiguration of Roles. So if you guys could maybe just review the Journey Roles and probably generally just refresh yourself on the Journey Phase section of the book as it's been a few months since we did this, and then volunteer yourselves for Roles?

And once we sort that out, our Guide can kick us off with a 1d12 Embarkation roll, modified by your Survival skill+1/2 Wis modifier (round down). And I'll factor in the Peril Rating on the back end.
Mar 6, 2024 5:27 pm
OOC:
Assuming we need to buy food, how many days is the overland trip to Annulond?
Mar 6, 2024 7:01 pm
rpgventurer says:
OOC:
Assuming we need to buy food, how many days is the overland trip to Annulond?
OOC:
So, there is a Journey Role of "Hunter" whose only job really is to provide food for the Company on the Journey. And by default the only time that they're assumed to have troubles doing that is if a randomly rolled Event declares it so. In which case it's a whole Skill check thing that isn't impacted by and doesn't consider/care how well you've provisioned yourselves anyway. (You could have bought 100 days of rations, and only be in the 20th day of the Journey, and if a Hunting Event says you're low on food, then in order to not completely gut the Journey mechanic, I would have to say, "Yes, this is a problem, you have no food. Even tho you bought 100 days on food..") And while that's a very mechanical, as opposed to narrative, way of looking at it, that's one factor to consider.

Also, you each have your Standard of Living associated with your Culture, which is assumed to cover and represent standard living expenses. - Which reminds me, you're each supposed to pay a cost associated with your Standard of Living, each Fellowship Phase, I believe... I'll look those up.

But anyway, while I don't know that your SoL is explicitly described as covering food for travel, it would cover your food if you were just sitting around at home. And so I feel like it's reasonable to think that it covers some amount of food, that you could take for travel?

And lastly, I'm frankly just not that interested in the level of book keeping entailed by day-to-day food tracking. I don't see much interesting gameplay nor a "fun" type of drama emerging from it.

It would basically just be a tax on your character for playing the game. Right? And instead of giving you gold only just to immediately take it away due to a formality, I'll just give you a tiny amount less gold and we assume you have adequate rations (not including during a Journey Event designed to create interesting gameplay around food supply)?

i.e. I'm inclined to say, don't worry about it. That kind of granular survival isn't the type of game we're really playing nor the kind of story I'm particularly interested in trying to tell outside of the Journey mechanics. Particularly in a populated land.

If we were venturing into the middle-of-nowhere desert, or the frozen wastes? Maybe we zoom in on that then. But not for this.

That's my thoughts anyway.

How do you guys feel about it?
Mar 7, 2024 4:41 pm
OOC:
@Drakis2,@Stefron,@Dr_B,@rpgventurer

Hello gang, just wanted to check in as things have been a bit intermittent/slow/quite in the past week or so.

Everyone doing alright? If you're experiencing IRL circumstances that are restricting your posting that's ofc fine, just please let us know your availability is changing (again, you never need to go into why, just a "I'm only going to be able to post once or twice a week for the foreseeable future." helps if that's what's going on).

Is anyone confused or hesitant on how to proceed? Or losing interest? etc. You won't offend me if so, I can frankly pivot this campaign fairly quickly if ppl would rather tell a different type of story?

If we're settling into a new normal, that is also fine, but I would want to consider bringing in a new player if so to help keep things moving.

So just a check in basically.

How's everyone doing?
Mar 7, 2024 7:36 pm
OOC:
Sorry for the delay. Busy irl but also anytime we need to do bookkeeping or check rules I tend to think I'll have to do that thoroughly and then postpone posting. Its a flaw I have.

Duinhir is best suited as scout, secondly lookout.
"The road it is then." Duinhir concludes after hearing the agents advice. "Luckily we have horses so it should be too long a journey."
Mar 7, 2024 9:12 pm
OOC:
Seònaid will take the roll of Hunter again, as that suits her strengths

She does not need to buy any supplies before leaving
Mar 7, 2024 11:03 pm
OOC:
sorry folks, work has been a little crazy lately and I slowed down in all of my games. Once or twice a week is a more realistic pace for me, at present. But if I am slowing down the party, happy for Cirion to be controlled by the GM.

As for leaving the bookkeeping of food etc. in the background, that sounds like a good idea to me.

I think Cirion could be the Lookout on this Journey. He has not many funds left, so no purchases for him. Good to start the travelling.
Mar 8, 2024 5:39 pm
OOC:
No need to apologize I still feel good about our core group, and it's no single person, just generally as a whole the pace has slowed a bit.

Which I think is fine and natural, pbp ebbs and flows.

But I wouldn't see the harm in bringing a new player in, if the recent pace is just what it may be for awhile. Anyone have any strong feelings on that? I know it was mentioned before that 4 is a good number. I just don't want the game to peter out, and I can still see a good place to bring a new character in that's still coming, if that's what we wanted to do. But would probably be months for such an opportunity after that.

Ok. Journeying:

Duinhir - Scout
Seonaid - Hunter
Cirion - Lookout

That leaves Eothain as the Guide, which it looks like he is well enough suited for with Proficiency in Survival.

@rpgventurer would you want to kick off the Journey with an Embarkation roll? (1d12+Survival+1/2 WIS bonus round down)
Mar 8, 2024 9:12 pm
OOC:
I'm fine with adding a fourth player.
Mar 9, 2024 3:27 am
OOC:
Don’t mind either way
Mar 11, 2024 2:57 pm
OOC:
@rpgventurer I believe we're looking for you to kick us off on the Journey with an Embarkation roll as described above...

If anyone/everyone else just wants to give some narrative heading into the travel that would be welcome at this point, to help us get things back in character.
Mar 11, 2024 7:25 pm
There is always something special about the morning before a large journey, Duinhir reflects in the first light of the day. As if the air smells different and feels both warm and cold at the same time. The sounds more quiet and fresh.
Maybe it was just excitement to be on the road again.
Duinhir had never stayed so long in a big city in his entire life as he had spent in the Gondorlin cities these last few months.
It feels nice to have the freedom back. Maybe that's why this morning seems so special.
He gets up in the saddle.
Mar 12, 2024 12:10 am
Cirion wonders how this new journey will differ from the others. Granted, after his recent days on the road he has built his stamina for longer rides, hopefully the saddle sores will not annoy him too much this time... and he will be travelling as a herald of Gondor, which will be an interesting new experience.

Things have changed from my days in Pelargir, spent making those ropes. Things have changed fast. He looks at the marks of manual labour on his hands, thinks of his father. Last time they passed by Pelargir, he had not had the courage to find the old man and face him.
Maybe next time... maybe he will be pleased to know of my title, maybe he will want to come visit me in Minas Tirith...

His mind wanders as he prepares his mount for the travel.
Mar 12, 2024 1:25 am
Seònaid makes a final check on her saddle bags and then mounts up. Used as she is to regularly traveling thru Gondor, this time it is different. She is not traveling to gather gossip and news, and she has not travelled alone for some time now. She looks around at her traveling companions and, as much as she enjoys the company, she misses her old ways of traveling.

Let's get this matter finished, and then we can go back to the way things were she thinks to herself.
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."
Mar 25, 2024 2:36 pm
OOC:
I don't think we need to play out a whole lot more, just one final bit before we resolve this.
The people are certainly grateful for you seeing to their injuries, and the food, and the escort to the fishing village, but as you prepare to leave them they do still ask for more - coin to spare in particular, as getting any further aid without that will be difficult and minimal.
Mar 27, 2024 9:58 pm
OOC:
I'm unsure how much coin is needed. It is just a matter of a minor economic setback or more that we don't have enough to satisfy everyone and giving to some and not to others could cause discontent and violence.
Apr 4, 2024 4:40 pm
With coin delivered in aid to the refugees, whether directly into their hands, or to the village which will have to house and feed them, you're all able to leave the emotionally-harrowing and tragic situation behind feeling as though you've done all you reasonably could be expected to do.
OOC:
Everyone please roll up a Shadow (Wisdom) save, only a result of a 1 or 2 will result in you gaining 1 Shadow from "Anguish".

I'll roll up the next Event and put together the post and be ready to push us forward Monday.

Sorry for the dragging progress gang.

I appreciate you all bearing with me.

Rolls

Journey Event - (1d12)

Same result: Re-roll - (1d12)

(5) = 5

Event Population - (1d10, 1d6)

Apr 4, 2024 7:28 pm
OOC:
rolling

Rolls

Wisdom save - (1d20+2)

(18) + 2 = 20

Apr 4, 2024 8:59 pm
Duinhir believes they have helped the refugees as best they could given the circumstances. They were brought to safety and given coin to get by for some time.
Though the company could do more, he is eager to press on with their mission.
OOC:
Rolling
Last edited April 4, 2024 9:03 pm

Rolls

Wisdom check - (1d20+1)

(17) + 1 = 18

Apr 4, 2024 9:45 pm
OOC:
Rolling

Rolls

Wisdom Save - (1d20+1)

(9) + 1 = 10

Apr 5, 2024 7:33 am
OOC:
Rolling on the river 🎶

Rolls

Wisdom save - (1d20+2)

(4) + 2 = 6

Apr 8, 2024 5:43 pm
Back on the road after assisting the orc-attack refugees, it has only put you all off by a little more than a day.

And while the road conditions continue to deteriorate, the path is well worn, and the earth hardened, and so although there are no more cobbles (aside from sporadic patches the haven't been completely washed away or scavenged for masonry) the travel conditions aren't bad. And you're able to continue to make good time.

And so it is, a couple of days down the road, while Duinhir is up upon a low rise, scouting ahead, that he spies... something... in the distance...
OOC:
@Stefron can you give me a Perception check please, DC 14.
Apr 8, 2024 8:31 pm
Duinhir holds up a hand to shadow his eyes from the sun. He tries to make out what it is in the distance.

He gets his horse to hold still, while he spies. Yes, now he sees it...
Last edited April 8, 2024 8:32 pm

Rolls

Perception - (1d20+3)

(14) + 3 = 17

Apr 9, 2024 3:58 pm
At first, when it was far away, he thought it was dark smoke, or perhaps a strange dust storm, but as it draws nearer, he sees it is infact a flock of birds...

Great, black birds!

They are flying in a whirlwind-like torrent, some of them swooping down and tearing at things on the ground before raising up again while others in the flock then take their turn to do so, always spilling forward like some mad dance. The behavior seems very unnatural, and it's hard to imagine what they could possibly be doing other than searching for food - though Duinhir has never seen a bird so ravenous...

Their path is erratic, but they are headed in the general direction of the Company, in their place upon the road.

The bulk of the group is still low enough that perhaps you haven't been spotted yet, but it will only be a minute or two before the black cloud passes near enough that they would surely spot you, if they are of a mind to harry your troupe!

The road still runs along the wind scoured coast, and there are no trees for miles inland... Any place to try to hide is meager and few and scattered apart.
OOC:
What do you do?

Okay gang, we're going to handle this as a Skill Challenge, if you remember those rules. (Might be good to re-read them if you don't.)

This is a moderately difficult challenge - 5 successes needed to succeed on the challenge as a whole. 3 failures is always a failure at the challenge.

At stake is how much damage you each take (will be decreased to 1/2 upon success of the challenge).

As a refresher, you guys do all the rolling, anyone can start, just give me the narrative for what you do to try to ameliorate the attack from the swarm of black birds and an ability check that matches the narrative.

Remember this is your chance to take control of the narrative, and to try to use the skills you're good at in a creative way to guide the narrative and the group toward success.

Beginning DC is 11 and that goes up every 3 rolls.

Anyone can go ahead and kick us off!
Apr 9, 2024 5:11 pm
Cirion sees what Duinhir is pointing at and feels his hair stand on end. The spectacle of that dark ominous swarm seems the very depiction of an evil omen.
That's no natural flock of birds... they don't normally move like that...
The almost hypnotic evolutions in the sky capture his gaze, until he snaps out of it realizing that the birds are diving for them and that he and his companions are in danger, without cover.

Feeling his pulse race, he looks around and starts running, zigzazzing and dodging to present a less predictable target for this aerial scourge.
If you're diving for me, I'll try to make myself hard to predict, you cursed things!

He puts his energies into it, and starts somersaulting and changing direction abruptly, just like when he played as a kid, doing acrobatics in the alleyways of Pelargir...

Rolls

Athletics - (1d20+3)

(16) + 3 = 19

Apr 9, 2024 9:06 pm
Éothain grunts at the sight of so many birds. They can’t outrun them in these open fields. "Filthy beasts. Hah! Natural or not, most creatures fear the flame." He waves a lit torch above his head.

Rolls

Survival - (1d20+4)

(14) + 4 = 18

Apr 9, 2024 10:01 pm
When the tumultuous cloud is upon you, and you finally get up-close looks at the things, you see they do appear to be crows - or more likely ravens, as they are big - except that their heads are barren. No feathers at all. You're not so sure that they aren't just naked skulls, infact, sitting atop animate avian bodies!

And as their tiny black eyes, set in sunken sockets, focus upon each of you, they squawk madly, but it's comes out more like a ragged croak!
OOC:
Nice rolls! 2 for 2. Who's next?
Apr 9, 2024 11:18 pm
Seeing the danger approach she knows her only hope is to give the swarm no chance to focus on any one of them.

As her companions react in their own way she drives her mount into a series of jumps and drops across the terrain

Rolls

Animal Handling - (1d20+3)

(19) + 3 = 22

Apr 10, 2024 2:30 pm
Duinhir was first to spot the swarm of birds. He signals to the others to warn them of the incoming danger.
Then realising he is first in line to be attacked, he ducks for cover and tries to stay low while the flock passes over.

Rolls

Stealth - (1d20+4)

(20) + 4 = 24

Apr 10, 2024 3:25 pm
As there is no advantage to staying together, and by necessity of your various attempts to stem their assault, you each are pushed farther and farther from each other, as the flock fully descends.

And while you're each doing an excellent job of avoiding or fending off individual attackers, there are... it's impossible to say... but more than 100 of them! And it's just impossible to avoid or knock down all of them.

And they've begun to tear at your flesh wherever they can, with breaks poking in between gaps in armor and as your focus goes from assailant to assailant.

Fortunately, the flock apparently has no specific interest in your group, they are just moving over the land, ravaging anything in their path, and already they are beginning to move on.

If you can hold on for just a bit more, it looks as though you will surely come through it!
OOC:
4 for 4! Truly excellent rolls, the DC is 12 now, but you only need 1 more success for complete success on the challenge.

Everyone has rolled at least once, and so we're back at the top, anyone can go!
Apr 11, 2024 6:57 am
Holding the torch with one hand and tightening the reins with the other, Éothain guides his horse away from the larger concentrations of the flock. "Stay away! Take that, birds! Over there, Skunktail . . . good girl."

Rolls

Animal Handling - (1d20+4)

(14) + 4 = 18

Apr 11, 2024 2:22 pm
OOC:
Alright, pretty much the opposite outcome from the last Skill Challenge, you guys rolled WELL above average and got an easy win.

Well done.
While their squawking is clamorous and perhaps disturbing in how unnatural it sounds, and their appearance is terrible - like the living dead - ultimately the flock's passage is barely more than an inconvenience for you all.

The ruin left in their wake is very real though. Leaves torn from bushes and bramble litter the ground around the trunks. Tall grasses are bent and broken. Any flower that was, is no more.

And of course the multitude of painful marks and pinches scrapes left on your personages...

But it is over.
OOC:
Half damage for the successful challenge (round down).

So 2 damage each.

I'll pause before pushing us onward again.

This was something probably unlike anything most of your characters have seen or heard of. You're ofc welcome to converse or make inquiries about it...

Rolls

Ravenous flock's attack damage - (2d6)

(31) = 4

Apr 11, 2024 8:59 pm
Duinhir quickly returns to the group after the flock have passed. "Are you hurt?" he asks assessing the damage.
"What was that? I have never seen anything like it." he wonders aloud.
OOC:
I'll just leave a nature roll to see if Duinhir can get any insight to the odd bird flock

Rolls

Nature - (1d20+2)

(2) + 2 = 4

Apr 12, 2024 2:48 pm
OOC:
Nature could tell you some things, but if anyone has the Lore skill, they could roll that for the most insight.

Bear in mind if we get more than one roll coming in, it becomes a group check.
Apr 12, 2024 9:20 pm
Seònaid rejoins the group, and replies to Duinhir.

"Nor I Duinhir, but I think we should hurry on. They are a scourge on the land, and I am curious to see what is driving them forwards."
Apr 12, 2024 10:37 pm
"Those were no ordinary crows. We've all seen that. Maybe our enemy's influence is corrupting their very nature? I hope they are not used to spy on us...." he says, surprising himself with his whispered tone.
Apr 13, 2024 12:05 am
"Strange how we ran into a group of people then a flock of birds. Are they running away from the same thing?" Éothain thinks about bird omens.

Rolls

Lore - (1d20+4)

(20) + 4 = 24

Apr 16, 2024 3:00 pm
Being from Rohan it's perhaps not too strange that Eothain thinks he has heard of these creatures before.

Commonly associated with the perennial enemy of Rohan; the Dunlendings, and the cursed city of Tharbad and also just the general Southern area of the Misty Mountains all the way to Fangorn forest, by their terrible countenance, Eothain thinks they must be nothing other than crebain.

Amongst the wise of Rohan they are considered as dark omens, or even as direct servants of the Shadow.

However if they were about a task, it doesn't seem like your company was the focus of it. Their movements across the land in approach and departure were erratic, and only seemed drawn to you out of opportunity, it's possible they were fleeing something. However if they were, they came from the west, and so that impetus would still be ahead of you... Or perhaps they were being summoned? Or from their behavior, it seems like they could even have just been mad with hunger or even illness?

Whatever the cause, like a storm on the plains, it came and reaped it's terrible cost, and now seems to have passed. The shadow of it's cloud still visible growing smaller in the distance, seemingly destined for the White Mountains or beyond.

With nothing much left to do but move on, you point your steeds west and... move on.

Over the coming days, all signs of a finished road finally disappear completely, and it becomes little more than a well worn trail barely wide enough for a hand-cart.

The last few days of the journey become sweltering and hot, as only those late summer days sometimes do. It's a development that makes travel uncomfortable at least, and could threaten the successful conclusion of the trip...
OOC:
Alright, we have Thunder_Lungz waiting, let's go ahead and conclude the Journey.

@rpgventurer as Guide can you please roll up the Arrival? 1d8
Apr 16, 2024 7:36 pm
"We’re here."

Rolls

Arrival - (1d8)

(1) = 1

Apr 17, 2024 3:44 pm
The final days of the journey are rough. And not in relation to the road conditions, nor even the weather (though both of those are poor for travel and only worsen the situation).

For miles upon miles as you approach Annulond the land is blackened and wasted, as if by a great fire.

The normally tall and vibrant grasses of the coastal plains are nothing but blackened nubs surrounded by ashen dirt. The stands of trees within sight are leafless and dead, clawing at the sky like burnt bones of the earth. And as you crest a rise in the land, you can see a field with dozens of charred corpses of cattle who were trapped by a canyon draw, and consumed by the conflagration that must have ravaged the land.

There are even a few structures in the distance, perhaps once houses or animal sheds or dry goods storage - now just fallen stone and burnt timbers.

It's of course impossible to know at this stage what has happened. The work of goblins or orcs or even possibly Corsairs? Something that was somehow caused by the crebain? Or is it just the aftermath of a natural wildfire, in the late days of summer?

Whatever the cause, the devastation is complete, and it is perhaps a reminder that inescapable death is never far.

It would appear that the only thing that saved Annulond, and it's immediate surrounding country side, is that it sits in the valley of the River Lefnui, where the nearby waters must have kept things green enough to not be claimed by fire.
OOC:
Alright, unfortunate roll for the Arrival. Everyone please room a Corruption (Wis) save DC 14.
Apr 17, 2024 5:50 pm
Éothain grimaces as the landscape reveals itself. "We're here, but this is not the 'here' I expected. I've heard favorable comparisons of the area around Annulond to the beauty of Rohan. This looks more like the descriptions of Mordor."
Last edited April 17, 2024 9:45 pm

Rolls

Corruption (Wis) - (1d20+2)

(20) + 2 = 22

Apr 17, 2024 8:20 pm
"Everything is burned! What a desolation!" Duinhir exclaims

Rolls

Wisdom save - (1d20+1)

(19) + 1 = 20

Apr 18, 2024 7:49 am
"This is terrible. Where are the leaders & guardians of this land, and why have they abandoned their duties?"

Seònaid is overcome with a feeling of despair as she gazes across the ravaged land.

OOC:
Rolling
Last edited April 18, 2024 7:51 am

Rolls

Wisdom Save - (1d20+1)

(6) + 1 = 7

Apr 18, 2024 8:09 am
The dismal spectacle and the words of his companions weigh heavily on Cirion's heart. He looks around in discouraged silence...

Rolls

Wisdom save - (1d20+2)

(7) + 2 = 9

Apr 18, 2024 3:20 pm
OOC:
Alright, Seonaid and Cirion both gain 2 Shadow(!).

Please note, if/when your Shadow total becomes greater than your Wisdom Score, you have become 'Miserable'.
As you all approach Annulond, the most prominent feature is a great stone bridge spanning not only the River Lefnui, but much of the banks which flank the sides of the flowing water. The peak of the arching construct could allow the mast of a small lateen-sail ship to pass beneath it.

The more you look upon it, the more the bridge really feels a bit out of place. It looks to have been built in anticipation of a much larger population growling around it, and a much larger river running beneath it!

As it is, the next largest structure is a single, two-story stone tower gatehouse, built on the Gondor side of the bridge. But that has clearly fallen into disrepair. There are three wooden structures that appear to have been built, ad hoc, around the tower, relying on it for it's stone walls, but they are of a much smaller size and lesser quality of build.

The rest of the few dozen buildings are of mismatched construct and many of them sit down along the river, some have a scavenged stone foundation and good beams and boards atop, some are of a log and sod style, some are little more than rickety shacks built onto and relying upon better structures to remain standing.

Despite the devastation up-valley, and the seeming lack of intention or planning that went into it's development, the village of Annulond shows vibrant signs of life.

There is a dock that runs for perhaps 100 feet along the river where the channel snakes by - only a few ships and boats docked at it now, but many more spots that are currently empty but with coiled ropes waiting for someone's return. White wisps of smoke curling up from many buildings, at least one or two carrying the smell of baking breads and cooking meats. Fishermen walking up and down the banks, each tending many set-lines in the water. Subsistence livestock milling about in pens and coups. And here and there are folk walking the dirt paths that make up the village streets going about their daily business.

And perhaps it is so, when your own business comes to mind...
Apr 18, 2024 9:10 pm
"Are you alright, Cirion?" Duinhir asks concerned, noticing how the young man hasn't said a word since they laid eye on the scorched landscape.

"Well, at least the town seems unharmed. We should start at the harbour and see if the ship has arrived." Duinhir suggests "Then take it from there."
Apr 19, 2024 5:34 am
Cirion nods, comforted by Duinhir's concern. "It's just... I didn't expect these lands to be under such affliction. It's a little disheartening, but... I'm all right, thanks."

He looks at the strange town. "Hopefully we can find the trail of those who seek, here."

He follows Duinhir towards the dock.
Apr 19, 2024 6:49 pm
Seònaid follows the others, glancing about at the locals as she tries to find anything common with the people of Gondor
Apr 22, 2024 9:08 pm
Éothain tries to spread some cheer. "I look forward to some fresh fish and a flagon of ale now that we're here."
Apr 23, 2024 3:14 pm
Down on the docks, the air carried along by the breeze smells of brackish water, mud, and... not even fish, but shellfish. Far over-powering the baking bread and roasting meats at the valley top.

There is only one actual building on the docks, most of them sit a good fifty feet up-shore - you can only assume to accommodate periodic flooding - and have boardwalks running down to the actual waterfront.

Most activity on the docks is centered on that lone building, which appears to mostly be a dry-dock. There is a small sailing boat with it's mast laid down, receiving some sort of repair or work on it's hull.

You haven't seen the ship you're searching for, and as is common for smaller boats and ships, few of them have any actual identifiers painted upon them.
OOC:
Anyone with Proficiency in History can make a check to try to identify the boat by the description the Agents gave you.
Apr 23, 2024 8:49 pm
Duinhir scans the harbour for ships that match the description they were given. It would be easier if they had names. But maybe he might just be lucky.
OOC:
I guess not
Last edited April 23, 2024 8:50 pm

Rolls

History - (1d20+4)

(1) + 4 = 5

Apr 23, 2024 9:30 pm
Cirion grew up in a similar environment, in the Pelargir docks. He knows the live docking procedures, and the dry dock activities, since when as a child, his father took him to take commissions and deliver goods from the family rope making trade.

He now scans this harbor, looking at the ships and boats, trying to spot tell-tale signs that may match the description they were given.

Rolls

History - (1d20+3)

(9) + 3 = 12

Apr 23, 2024 10:25 pm
Stefron says:
OOC:
I guess not
OOC:
🥲 All them 19s and 20s you guys have been rolling, that 1 was bound to happen sooner than later.
There's only a couple sailing boats at the docks here, and they're all shallow-keeled riverboats, rigged for ocean winds. It must be a common need for vessels to serve both purposes. But ultimately the effect is that Cirion just doesn't know enough amount the boat you're searching for to be sure.

You do still have the name of the boat-owner: Urqakar. And it was registered to this village. Assuming it wasn't a forgery, someone must have record of it here somewhere.
Apr 24, 2024 6:58 am
"These boats look much the same to me. Now if we were looking for a specific horse …

"Oh well, let us check inside the building. Someone must know something about the boat owner."
OOC:
If the door to the building is unlocked, Éothain will enter. Otherwise, he will knock.
Apr 24, 2024 5:27 pm
The dry-dock building does have two interior rooms, one has it's double doors flung wide and you can see it is basically just storage space, stacked with supplies for maintaining boats, the other room has an entry door that leads to a small interior room with a chair a writing desk and a man sitting at it, scrawling inexpertly onto the pages of a large book.

He stops and looks up, upon your entry, and he seems surprised to find you're not someone he might have expected.

Your inquiry about Urqakar draws raised eyebrows and a knowing sigh from the man, "Ah, that fellow... Yes, I remember him and his ship. Not many men of the Harrad who would dare to try to live here in these parts, with our histories...

Can't say I know him, haven't seen him in... oh, what...
", he bends up a portion of the corners of the pages in his book and let's them shuffle down in rapid succession, "...a couple years? Only comes in when he has a torn sail, or has ran out of line ya see...

He actually moors at Annodrún, just to the south. Strange man, lives up in the foothills of the Andrast Mountains to the west of there.

What are you looking for him for? ...

Bahhh, apologies, none of my business... Frankly I always felt like he was the sort that brings trouble. ...

Eh! Not to say that you're all trouble of course!

Er, ehh...
"

He evidently appears to decide he needs to stop his mouth from running, as his cheeks color, and he just kind of shakes his head and smiles politely.
Apr 27, 2024 9:38 am
"Thank you, sir. We owe him for some previous business, and we want to pay him back personally. Good day!"
Apr 27, 2024 1:55 pm
"Ah yes, good day!

If uh, well, a word of warning! Before you go...

Those lands are no longer those of Gondor. They are wild lands. Inhabited by a Wild People.

You would be well advised to find yourselves a guide, if you intend to venture west of the Lefnui...

The inhabitants of Andrast have... agreements?... with just a few folk from this area, who are allowed to hunt and travel their land. Without such a guide you would be viewed as an invader. So, unofficial emissaries these folk are, I suppose?

Between the Woses and us.

The Woses can be your friend, or they can be your worst enemy. Find someone that can help make them your friend, aye?
"
Apr 29, 2024 8:33 pm
"That seems a prudent advice. Where may we find a trustworthy guide?" Duinhir asks

To the others he says "It seems like we have not reached our journey's end just yet. We should seek out a guide and go to Annodrún tomorrow."
Apr 30, 2024 6:03 am
"Agreed, Duinhir."
Last edited April 30, 2024 6:03 am
Apr 30, 2024 9:06 am
Cirion has only heard vague stories about the Wild People, back in Pelargir. He presses the man for more information.
"These Woses... what are they like? How Wild are we talking, here? Have you met them yourself?"
Apr 30, 2024 5:02 pm
"Well, there's a boatman who ferries supplies to folk up the Lefnui, he has a good relationship with them. But I believe he's up-river right now.

There's a handful of Gondorian shepherd and farming families that have steads west of the river... folk who's ancestry goes back to the first Numenoreans who landed here thousands of years ago supposedly. And they'll show up in Annulond here, periodically. They've lived in proximity to them for generations! Might catch one of them about the market if you're lucky?

And, well, I believe, there's actually an elf in Annulond, right now! Saw him with my own eyes! Heard he came out of the hills of Andrast some few days ago... Last I knew he was staying at the inn. Folk talking as they do, I heard he spent some time with the Wild Men.
"

Looking to Cirion, "Oh no, no. Never met them myself. And they're mostly only 'wild' in the sense that they don't live in cities or even really houses, like we do I suppose! Nor do they speak our tongue, or wear our clothes, or anything like that. A folk as old as the stone, they say. But it's not like they're animals or anything! Just have their own sort of way of life... amongst the caves and trees and dirt... They're a mostly peaceful people, happy to remain in their mountains and forests. But protective of the lands they live on."
Apr 30, 2024 8:30 pm
"An Elf here?" Duinhir says puzzled. "I would like to meet him." Duinhir have met elves before in the north. Not often but he had and he was fascinated by them.
"Let's go to the inn then and see if we can catch him so to speak." he get ready to leave the harbour and go find the inn.
Apr 30, 2024 9:44 pm
Cirion nods at the scribe in gratitude.
As old as the stone, he thinks as he follows Duinhir out of the harbor, musing over the ancient Woses folk.
May 1, 2024 7:22 am
"I, too, would like to meet the elf."
May 1, 2024 4:45 pm
The inn is one of the buildings in town of nicer construction. A stone foundation, hewn timbers, and whitewashed walls. It sits up the bank a ways, near the main road into town and quarter-corner to the bridge tower-house and it's attached structures.

Entering it's front door, most of it's tenants must already either be out and about their day's business or... perhaps non-existent in this remote place? Whatever the case, it's fairly quiet in the inn common room. The smells of cooking, no doubt preparations for whatever kind of evening crowd they have here, meet you at the door. There is a collection of older folk gathered at a table, enjoying each other's company and the conversation of their latter years. And ... there is an elf...
OOC:
@Thunder_Lungz I'll hand it off to you at this time (yay!) to describe your PC and what he's doing with what would essentially be the tail end of his "Fellowship Phase"/period of rest and recuperation here :P
May 1, 2024 7:11 pm
Alone, at a table against the wall and silhouetted by the light of the sun shining in through a window, sits one of the race of Elves. His long black hair is partially braided above the ears and hangs regally down his slender shoulders, revealing a face, olive in complexion and eternally youthful.

Clothed in finely-made garments of browns and greys, he seems almost too unsullied to be at home in the wilderness…For in the wilds of Middle-earth is where he finds his calling in his personal war against the Shadow.

Túril Amdirion, known locally to some as Wosekin, is of the High-Elves of Rivendell: those who dwelt in the Blessed Realms of Aman across the sea.

On the table before him are the remains of a meal of local breads and vegetables, as well as an array of documents: his personal notes on shadow lore, his accounting of his Harrowing Dream and his prophetic insights, and several maps of the lands between Sîr Lefnui and Sîr Angren - the rivers Lefnui and Isen.

Closing his eyes now to take in a breath, he considers his final conclusions on this latest foray through Andrast and how the Dream has changed since the snows melted in the foothills of the Ered Nimraith. These visions, as they did two centuries ago, are gaining clarity, and for good or ill, Túril steels himself for what is to come.

As the party enters the inn, he glances in their direction, ever vigilant for anything out of the ordinary.
OOC:
Yay! So excited to join you all! I’m going to roll an insight check to determine if any of you look like you are from anywhere other than my Known Lands.

Also, I’m not seeing my character sheet information show up at the bottom of the thread here as I’m writing this. And I can’t post as my character. Is there something we can do to fix that? Thanks!
Last edited May 1, 2024 8:30 pm

Rolls

Insight (with Known Lands prof bonus) - (1d20+6)

(10) + 6 = 16

May 1, 2024 8:31 pm
Once his eyes has gotten used to the lower light inside the Inn, Duinhir immediately spots the silhouette of the Elf sitting by the window.
Mae govannen, he greets the Elf in Sindarin as he makes his way to the table. "May we join you. We have travelled long and I for one could do with a rest for my feet and an ale." he says hoping the talk of a long journey would raise enough curiosity to earn them a place at the table.
OOC:
Ignore the strength roll. It is not an attempt to armwrestle. Just accidental button push by a slippy finger.
Last edited May 1, 2024 8:35 pm

Rolls

Strength check (advantage) - (2d20H1+1)

(122) + 1 = 13

May 1, 2024 8:52 pm
Seònaid enters the inn at the tail end of their small group, looking around the others to spot the elf. She has heard many tales about them, and on very rare occasions spotted one in her travels, but this is her first time ever speaking with one of their race.
May 1, 2024 8:58 pm
Travelers? And a son of Eorl among them! … and could that be a - he makes eye contact with Duinhir - Ae! They approach!

Frozen by temporary indecision at what to do, Túril starts to stack his papers together and put them back into his scroll case.
Stefron says:

Mae govannen, he greets the Elf in Sindarin as he makes his way to the table. "May we join you. We have travelled long and I for one could do with a rest for my feet and an ale."
Ae… he stands up and awkwardly stares at the party for a moment… Dhe suillon… Ae, Greetings travelers. He continues to clean up the table. Yes, ae, please rest yourselves. I am finished here.

For Men, these folk look strong. I best not be in the way in case they challenge me to an arm wrestle.
Last edited May 2, 2024 2:40 am
May 1, 2024 9:22 pm
Cirion nods his head in greeting, mesmerised by the graceful presence, strangely at odds with the surroundings.
He sits and observes in silence, remembering all the stories heard on the docks of his home town, of magic and craftsmanship, of centuries-long lifespans and prodigious agility - wondering if even half of them may be true...
May 1, 2024 9:44 pm
Thunder_Lungz says:
OOC:
I’m not seeing my character sheet information show up at the bottom of the thread here as I’m writing this. And I can’t post as my character. Is there something we can do to fix that? Thanks!
OOC:
All that conversation we've been through and I never "Approved" your character 🤦

Sorry, should be done now.
Stefron says:
OOC:
Ignore the strength roll. It is not an attempt to armwrestle. Just accidental button push by a slippy finger.
Thunder_Lungz says:
I best not be in the way in case they challenge me to an arm wrestle.
😂
May 2, 2024 3:44 pm
Noting the reaction of the elf to Duinhir she is reminded of the tales on how the elves can driven in their interactions with humans by previous decades of history. History long lost to the humans themselves. She decides that it may be best if those two start the introductions, in the hope it will go more smoothly and no misunderstandings will sour this meeting.

Like Cirion, Seònaid takes a seat at the table and watches Duinhir and the elf.
May 2, 2024 8:31 pm
"Ah, Thank you" Duinhir sits and makes space for the others to join "but won't you stay for a while. And have a small chat. It seldom to get a chance to speak with an Elf. Especially around these parts. But, say, let me get you a beer as well." he puts a friendly hand on the Elf's should.


If Túril accepts the offer, Duinhir will start to tell their tale. He omits some of the details like the palantir and the pamphlets in the dark tongue. He is after all talking to a stranger after all.
"... And now we need to go to Annodrún"
May 3, 2024 12:36 am
Aware of the curious gazes of the travelers, Túril gracefully lowers himself back into his chair.

You have travelled far it seems, and you are weary. Please, take your refreshment - as for myself, I am content to share words with folk of other lands. Seldom do foreigners travel through Andrast, and I find myself eager for news.

But, I apologize, let me introduce myself. I am from Imladris and there I am called Túril. Though, if it suits you better, you may call me Wosekin, in the manner of the Men of Andrast.

A dhe? What are your names and what brings you to Annúlond?
Last edited May 3, 2024 11:46 am
May 5, 2024 8:12 pm
"Greetings Túril. That is the name I like best. I am Duinhir, son of Duinhen, a Dunedain of Arnor. And these are my friends. I'll let them introduce themselves." he gesture at the rest of the company.
"We are in a dire need for a guide to take us to Annodrún. We seek a most dangerous man whom we suspect is moored there ."
May 6, 2024 3:59 am
"Cirion, once a simple ropemaker of Pelargir, and now honored to be a Homeguard of Gondor," he says with pride, the title still sounding unreal when said out loud.

"The Steward Regent of Minas Tirith, in his wisdom, bestowed this honor upon myself, and my companions," he adds, gesturing to the others, "by intercession of Lord and Lady Blackridge."

"Very glad to meet one of your noble kind, Túril."
May 6, 2024 3:57 pm
To Duinhir: Êl síla erin lû e-govaded ‘wîn, Duinhir, Dúnedan.
Translation: A star shines on the hour of our meeting…
Dr_B says:

"Very glad to meet one of your noble kind, Túril."
He bows to each in turn as they introduce themselves. His first impression of them all is that they are brave Men of the free peoples. Cirion’s introduction reminds him that these are all just children - all of them except perhaps for Duinhir. But am I not like a child - untested?
Stefron says:
…Duinhir will start to tell their tale. He omits some of the details like the palantir and the pamphlets in the dark tongue. He is after all talking to a stranger after all.

We are in a dire need for a guide to take us to Annodrún. We seek a most dangerous man whom we suspect is moored there.
If it pleases you, I will call your company, The Homeguard - for you have surely seen hardship and tasted the poison of the enemy. I am most concerned to hear about orcs and goblins attacking towns in the Pinnath Gelin. Also, these shadow-spawned birds are ill news. How have the Men of the South allowed this to happen? Any one of these occurrences by themselves would stir the wise to vigilance - but together… One must take action. I must report on this and seek the council of the Druidain - the Woses - as you might know them.

I will take you South to Annodrún. It is not far, but from there I must head West to seek some answers. If it pleases you, rest now and we can journey at sunrise tomorrow.
Last edited May 6, 2024 3:59 pm
May 6, 2024 6:24 pm
We are most grateful for your kind offer to guide us, Túril Duinhir says. "We will dine and rest here. I trust the inn is able to accommodate us. And we'll be ready to set out in the first light tomorrow."
May 7, 2024 3:01 pm
OOC:
Alright, let's call it 1 silver for an inn room (and food+drink) for the night.

Everyone can get a Long Rest (recoup your HP).

I'm gonna push us ahead a good chunk, but please do insert any roleplay conversation as we go. It's hard for me to give context to the narrative that compels you guys to interact with each other, but every time y'all do, good stuff comes out of it.
The morning comes and you all gather your things and each other and set off to Annodrun.

Turil knows there is no crossing between shores down at Annodrun. And so you all must cross over into Andrast (or as Turil knows it: Ras Morthil - the Long Dark Cape) here at Annulond, and make the trip along the west side of the banks. The trip is a relatively short one, 16 miles, but there is no road on the west bank and so it still takes a good 3 or 4 hours.

Traveling south, to your left lies the River Lefnui and it's rocky edge. It quickly turns from less of a river bank to an upland coastline, wooded and marshy. And off to your right lies a a rapidly rising plain the quickly turns into the wooded foothills of the Andrast Mountains. And by the time you reach Annodrun, there really is no river, and instead it's a brackish bay-water that sometimes flows out and sometimes in, depending on the tide.

Upon your approach to Annodrun, you can see three things on the Andrast side of the bay: one is a set of three great standing stones which sit perhaps a half-mile up land from the waters edge, next is a single long building constructed almost entirely of cobbles, mortared by sod, with a sod roof. It has a chimney, but no smoke rises from it (it is also surrounded by... dozens... of rectangular mounds of dirt, that must be foundations - however whatever structures once sat upon them are long gone). The other is a single ship moored perhaps 100 feet off shore.

Cirion and anyone else familiar with sailing ships can immediately see that it has lateen sails, of a sort very common in the Harad...
May 8, 2024 8:53 pm
"This must be it. Thank you for guiding us this way, Túril" Duinhir says as the company crouch down to observe the building and the surroundings.
"From the look of it there might not be anyone home. I see no smoke in the chimney. Maybe they are on the ship.
What do we do? Try for the house or the ship? Or just observe for a while?"
May 8, 2024 9:31 pm
That ship - I have not seen its like… but the building -
OOC:
do I know anything about the building? Or is it new?
Last edited May 8, 2024 9:32 pm

Rolls

History (advantage) - (2d20H1+1)

(1616) + 1 = 17

May 9, 2024 12:24 am
Thunder_Lungz says:
That ship - I have not seen its like… but the building -
OOC:
do I know anything about the building? Or is it new?
Turil has heard of this structure during his time here. But from Men rather than the Druedain.

Annodrun is all the further that large sea-faring ships can make it up the Lefnui. So they'll anchor out in it's bay when they have business up river, but they still need a place to house their crew and for that... there is this ruin.

There used to be a town here. But it was abandoned during the Kin-strife Wars, when the Corsairs used this area for a staging ground for raids on Gondor.

This structure is all that really remains, as everything else was raized or scavenged, and it was once a Greathall. But now is purported to be basically just be a hollow shell that sailors are welcome to use as shelter.
May 9, 2024 12:28 am
Stefron says:
"This must be it. Thank you for guiding us this way, Túril"
OOC:
Also it's not clear to me if you think Turil has fulfilled his role as guide.

But if that's what you think, I would encourage you to re-read what the shipwright told you about Urqakar's whereabouts...

For your convenience tho, I've copy pasta for you here:

...moors ((parks his boat)) at Annodrún ...lives up in the foothills of the Andrast Mountains to the west of there.
May 9, 2024 12:35 am
Thunder_Lungz says:
That ship - I have not seen its like… but the building -
Túril tells the group what he has heard about the building and the history of Annodrún and how it was used in the past.
May 9, 2024 5:32 am
"The ship is very likely from the Harrad," he adds, explaining about that sail type bring common there.

"This must be where that Urqakar moors it. If what the shipwright said is accurate, that building could be where he shelters. I say we try to sneak aboard the ship? "
May 9, 2024 12:05 pm
Dr_B says:
"The ship is very likely from the Harrad," he adds, explaining about that sail type bring common there.

"This must be where that Urqakar moors it. If what the shipwright said is accurate, that building could be where he shelters. I say we try to sneak aboard the ship? "
At the mention of the name Urqakar, Túril looks at Cirion, confused. This Urqakar - he is the dangerous man you spoke of? Forgive me, but how can one man from Harad pose a danger to Gondor?
May 10, 2024 6:35 pm
"Urqakar is merely the owner of the ship our man is travelling on in his Northwestern journey... His trail leads from Umbar to Pelargir, then to Dol Amroth, and now here... The man we seek is called Astalor," he says in a whisper.

"A single man can be a great danger, if in possession of powerful magic..." he adds ominously.
OOC:
he will update their guide on Astalor and his deeds, from the kidnapping of the children to his possible involvement in the missing Osgiliath palantir stone, to the printing setup in Black Speech found at his residence.
May 10, 2024 8:53 pm
"I agree, Cirion, we should sneak onboard the ship. Let's move closer and see if we can determine whether or not the full crew is onboard.
If they are not we might also be lucky to find some boats at the shore."
Duinhir says and starts making his way closer to the shore.
May 10, 2024 10:02 pm
Éothain wipes the sweat from beneath his helmet. "In a world of shadows, the man is pure darkness. His words and deeds have inspired the worst in many others. He does not deserve to walk this earth."

He taps his mail corselet. "Some of us are not meant to be waterborne. My bow and I shall be your hidden sentry outside the ship."
Last edited May 10, 2024 10:02 pm
May 10, 2024 11:50 pm
Quote:
"A single man can be a great danger, if in possession of powerful magic..."
…missing Osgiliath palantir stone, to the printing setup in Black Speech…

"In a world of shadows, the man is pure darkness."
As the party describes Astalor, the Palantiri and the Black Speech press, Túril’s eyes begin to widen until his composure is broken and he involuntarily raises a hand to his brow.

It is then that the Harrowing visions come to him.
Pieces of the Black Speech Press, the foul tongue of Mordor whispering its evil will.
A pearlescent black orb sinks into deep water.
The silhouette of a tall man with dark hair.
A spray of blood and a lock of golden hair.
The visions fade as quickly as they came. Was it the past, present or future? Could he change what he saw or was it the inevitable will of Eru? And what could Túril do but to seek answers and follow the path set out for him?

Leaning against a tree to steady himself, Túril says: Pan i palantíri, diwethil nîn, No ngûl ennas, gurth anann.
[ +- ] Sindarin Translation
I… I’m sorry - I did not know you hunt agents of the shadow directly… He straightens himself up.

You have my bow.

He gazes at Éothain, marking the golden hair beneath the helm… No - it was too abstract and incomplete. I will stay ashore with you. Let us scout the great house first.
May 12, 2024 9:02 pm
"it is good to know you are on our side and share our task, Túril" Duinhir says solemnly the turns to the more practical matters at hand.
"Let us stay together. If you prefer to stay on dry land, we shall investigate the house first. But let us be subtle about it." Duinhir suggests.
He sneaks up to the house.
Last edited May 12, 2024 9:03 pm

Rolls

Stealth - (1d20+4)

(12) + 4 = 16

May 13, 2024 12:14 am
OOC:
Stealth. Sorry - wasn’t sure if we should all roll or not.
Last edited May 13, 2024 12:25 am

Rolls

Stealth (advantage) - (2d20H1+5)

(88) + 5 = 13

May 13, 2024 3:55 am
Éothain speaks quietly to Turil. "We Rohrrim are accustomed to more direct action. Times are such that one must do what must, not what one wants. The enemies' blood will be shed at the appropriate time. Thank you for joining us. The famed wisdom of the Elves is always welcome."
May 13, 2024 3:29 pm
OOC:
Rolling Stealth

Rolls

Stealth - (1d20+2)

(16) + 2 = 18

May 14, 2024 4:50 pm
Stefron says:
... Let's move closer and see if we can determine whether or not the full crew is onboard...
Cirion and Seonaid could estimate the ship to be around 50 ft long. Not a small ship, but also not huge.

The sail plan is generally an easy one to sail, in calm or inland waters... A skilled crew of 2 would be the minimum to sail the ship. But a maximal crew of 4 would be more necessary if it was sailed on open sea waters and over-night sails.

As long as it's been in sight though, you've seen no one above deck and nothing to indicate activity on board.

...
OOC:
RE: stealthing up to the building.
The cobblestone Great Hall is maybe 100 meters up shore from the bank. It has placements for windows and doors, but there is no frame, or shutters, nor doors. Aside from the support timbers, and sod roofing (which has great bushy grasses growing from it as if the building were a hillside), stone is all the remains of a functional building. It looks as though it hasn't been in regular use, by a contingent of any size anyway, for some time.

And indeed, upon entering you find it empty of occupants. There is a place for cooking fires and a central hearth, as well as the decaying wood of what look to have once been several bunks. But there is little else of note in the cavernous space.
May 14, 2024 9:53 pm
Cirion crouches low to a vantage point, and observes the ship to figure out the best way to board it unseen from the possible occupants.
Possibly using a small row boat, accosting the hull from river level, then up the anchor chain? He assesses his best options, also checking for signs of life aboard
OOC:
apologies if the detail escapes me, what is the time, are we in full daylight?
Leaving a Perception to spot a way in

Rolls

Perception - (1d20+4)

(3) + 4 = 7

May 14, 2024 11:14 pm
Túril helps Cirion. Perhaps there is a boat on the shoreline.
Last edited May 14, 2024 11:14 pm

Rolls

Perception (with natural watchfulness) - (1d20+6)

(17) + 6 = 23

May 15, 2024 3:18 pm
OOC:
It is mid-day.
There are several small row boats hauled perhaps 10 meters up shore, well out of range of tide and surf, turned upside down sitting on blocks.

Closer inspection reveals all but one of them are quite old and have damage to the hulls. But the one looks well kept and has oars sitting inside it, sitting on the underside of the benches.

The sailing ship is designed to be boarded from the port side where there is a drop in the railing and a rope ladder dangling down the side. However you couldn't really board there without risking being seen. There is no other place designed for boarding, and so it would require people boosting someone up from the unstable row boat to grab a railing and climbing aboard, and eventually the last person being pulled up from above. A slow and probably noisy process. Or there is the mooring rope which could be shimmied up, one by one, to gain access at the prow, but that would be a challenging physical feat.
OOC:
In the interest of saving perhaps a couple IRL days of back and forths... Spoiler alert: we're not going to dwell much on how you access the boat here. That is not the challenge/where the gameplay is here.

I really just need to know at this point who is going to the boat? Which is another way of asking, who wants to participate in the only roleplay and gameplay that's gonna happen for the next couple IRL days?

I don't like being this meta or transparent, and wouldn't be in a normal/in person game, but in an in person game it would only take a minute or two to make these choices and play it out, but here in pbp it's days, and so if there's just no consequential game play here, I don't want to take the time and drag out this stuff that doesn't really matter.

Apologies if you don't like this fast-forward approach. I can not do it in the future. Just let me know if that - working through stuff that isn't going to actually really impact the narrative or mechanics - is how you would prefer to handle things. Because it does potentially create the tension of the unknown for you all right? And so if you do feel that tension and don't see it as a disappointment when nothing happens after working through the choices, then perhaps it is worth playing through all that? But I personally feel like it's kind of a false drama/fake-out and if we went through the work of making these choices and it ended up not really mattering, I feel like I would be like, "Why did we just work through all that?"

Let me know your thoughts.
May 15, 2024 4:08 pm
OOC:
Cool. Happy to play it out with everyone on board the ship.
As the others inspect the row boats, Túril takes a few moments to scout out any trails leading from the boats into the wilderness.
OOC:
Survival check with bonuses from ways of the wild and Known Lands. Also, from Known Lands: While tracking other creatures, you automatically learn their exact number, their sizes and how recently they passed through the area.
[ +- ] Ways of the Wild
[ +- ] Known Lands
Last edited May 15, 2024 4:33 pm

Rolls

Survival (advantage) - (2d20H1+6)

(1318) + 6 = 24

May 15, 2024 5:03 pm
Thunder_Lungz says:
OOC:
Survival check with bonuses from ways of the wild and Known Lands. Also, from Known Lands: While tracking other creatures, you automatically learn their exact number, their sizes and how recently they passed through the area.
OOC:
Oh wow, and a good roll too.
Turil does find some tracks, heading west from the over turned row boat.

A single medium sized creature moved through/away from here about a week ago.
May 15, 2024 5:26 pm
As the Homeguard prepares their plans, Túril returns and tells them of the trail made by a single medium creature about a week ago.

To Cirion and Seonaid, he says: You said that this craft requires two or four sailors at the least. Perhaps we can expect at least one sailor to be aboard the vessel?
May 15, 2024 5:56 pm
OOC:

re: spoilers, I personally prefer not to have these. For instance, here, we are after a dangerous villain who could potentially be on the ship. Although inconsequential for the plot/game, our characters would naturally approach this with caution. Since it is daytime, we might have tried to hide and waited for darkness, staking the ship.

I feel that by saying there's nothing on the boat that is interesting or that affects the narrative, all the mystery of the situation is shattered instantly... I would much prefer, if the GM wanted to 'save game time', that they engineered for something in-game happening to interrupt the sneaking plan. Like the owner of the boat disembarks, and starts talking to us spontaneously, for instance. Or we overhear two sailors of the ship talking to each other, which lets us evince it is not a situation of danger, etc. Maybe you'd achieve the same result of preventing days of PBP sneaking, but without being too meta or transparent? My two cents (intended as constructive!)
May 15, 2024 6:42 pm
OOC:
I didn't say there's nothing interesting or impactful on the ship.

I said - getting on the ship - is not the challenge.

I wanted to avoid having you guys spend days deliberating how to get on the ship and potentially making rolls to get on the ship, when there is only one outcome to that relatively small part.

That's all we're fast forwarding through. Getting ON the ship.

I don't know.

It just feels like I'm struggling to keep ppl engaged?

And so I'm wildly flailing about for ways to keep things moving and to keep things interactive and to avoid feeling like nothing is happening.

I guess one sees/hears the advice a lot of: don't roll the dice unless there's stakes or a consequence to failure. If the players have all the time in the world or there is no consequence to failure, you just narrate what happens.

So that's what I wanted to do, regarding getting on the ship.

I'm trying to get us to the part where there is stakes.

And I totally agree that having the story come for the players is a good way to go, if they're looking for the story in the wrong place. But that's not what's happening here. I just wanted to cut through a moment where it seemed like there could be gameplay or meaningful choices, but there isn't.
May 15, 2024 9:07 pm
Duinhir was both relieved and puzzled to see the house empty. Where is the crew then?
He returns to his original plan to get on board the ship. Then Túril tells os the tracks leading away.
"If they are indeed only two sailing that ship. There may be more onboard. We must be careful, though I do not think we can get unnoticed onboard, we can try. Then meet whatever we'll find on that ship. Who are with me?" he says preparing to push a boat off shore.
May 15, 2024 9:44 pm
Quote:
You said that this craft requires two or four sailors at the least. Perhaps we can expect at least one sailor to be aboard the vessel?
"Yes, it is very possible. And in full daylight, I think our chances of boarding unseen are slim. Better to make ourselves known to the ship occupants, I think... They might be willing to answer some question for a coin or two."

Walking in the open towards the riverbank, Crion calls out to the ship. "Hello? Anyone aboard?"
May 15, 2024 10:09 pm
Seònaid steps up beside Cirion, scanning the ship for activity as his voice rings out.
OOC:
She is expecting an unwelcome reaction to their arrival, so she will be on-edge while they wait for someone to answer.
"Be wary my friends, they may not like our unannounced arrival." She whispers to her companions.
May 15, 2024 10:11 pm
Dr_B says:
They might be willing to answer some question for a coin or two."
Túril nods in ascent and says: I beng nîn linna ar i vagol lîn, Ciriondîr. Translation: My bow shall sing with your sword, Young Shipman.

He darts off to watch from the brush, hoping to hide his presence from unfriendly eyes.
OOC:
He just wants to hide on the banks somewhere so the people on the ship don’t see him right away.
Last edited May 15, 2024 10:59 pm

Rolls

Stealth (advantage) - (2d20H1+5)

(1415) + 5 = 20

May 16, 2024 3:15 pm
Quote:
... a single ship moored perhaps 100 feet off shore.
The ship being pretty far out on the water (farther than a ship of that size would require, simply due to it's keel depth), and with no one visible on the deck, it's perhaps hard to know if anyone within the ship would hear you or be able to tell you were talking to them. But, regardless, there is no response after several minutes or repeated shouts.
May 16, 2024 6:35 pm
"If anyone is onboard they either cannot hear you or will not answer you. Let us row out and find out which it is." Duinhir says
May 16, 2024 6:44 pm
Stefron says:
"If anyone is onboard they either cannot hear you or will not answer you. Let us row out and find out which it is." Duinhir says
Túril returns from his hiding place to join the group.
May 16, 2024 8:29 pm
Cirion nods, and leads the group to the small row boat that they had spotted, the only one in decent seaworthy condition.
With the help of the others, he will upturn the boat and get it to the shallow waters, then row out towards the ship once Duinhir and Túril have boarded.

He scans the coast to see if anybody reacts to their loan of the row boat, repeating himself it is not stealing... just borrowing.
OOC:
if they get there without incident, he will manoeuver to board the ship.
May 17, 2024 9:54 am
No reply from the ship? Éothain's anxiety grows . The last thing he wants to do is ride the boat. Check that ... the last thing he wants is to swim to the ship. Images of the dangers that might lurk hidden beneath the waves invade his thoughts like groundsel in the grain fields. It's better to face a company of Dunlendings.

Éothain's reluctance passes when he sees the surety of the others. "I'll join you."
May 17, 2024 7:03 pm
Seònaid helps Cirion row the boat, taking the opposite oar position. Once they reach the ship she works to help keep the boat as stable as she can to help her companions.

During the trip she remains quiet, uneasy about the turn of events. She is suspicious, as to her mind no one would leave valuable ship unguarded in unruly lands such as this.

"They must be watching us, or awaiting us, but either way they mean no good," she thinks to herself as she works the boat.
May 17, 2024 7:25 pm
The waters are relatively calm. The tide is going out, which helps. And the row out to the ship would perhaps be pleasant if there wasn't the foreboding unknown surrounding the situation...

Indeed, upon your approach there is still no sign of personnel on the deck, or really the ship, as once you're close enough you hear no sounds either. There are a few ports upon each side, but they are shuttered.

And even as you proceed to climb aboard, no one appears to take notice or show themselves to impede you.

And so it is that you find yourselves upon the deck of the ship, in the mid-day sun, on a relatively pleasant day to be on the water.

The main features besides the mast and sails and various lines and stays and other sailing elements is a cargo hatch in the fore-deck - batoned shut, and a low, open cabin toward the aft. The cabin, from here at least, appears to be mostly just a shelter for the captain of the ship while under sail. It has a couple benches you can see from here and a tiller that runs back to the ships rudder.
May 17, 2024 8:10 pm
On their approach to the boat, Túril gazes out to the Western coastline and says under his breath: Gawithant i lend, na Valinor'sa hain afar, A i Silmaril galad, i galad hain tor. Translation: Together they sailed, to Valinor's distant shore, With the Silmaril shining, its light they bore.

On the deck of the ship, he nocks an arrow in preparation for trouble.
May 17, 2024 9:15 pm
On the deck of the ship, Duinhir takes a moment to observe and listen. So far no one has made themselves known but that does not mean no one is onboard. Surely, this ship would not be left unguarded...

Rolls

Perception - (1d20+3)

(7) + 3 = 10

May 18, 2024 6:09 am
Éothain is ready to leave as soon as he steps on board. No one told him that ships rock with the waves and he stops several times to steady himself as he explores the deck. He makes his way to the cargo hatch, sword and shield in hand. "If someone opens the hatch, I’m ready to take care of whatever comes out."
May 18, 2024 6:56 am
He nods to Éothain, and approaches the hatch to examine how to open it.

Should he find nothing unusual (compared to how he's seen similar hatches batoned in Pelargir) or locks of some sort, he will open the hatch and step back from it as it swings open on its hinges, clearing the way for Éothain.
May 18, 2024 12:38 pm
Túril listens for any sound from below and aims his bow at the hatch as Cirion begins to open it.

As he waits, he finds the swishing of the water against the boat mesmerizing.
Last edited May 18, 2024 12:39 pm

Rolls

Perception - (1d20+4)

(2) + 4 = 6

May 21, 2024 2:37 pm
The hatch swings open and it's hard, at first at least, to see anything but blackness below, as you look from the bright day light into complete shadow.

Nothing emerges, immediately, anyway.

And the only sound so far is the creek of timbers and the groan of stretched lines.

Soon enough, the floor boards of the hull cargo hold resolve themselves in the ambient light. There's little to see from here except straw covering much of the floor, and the remnant smell of stale feces from some manner of livestock.

It is perhaps just over a two meter drop to the floor in the hold.
May 21, 2024 3:12 pm
OOC:
I suggest we grab some of the rigging/rope and use it to climb down. We can also let down a light to peak around in there before dropping in.
May 21, 2024 3:29 pm
There are lines hung in loose coils on the ship gunnels. And there are even a couple small cleated drums affixed to the gunnel-tops that Cirion and Seonaid would recognize as being used for tie-offs when lowering cargo into the hold.
May 21, 2024 3:41 pm
Whispering to Seònaid, Túril says: How many smaller rowing boats can this vessel hold? Is it possible that some of the crew landed ashore elsewhere in a separate craft?
Last edited May 21, 2024 5:40 pm
May 21, 2024 5:20 pm
Seonaid can relay that a boat of this size would only have need of one "tender"/smaller rowing craft. But could easily hold 2, or conceivably up to 4 possibly, but that would be really cumbersome for operation of the ship when under sail.
May 21, 2024 9:19 pm
"It looks and smells like some beast has been kept there. We better make sure it is gone before we climb down." Duinhir looks around for some light to lower down first. A latern perhaps?
May 21, 2024 11:18 pm
Stefron says:
A latern perhaps?
OOC:
Nothing like that on the top deck, so it's whatever you guys have on you.
May 22, 2024 1:39 am
Stefron says:
"It looks and smells like some beast has been kept there. We better make sure it is gone before we climb down." Duinhir looks around for some light to lower down first. A latern perhaps?
Seeing Duinhir search for a light source, Túril says: Ae, Duinhir - let me look. I do not require light. With one hand on his broad-saber, he crawls cautiously through the hatch and peers down before descending further.

Rolls

Perception - (1d20+4)

(8) + 4 = 12

May 22, 2024 2:40 am
Dangling his head down into the hold, Turil's elven eyes have more than enough light to see what's going on below.

What he sees is fairly unremarkable.

Empty shelving on the port and starboard walls, a single door toward the fore, and a steep stair toward the aft (there must be a hatch in the floor of the open air cabin he reckons), with two doors on either side of it.

Turil finds the smell of animal is even stronger inside the confines of the hold.
May 22, 2024 7:05 am
Túril rises back up to the deck and tells the group about what he saw and smelled.
May 22, 2024 8:36 pm
"Let us use the stairs from the steering cabin, and avoid the trouble of having to climb down here," Seònaid suggests to the group. She digs her candles out of her backpack and holds them up for Duinhir to notice. "I have a light source as well, so we can search well enough down there. But it would be no harm to see if the owners have a lanthern about somewhere for when they anchor at night."
May 22, 2024 9:33 pm
Indeed there is a hatch in the very front of the open cabin, and the stairs are a much safer entry into the hold. And although only one person can fit on them at a time, you're all able to file into the hold rapidly enough, and without perturbation.

It still looks much as described before.

And Eothain is probably able to state fairly confidently that the smell is that of an ungulate. A livestock fed on hay or grasses. A different smell than that of a meat-eater for example...

With the hold being mostly empty, there is really just the single door toward the fore, and the two doors toward the aft to look into.

Based on your abilities to discern the space contained in these rooms below, by the analogous deck space above, the room beyond the door to the fore is likely the smallest. Even if the two doors to the aft lead to equally sized rooms.
May 23, 2024 12:58 am
The foul smell and the rocking of the boat make Túril feel uneasy. He steadies himself at the base of the stairs, his hand grasping the hilt of his curved, elven saber.
May 23, 2024 6:18 am
"Some light, please, Seònaid. Like you, I am not blessed with Túril's keen eyes..." he says, stepping towards the three doors.

Readying his sword, Cirion tries the door to the smallest room first. Feeling the look of his companions, he steadies himself and opens the door quickly, hastily bringing his hands back to the hilt in a double grip.
OOC:
a useful thing I only just discovered: to make it easier to write the characters' names (particularly the accented ones) , if you open the pull up menu 'Characters' at the bottom of this page, you can click on the quill symbol next to each name, to automatically paste that name in your post!
Last edited May 23, 2024 6:21 am
May 23, 2024 11:19 am
OOC:
wow, that’s awesome!
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...
[ +- ] Spoiler
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.
May 23, 2024 6:04 pm
Av’osto, Túril whispers.
Translation: Do not fear.
OOC:
Does the feature here do anything for us?
[ +- ] Books and Maps of Forbidden Lore
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?"
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?
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.
May 27, 2024 7:32 am
OOC:
Dr_B, thanks for the cool name tip.
I should be up there. Éothain regrets walking in the back of the group, since the others were more familiar with ships and their layouts. Is this a haunted ship? So many songs and stories, it's difficult to keep them straight. What did the ghosts do? Can this one be trusted?
OOC:
Going with Lore. If Insight is preferred, Éothain is at +2 instead of +4)
[ +- ] Old Songs and Children's Tales
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!
Eothain has heard many tales of ghosts.

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
And I don’t think Against the Unseen plays into this, but would anguish be similar to the frightened condition?
[ +- ] Against the Unseen

Rolls

Wisdom save - (1d20+4)

(6) + 4 = 10

May 27, 2024 5:00 pm
OOC:
rolling
he cannot be a thing of this world... Is he a creature of our enemy?

Rolls

Wisdom save - (1d20+2)

(6) + 2 = 8

May 27, 2024 6:09 pm
OOC:
rolling

Rolls

Wisdom Save - (1d20+1)

(4) + 1 = 5

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 5:46 am
What happened here?

Rolls

Corruption (WIS) vs DC 15 - (1d20+2)

(6) + 2 = 8

May 28, 2024 2:34 pm
OOC:
Oof, rough rolling. Everyone but Duinhir gains 2 Shadow, Duinhir just 1.
Duinhir issues his question again, and the apparition goes to reply but at first instead clutches at his chest, grimacing in apparent pain, and instead of words coming out he doubles over and coughs out a lung-full of water.

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

May 28, 2024 4:27 pm
OOC:
I have a Notes space in my character sheet where I annotate things, it looks like this:
[ +- ] screengrab from Cirion's sheet
May 29, 2024 2:45 pm
Seònaid draws her sword and prepares to defend herself
OOC:
Rolling

Rolls

Initiative - (1d20+2)

(6) + 2 = 8

May 29, 2024 9:41 pm
Seeing how talk is in vain, Duinhir draws his sword.

Rolls

Initiative - (1d20+0)

(8) = 8

May 30, 2024 5:34 am
Éothain bangs his sword against his shield, hoping to startle the ghost.

Rolls

Initiative - (1d20)

(6) = 6

May 30, 2024 11:15 am
Despite his thumping heart going crazy in his chest, Cirion finds it in him to charge forward and cross blades with the ghostly apparition. His first approach is to attempt to stop the creature's advance with the flat of his blade and his sheer body, to try and parlay with it.
OOC:
I believe Cirion is first to act - leaving a Strength roll, he tries to resist putting his body and blade in the way of the ghostly thing, and talks to him - also leaving a Persuasion roll if that helps
"Wait, seaman! We don't have to fight!! Our enemy is not you, but an evil mortal, called Astalor!! If he is not here, we will leave you and your ship without fighting!"

Rolls

Strength check - (1d20+1)

(3) + 1 = 4

Persuasion (Doubled) - (1d20+2)

(8) + 2 = 10

May 30, 2024 2:36 pm
OOC:
Thanks for taking the initiative @Dr_B and recognizing that you're first and just going.

For future reference tho, broadly, you can only try to enact one mechanical effect per turn (tho some class abilities or feats can bypass that general rule). So Cirion could either try to stop his advance physically (mechanically a Grapple - which an opposed STR check is the correct check), OR he could try to stop or delay him with words.

But in this case, the choice of which mechanical effect you want to enact will kind of be made for you...
Cirion bravely rushes forward to restrain the apparition, but finds himself lurching into, essentially, thin air... He finds no physical presence to restrain!

However, he does find that touching where the ghost should be is like reaching into a vat of freezing water! It's form is so cold that it hurts!

Conversely tho, it seems like the ghost does also feel something, or anticipates feeling something, as the visage grits it's teeth and moves his body in such a way that it looks prepared to wrestle with the Gondorian lad...

And at the young man's words, the sailor simply shakes his head angrily and hollers, "Noo0OO!"

Then he lunges at Duinhir, whom his eyes have been fixed upon since the Dunedain initiated conversation...

As the apparition passes through the shaft of light shining in from the cargo hatch, he seems to disappear - to everyone except Turil, who can see the ghostly visage the whole time - but he does reappear, when he passes into shadow again where you all stand, before the door to fore-room.
OOC:
@Stefron give me a DEX save DC 14 plz, for half damage, if/as Duinhir seeks to avoid the apparitions attack...

Following on that, basically anyone @Drakis2,@Stefron,@rpgventurer,@Thunder_Lungz can go. Then we'll be back at the top!

Rolls

Cirion, cold damage - (1d4)

(3) = 3

Duinhir, cold damage - (2d4)

(34) = 7

May 30, 2024 4:20 pm
With a mighty shout, Túril lunges forward with his broadsaber. ELBERETH!

Rolls

Elvish Broad-Saber to hit - (1d20+3)

(12) + 3 = 15

Elvish Broad-Saber damage - (1d8+3)

(6) + 3 = 9

May 30, 2024 7:12 pm
Seònaid follows Túril into the fight

Rolls

Fighting - (1d20+2)

(8) + 2 = 10

Damage - (1d8+2)

(7) + 2 = 9

May 30, 2024 9:21 pm
The attack from the apparition comes suddenly and Duinhir tries his best to dodge the strike. But he is too slow to react. The strike hits him and he feels a cold creeping up from the wound.

Then he strikes a blow of his own on the ghost. A desperate dash of the sword.
OOC:
I'm unsure how armor works. Duinhir got a hide armor does that take some of the damage?
Last edited May 30, 2024 9:26 pm

Rolls

Dexterity save - (1d20+2)

(7) + 2 = 9

Sword attack - (1d20+3, 1d8+1)

1d20+3 : (12) + 3 = 15

1d8+1 : (2) + 1 = 3

May 30, 2024 10:02 pm
Stefron says:
OOC:
I'm unsure how armor works. Duinhir got a hide armor does that take some of the damage?
OOC:
It used a special/spell-like ability, not a traditional attack. Hence the saving throw.

But broadly armor makes you harder to hit - presenting a higher target number that the attacker must roll over, it does not absorb damage.
Both Turil and Duinhir's blades pass through the apparition, and although neither feels any physical contact or effect to it - the blades seemingly contacted nothing but air, the ghost does throw out an arm in defense and winces as if he experiences or perhaps just expects to experience pain as the blades pass through him.

But the blades leave no apparent damage or change to the ghosts form, so it's hard to know if the attacks actually did any harm to it...

...

When the ghost lunges at Duinhir, and he fails to avoid it's advance, it seems to move into the same space the Ranger inhabits and mirrors the physical position in which his body is positioned for his own defense. In that Duinhir's body is now enveloped in the ghostly body of the apparition... and not only does Duinhir feel the onset of a deathly cold, but he also feels... as though his throat begins to fill with water!
OOC:
Alright, so Duinhir takes 7 damage and is "Restrained" which is a Condition under combat rules. Basically his movement rate becomes 0 (he cannot move "squares" if we had a grid), but he can still take actions, and he gains Disadvantage on attacks, also because he's currently enveloped, a critical miss on the apparition will hit Duinhir.

I believe we still have Eothain to go!

Then it's back to Cirion and ghost.
emsquared sent a note to emsquared
May 31, 2024 9:50 pm
Éothain is stumped. Maybe he can appeal to the pirate’s nature. "Leave him alone. We’re allies. You can have my fancy helmet."

He tosses a couple of silver pieces on the floor for emphasis. "Bring the light closer so he can see."
OOC:
Maybe the light will affect the ghost.

Using the inspiration point.

Post-roll edit: 15
Last edited May 31, 2024 9:52 pm

Rolls

Persuasion with Inspiration - (1d20, 1d20)

1d20 : (15) = 15

1d20 : (2) = 2

Jun 1, 2024 12:36 am
With the boundaries of the ghost intermingling with his friend and ally, Eothain tries to reason with it, instead of perhaps risking further attack in which he could harm Duinhir.

And as he speaks to it, the apparition isn't persuaded to pursue the coins. However, certain words do seem to trigger more of a reaction. Alone... Allies... the light...

And as the struggle continues, so does Eothain's recollection of elements from the ghost stories...

Commonly in the stories such entities are often bound to a location that bears significance to them or sometimes an item; like the site of their burial or something they're buried with, or place of their death or a particularly sentimental thing they carried at that time, or even where their misdeed was done or an implement of it. And sometimes they are just bound in the depths of black and cursed lands.
OOC:
Cirion, were back at the top!

Duinhir probably is visibly in some significant degree of distress or discomfort.

So far it's unclear if or how much damage physical attacks do.

And also it so far seems little persuaded by words or coin.

What do you do?
Jun 1, 2024 8:05 am
I went right through it! he thinks in shock, turning around to face the ghost again.
Duinhir is trapped inside it... Maybe I can move the ghost by moving Duinhir? Maybe the ghost is weaker in daylight?

He puts his sword in its sheath, then steps forward to grab one of the Ranger's arms with both hands. He pulls back with all his strength, attempting to move both him and the ghost into the shaft of light that the ghost walked through before.

Rolls

Strength check - (1d20+1)

(17) + 1 = 18

Jun 1, 2024 11:44 am
No shadow wraith will prevail over me.

Túril’s spirit shines with the light of the Eldar. He drops his shield and grasps the white jewel on a silver chain hanging from his neck.

He steps forward to help Cirion by using the full strength and weight of his body to push Duinhir towards the light, hoping that his own presence and words might also impact the wraith.

O Elbereth! O Lady clear!
O Light to us that wander here!
OOC:
So he’s taking the help action. I can roll strength too. His goal is to try to help either by moving Duinhir or by using his elvish-ness to mess with the wraith, maybe taking Duinhir’s place. I’ll roll intimidation too maybe? Just in case.

Also, I’m having too much fun with all this Elvish language stuff. Let me know if it’s too much. I think all the other characters speak Sindarin, right?
Last edited June 1, 2024 5:12 pm

Rolls

Strength check - (1d20+1)

(10) + 1 = 11

Intimidation - (1d20-1)

(9) - 1 = 8

Jun 1, 2024 12:18 pm
OOC:
Quote:
I think all the other characters speak Sindarin, right?
Cirion does!
Jun 1, 2024 3:41 pm
OOC:
Seònaid is Holding her action until she sees how the Str test plays out
Seònaid is caught by surprise equally by Cirion’s brave action, and the elf’s ethereal radiance. Unsure of how she can best help she waits, ready to attack the wraith when Duinhir is safely out of the way
Jun 1, 2024 4:04 pm
OOC:
Aww man, I didn't even get to start the drowning rounds 🤪
Cirion is able to pull Duinihir free of the apparition's form! And his sensation of drowning ceases...
OOC:
And he was actually able to do it without the aid of Turil, so @Thunder_Lungz you can choose a different action of you would like.
As Duinhir is pulled from the ghost, it grasps up into the air like he's trying to climb a ladder or perhaps swim, and a word... or a name? ... croaks from his throat like a last gasp, "Marta!!"

But quickly it refocuses on you all. This time it's Eothain... the apparition makes a motion as if it's going to grab a board from the shelving lining the walls. And although the board does not come away on any physical grip, it does fly from its mounting at the Rider of Rohan!
OOC:
Looks like that's a miss on Eothain's AC of 17

Rolls

Attack roll v. Eothain - (1d20+4)

(12) + 4 = 16

Damage - (1d6+2)

(5) + 2 = 7

Possession ability, Recharge - (1d6)

(1) = 1

Jun 3, 2024 9:05 pm
Duinhir is stuck! He can breath! His lungs filling up!
Then Cirion pulls him hard. Very hard for a young man.
Duinhir falls to the floor.
It takes a moment for him to come around and realise what have happened. He still doesn't fully understand. Then the ghost calls out a name and attacks Éothain as Duinhir tries to make sense of it all.
OOC:
Hope I'm not acting out of turn. I'm going for an Insight roll to try to connect the dots and get a lever on the ghost.

Rolls

Insight - (1d20+3)

(10) + 3 = 13

Jun 4, 2024 2:03 am
Marking Éothain words, and how the wraith grasps above it like it were a drowning man swimming for the surface, Seònaid calls out to it.

"Do you want to return to Marta? We can help you. We can help you swim to the surface, and reunited with Marta."
OOC:
Trying a Persuasion roll, which she has no proficiency in

Rolls

Persuasion - (1d20+1)

(13) + 1 = 14

Jun 4, 2024 2:16 pm
Duinhir can tell the ghost isn't exactly coherent. It doesn't seem like it really understands it's own situation. And it seems to be in near constant pain or torment. And although the ghost and it's torment seem legitimately connected to a boat or the sea - the man certainly looks like a weathered sailor, and there are the elements of drowning, and swimming that have been witnessed - it doesn't feel like this is the "right" place for it to be.

It seems likely this ghost has somehow been taken from the place it "belongs" and is now somehow trapped or bound here.
Jun 4, 2024 2:23 pm
Drakis2 says:
"Do you want to return to Marta? We can help you. We can help you swim to the surface, and reunited with Marta."
The ghost wheels on Seonaid, his face twisting in some internal agony, and he wails the name again, "MAartaA!!", staggering toward Seonaid!
OOC:
Not it's turn so it can't actually do anything yet, but it's focus has shifted to Seonaid.

@Thunder_Lungz you're still welcome to retcon your action for this round.

And @rpgventurer you can go ahead and go any time.
Jun 5, 2024 3:03 pm
OOC:
@Thunder_Lungz, @rpgventurer: There may be something in the room we opened the door too, or somewhere else down here, that the sailor is "connected" too. Something used to summon and trap it here as crewman for Captain Urqakar, Astalor, or whoever. If that exists then destroying it may release the wraith from the entrapment?
Jun 5, 2024 6:49 pm
emsquared says:
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.
Every word we say seems to make this ... thing ... angrier. What's keeping it here? There's nothing ... wait. Éothain rushes to closest chest and opens it. If it's locked, he tries to break the lock with his crowbar.
OOC:
Adding a Strength check in case it's locked.

Rolls

Strength (Athletics) - (1d20)

(8) = 8

Jun 5, 2024 7:01 pm
Eothain finds the two crates are latched but not locked, and when opened, finds both to be empty...
OOC:
There are still two doors that you guys have not had the chance to explore, to the aft end of the ship. One to the left and one to the right of the stairs down.
Jun 5, 2024 9:23 pm
OOC:
so sorry for delay. Busy IRL
Seeing that the others have this under control somewhat, Túril shouts that he will cover their backs and goes to search for enemies in one of the two closed rooms.
Jun 5, 2024 10:18 pm
Turil finds that the door to the left is locked.
OOC:
If you have the appropriate tools you can try to pick it, or you can try to break it down, as well.

@Dr_B go ahead and go!

Then we're back to the ghost.
Jun 5, 2024 10:25 pm
Cirion regains his balance after pulling Duinhir in the light. "It worked! The light seems to weaken it..." he tells the ranger.

He calls the others, withdrawing on the stairs, back up towards the deck in daylight. "Out! Get back to the light! He seems much stronger when he is in the dark! Out! Out!!"
OOC:
spends the round warning the others and trying to regain the deck of the ship
Jun 6, 2024 3:14 pm
Cirion is able to move fully up the stairs, and even to get into open sunlight, although he must continue to move outside of the roof covering the cabin to do so.

The apparition staggers toward Seonaid...
OOC:
Rolling recharge first, then will edit/determine/roll attack.

That's a miss on Seonaid!

@Drakis2,@Stefron,@rpgventurer,@Thunder_Lungz go ahead and go!

Rolls

Possession ability, Recharge - (1d6)

(2) = 2

Attack v. Seonaid - (1d20+4, 1d6+2)

1d20+4 : (9) + 4 = 13

1d6+2 : (6) + 2 = 8

Jun 6, 2024 3:48 pm
Seònaid rushes up the steps after Cirion, following him into the bright sunlight, shouting back to the wraith as she goes.

"Follow me sailor! Follow me to find Marta! She is waiting for you up above!"
OOC:
Rolling Persuasion, as she is trying to lure/entice the creature to enter the bright sunlight

Rolls

Persuasion - (1d20+1)

(10) + 1 = 11

Jun 7, 2024 9:30 pm
Duinhir follows Cirions suggestion and scrambles to his feet, trying to make it to the deck and daylight.
Jun 7, 2024 9:45 pm
This door is locked, I will try the other. Túril crosses to the other door and tries to open it.
Last edited June 7, 2024 9:55 pm
Jun 9, 2024 5:23 am
Éothain follows Seònaid and Duinhir into the daylight.
Jun 11, 2024 3:42 pm
OOC:
Apologies all, summer break has well and truly begun for our schools here, and it's been a busy past few days.
Turil finds that the other door opens into a dry goods storage closet.

There is mainly now only items for ship maintenance and repair - lines, canvas, nails, batons, tar, boards, tools - but Turil can also see spaces and remnants of dry food too - some spilled grains, ceilings, empty sacks, and things.

With everyone else moved top-side, the apparition turns it's attention on Turil...
OOC:
Rolling recharge first. Then will edit post with it's action.

EDIT: Looks like our high elf is hit for 7 damage.

@Thunder_Lungz you declaring your next action might be the most expedient way to keep things moving, tho everyone else can take their actions as well if they're doing something other than remaining to side...
The spirit wails and falls upon Turil, his immaterial touch is like ice, sapping energy and causing real pain through his grasp.

Rolls

Possession recharge - (1d6)

(2) = 2

Attack v. Turil - (1d20+4, 1d6+2)

1d20+4 : (13) + 4 = 17

1d6+2 : (5) + 2 = 7

Jun 11, 2024 9:51 pm
Orro! Túril shouts in pain. Realizing his party has retreated, he rushes towards the light. From there he draws his bow and fires a shot.
OOC:
If there’s enough movement, he’d like to join the others up the stairs.

Rolls

Great Bow to hit - (1d20+5)

(13) + 5 = 18

Great Bow damage - (1d8+3)

(3) + 3 = 6

Jun 11, 2024 10:32 pm
Turil's aim is true, and the arrow passes right through where the figure's heart would be in his chest. And the spectral sailor grits his teeth and grips at the spot where the arrow flew, like he knows and remembers that such a thing should cause him great pain, but in the end as Turil leaves for the upper deck, he still stands...
OOC:
Ok, so, depending on what exactly you guys want to do, up top, we can kind of temporarily "suspend" the strictures of initiative (you can talk at length, take more involved actions, etc).

It may be useful to still loosely observe a "round robin" style of play, but we can take some liberties with what can be accomplished in a round for a bit.

So, @Drakis2,@Stefron,@Dr_B,@rpgventurer what do you do, once up top ?
Jun 12, 2024 2:39 am
"This wraith has answers to our questions about Captain Urqakar and Astalor, but without some way of bargaining with it we have no hope of dealing with it. We can try to offer it release from imprisonment in this half-life, but do any of you understand how that can be achieved?"

Seònaid keeps watch on the steps leading into the hold, worried that the creature may try to follow them into the light.
Jun 12, 2024 9:24 am
"He doesn't sound very talkative... Not sure if he can say much more than a few words..." he replies.

"Maybe attracting him out in daylight he will completely lose his power, and we can then look behind that locked door..." he adds in a whisper.

He gestures to the ghost, shouting " Marta! I've seen Marta up here, sailor! "
Jun 12, 2024 8:58 pm
"Are you hurt bad, Túril?" Duinhir asks as the Elf is getting up on the deck.
"I would have said we should leave the ghost and the ship altogether if only we had found some clue to our quest. If or when it gets on deck some of us should go to the locked door while the rest of us keeps it a bay. I'll stay here and deal with the ghost if it comes."
Jun 13, 2024 2:55 am
"I’ll stand with you, Duinhir."
Jun 13, 2024 12:44 pm
Up on deck, Túril takes a breath and soaks in the light for a moment.
Stefron says:
"Are you hurt bad, Túril?"
Túril purses his lips and shakes his head: Úna, not physically, though I am chilled to the bone. I am able to see the wraith in darkness and in light. Shall I stay on deck in case it follows?
Jun 13, 2024 3:11 pm
OOC:
Hello team, just a heads up, it's been a stressful week at work in my world, and I've temporarily consumed much of my energies for conducting optional activities in life.

And so this may be my last post until next week.

Thank you for your patience and understanding.
Turil sees that the apparition does come plodding up the steps, onto the deck. However no one else is able to observe it, in the sunlight, he is essentially invisible. And he looks exhausted as though he has just nearly drowned, water streaming from his nose and mouth.

As he staggers to a halt before where you've all gathered on the deck, he wails, "No! NOOOO!! You GOOOO!!!", and his bellowing command reverberates with the hollow blackness beneath the deck, and it carries with it a terrible anguish and a dark will that threatens to shake you to your core...
OOC:
We haven't established positioning on the deck, this ability has an area effect, if it's ok with you all, I will just roll randomly to establish who is within the area of effect, as a more expedient means over marking your positions and me positioning him for a potentially more optimal effect - it's a 15' radius, and he could in truth probably get you all, but I want to continue to treat this like a puzzle that can be worked and solved, as well as fought.

And my thought is to just roll a d6 for each of you and the top 3 highest numbers must roll a Will save, DC15. In case of a tie, PCs will be affected in alphabetical order, max of 3 of you can be effected.

Let me know if that procedure is/not agreeable. It's not something I'm trying to establish as precedent for common use. Just for this time to keep things moving, but to still give you guys options.

EDIT: So @Drakis2,@Dr_B,@rpgventurer please roll a Wisdom save to avoid the Frightened Condition.

Rolls

Cirion: Duinhir: Eothain: Seonaid: Turil - (1d6, 1d6, 1d6, 1d6, 1d6)

1d6 : (6) = 6

1d6 : (2) = 2

1d6 : (4) = 4

1d6 : (6) = 6

1d6 : (4) = 4

Jun 13, 2024 3:58 pm
OOC:
fine with this method -- rolling

Rolls

Wisdom save - (1d20+2)

(13) + 2 = 15

Jun 13, 2024 10:24 pm
OOC:
Works for me.

Rolls

Wisdom save - (1d20+2)

(16) + 2 = 18

Jun 14, 2024 3:29 pm
OOC:
Rolling

Rolls

Wisdom - (1d20+1)

(7) + 1 = 8

Jun 14, 2024 4:13 pm
OOC:
Since Túril isn’t effected and I don’t want to forget to post while I’m thinking of it, I’ll post now. I also want to help folks with figuring out where the ghost/wraith is too.
It is weakened by the light and it winces in pain when hit! Túril fires another bow shot.

He runs in a wide arc to the back of the wraith and shouts: I will keep it between us!
OOC:
Túril will stand on the exact opposite side of the center of the group of others, and will try to keep it that way so the others get a better idea of the location of the wraith.
Last edited June 14, 2024 4:24 pm

Rolls

Great Bow to hit - (1d20+5)

(17) + 5 = 22

Great Bow damage - (1d8+3)

(4) + 3 = 7

Jun 18, 2024 3:54 pm
OOC:
Alright couple of good rolls there, but @Drakis2 Seonaid is affected by the Frightened Condition:
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.

So you can still take actions and move (and ofc talk), just can't move closer to the ghost, and an increased chance of failure on attacks or skill checks.

Also I should have rolled another Recharged check last "turn", so I'm gonna roll that now, along with it's next one.

Everyone can go ahead and continue to act and try things and talk etc.
As Turil draws down on and fires an arrow at the apparition, it raises an arm as if to shield itself, and recoils from the attack, but the shot ultimately passes through it without seemingly disturbing it's immaterial form.

It certainly knows it should be getting harmed by the physical assaults and reacts as though it expects or possibly even is harmed, but ultimately as it has no physical component to it's being, it's difficult to tell what damage may actually be being done to it.
emsquared sent a note to emsquared

Rolls

Ability Recharge - (1d6, 1d6)

1d6 : (1) = 1

1d6 : (1) = 1

Jun 19, 2024 12:26 pm
"He wants us off his boat, I think?" he says, trying to decypher the dead mariner's motivations.
OOC:
with the positioning of characters / NPC on the boat, is it possible for Cirion to run past the spectre and back down the stairs, to try force open that locked door?
Jun 19, 2024 7:12 pm
Duinhir tries to position himself between the ghost and Cirion to give the young man a chance to get below deck
Last edited June 19, 2024 7:12 pm
Jun 19, 2024 8:11 pm
The sense of fear washes over Seònaid, consuming all her attention as she retreats from the wraith.

"This creature is not capable of listening to reason," she announces to the others. "We have tried all we know, and it fails to hear. If we cannot destroy it then we should destroy the ship, it's home."

Seònaid looks about for material that is flammable, and any means to feed a fire. She keeps well clear of the wraith as Duinhir dances about it.
OOC:
Seònaid is going to look for a way to sink, or burn, the ship.
Jun 19, 2024 11:31 pm
Áva thorya - do not fear! Túril continues to indicate where the spirit is located.
OOC:
I took my action already, so I won’t add anything here, but Túril will try to keep the ghost occupied with melee attacks (he doesn’t want to hit the others with arrows going through the wraith. He is trying to stand on the opposite side of the group with the wraith in the middle. So perhaps he’s already at the top of the stairs and can shield Cirion from attack as Cirion goes down below?
Jun 20, 2024 3:06 pm
OOC:
@Dr_B you can absolutely do that: move to the locked door and there's nothing it can do to stop you, but I don't think you can do that without provoking an attack of opportunity, even with Turil's indication of it's location - short of going through the hatch in the deck that opens into the hold.

And to go through the hatch and still get to the door in this round (not using an action to carefully climb down), he would take fall damage.

So it's kind of 6 to one, half-a-dozen to the other, so to speak.

Let me know which one you want to do, and give me a STR check to batter down the door, if that is how he's trying to open it (aren't you a Treasure Hunter tho? Do have lockpicks?)

@rpgventurer would be good to have an action from Eothain.
Cirion bravely volunteers to move back into the darkness below deck, alone. But he cannot do so, in all expediency, without endangering himself in one way or another...

Duinhir and vTuril focus their efforts on drawing the ire of the ghost, which appears to be working. But at what cost?

And Seonaid, taken by an unnatural fear is ready to burn it all down. And although there is plenty of flammable things up here, lines and sail most notably - there is no ready source of fire above deck. Although she may have something of her own on her person?
Jun 20, 2024 4:51 pm
Cirion will sprint towards the hatch trying to move as fast as he can through the spectre's retaliation, to then leap and land down the stairs trying not to fall.
OOC:
will do it in two rounds, I think. Past the ghost first, and down the stairs. Will tackle the door next round
. Leaving an Acrobatics roll, if it can help the sprint and jump.
He is a Treasure Hunter without lockpicks! 😅

Rolls

Acrobatics - (1d20+2)

(7) + 2 = 9

Jun 21, 2024 1:58 am
OOC:
She’ll use her first round to gather flammable materials together, ready for setting alight when everyone is ready to disembark the boat
Jun 21, 2024 6:53 am
Éothain, still above deck, calls out to the ghost. "Sir, was Marta your animal? She is safe. You can rest now." In desperate attempt to appeal to the ghost's emotions, he sings the chorus to song about a lost Rohirrim who bonds with his horse on their journey home.
OOC:
Rolling for an effect on the ghost. Not sure what, if anything, applies, so I'll use Charisma.

Post-roll edit: Éothain sings like a bird. Unfortunately, that bird is a crow.
Last edited June 21, 2024 6:56 am

Rolls

Charisma - (1d20)

(3) = 3

Jun 25, 2024 2:57 pm
OOC:
Rolling recharge, then will edit this post with ghosts turn.
The ghost wails a terrible cry, the sound is one of pure torment as he is assailed by attacks and words from all directions, and although none but Turil can see it, the elf indicates it's position as the ghost staggers toward Duinhir whom is closest to it!
OOC:
The ghost suffers Disadvantage on the attack for being in Daylight, but it is also invisible to Duinhir and so gains Advantage on attacks against him.

The two effects cancel out for an unmodified attack roll.

If Duinhir has his shield out, that's a miss.

Ok, all PCs go ahead and go! @Dr_B Cirion will need to make an Athletics check if he's trying to bust down the door with brute Strength.

Rolls

Possession Recharge - (1d6)

(3) = 3

Attach v. Duinhir - (1d20+4, 1d6+2)

1d20+4 : (11) + 4 = 15

1d6+2 : (2) + 2 = 4

Jun 25, 2024 5:31 pm
Cirion tries to use the momentum given by jumping down the stairs to charge the door shoulder first...
The quickest way, but maybe not the wisest...

His shoulder impacts the wooden obstacle!
OOC:
OUCH.
Last edited June 25, 2024 5:31 pm

Rolls

Athletics - (1d20+3)

(1) + 3 = 4

Jun 25, 2024 7:52 pm
OOC:
Oh no 😅

He's gonna take damage equivalent to an Improvised Weapon damage (1d4) as a consequence of the Critical Failure. Please note that's NOT going to be a standard consequence of failing such a check. Just using the Critical Hit/Miss optional rule there to spice things up.
Cirion slams into the door and... it HURTS!

The door doesn't budge, he doesn't think his mass and ability alone will be able to open it.

Rolls

Door attack vs. Cirion - (1d4)

(4) = 4

Jun 25, 2024 7:57 pm
Cirion stumbles back, shocked at the door sturdiness and stunned by the sharp pain in his shoulder. Pin needles explode in his arm and neck.
Damn, it hurts!
Jun 25, 2024 8:23 pm
OOC:
I didn't specify he that had his shield ready (because I honestly had forgotten he had one) but since they had a brief time to regroup and Duinhir planned to hold the line, it would make sense to ready his shield.
Duinhir lunges back at the spot the attack came from. Around where Túril had indicated. If nothing else this attack would keep the ghost busy.
OOC:
I take it is with disadvantage if an attack on the invisible ghost is possible at all?

Rolls

Sword attack - (2d20L1+3, 1d8+1)

2d20L1+3 : (1815) + 3 = 18

1d8+1 : (5) + 1 = 6

Jun 25, 2024 8:41 pm
Stefron says:
OOC:
I didn't specify he that had his shield ready (because I honestly had forgotten he had one) but since they had a brief time to regroup and Duinhir planned to hold the line, it would make sense to ready his shield.
...
OOC:
I take it is with disadvantage if an attack on the invisible ghost is possible at all?
OOC:
Totally agree with the shield-assessment. It s only a move to take it out if he didn't have it out before his last turn, so totally within both action economy and logic.

And you absolutely CAN attack the invisible target. Cueing off Turil's pointing, it's wailing and the chill in the air it causes...
Duinhir has no way of knowing, but Turil witnesses the Ranger's blade pass right through the spirit's form, causing it to recoil from a wound that it knows it should have taken, despite it having no physical body nor any discernible physical contact made.
Jun 25, 2024 9:20 pm
Túril continues to indicate the ghost. É! The wraith was dealt an injury! Not wanting to hit his friends, Túril flanks the ghost, attacking with his saber.
OOC:
Does he get advantage since he’s flanking? Ignore second value if no.

Rolls

Elvish Broad-Saber to hit (advantage) - (2d20H1+3)

(213) + 3 = 16

Elvish Broad-Saber damage - (1d8+3)

(8) + 3 = 11

Jun 26, 2024 4:03 pm
OOC:
I guess I never brought up in the house rules or discussed Flanking (an optional rule) with you guys.

I've spent most of my years playing d20s under the 3.X/PF1E rules, and so Flanking is very natural/rather assumed to me. That said I know we have folks new to 5E (and D&D in general?) here.

I'm fine either way. It's another rule to keep track of, that I can easily track (and use against you guys), but that some of you may not be able to easily track/utilize.

In this instance, Turil cannot gain the Flanking bonus as Duinhir is unable to see the target (and so, does not "threaten" it).

Thoughts on whether or not we use the rule moving forward?
Jun 27, 2024 1:45 pm
OOC:
ahhh, got it! Okay that makes sense. Yeah I’d be open to using flanking, but to argue against myself here, since we tend not to get too much into the itty gritty of movement and squares, etc., would it make sense to leave the flanking rules alone?
Jun 27, 2024 2:51 pm
OOC:
Will move the Flanking convo to the ooc

@Drakis2,@Stefron,@rpgventurer you can all probably hear Cirion's collision with the door, and nothing that sounded like it opening, what are you guys doing?
Jun 27, 2024 8:16 pm
OOC:
Duinhir already took an action (attck) this round
Jun 27, 2024 9:17 pm
Éothain moves down the stairs and bashes the door with his shield.

Rolls

Door bash - (1d20)

(8) = 8

Jun 27, 2024 9:23 pm
OOC:
Seònaid is still suffering from the Frightened Condition affect, so with the creature near the steps down to Cirion she is not able to help. She's going to continue staying away from the creature.

So was using her first round to gather materials to prepare the ship for burning. She reckons it will remove a means of escape for the person they are chasing, and the smoke may bring them back to the ship so the party can engage with them.
Jun 27, 2024 11:24 pm
OOC:
does Seonaid roll for a save each round?
Jun 28, 2024 3:43 pm
OOC:
The ability's effect has a duration, that only receives additional saves if a certain narrative condition is met.

But the Frightened Condition itself has a fairly limited number of effects, so Seonaid can continue to do things that aren't prohibited by the Condition. But if you don't feel there's much to do, that's understandable.
With two bodies slamming against it, it is only a matter of time...

The door comes off it's hinges and topples inward to reveal what must surely be the Captain's cabin.

The room is rather darkened, for although there are a couple portcullises on the walls, there is a heavy canvas tacked up over each one, filtering light and preventing anything from being seen outside... or from the outside in.

There are the big things in the room - a bed, a wooden chest, a desk with chair, a standing wardrobe. But there are also little, strange things about the room. There is writing scrawled on the walls in some foreign script made using black chalk or perhaps it's a dried tar? There are what appear to be a few animal skulls - a deer, some large bird, something that looks almost dragon like - hanging intermittently on the walls. There is, what at an initial glance appears to be, a human skull on the desk. There are black candles in sconces and standing candelabras. And the entire room is saturated in the rich smell of various incenses.

The spectral figure motions to an oar with both hands and it lifts from the ship side wall, and begins swinging about wildly as Eothain moves past, and trying to batter Duinhir, but both are able to fend it off.
OOC:
EDIT: the ghost turn...

Holy crap, this Recharge is killing me! 😅 33% chance of recharge and it's missed... what? ... 6 or more chances?

@Drakis2,@Stefron,@Dr_B,@rpgventurer,@Thunder_Lungz

E'rybody can go!

Rolls

Ability Recharge - (1d6)

(4) = 4

Attack of Opportunity on Eothain - (1d20+4, 1d6+2)

1d20+4 : (4) + 4 = 8

1d6+2 : (4) + 2 = 6

Attack on Duinhir - (1d20+4, 1d6+2)

1d20+4 : (4) + 4 = 8

1d6+2 : (5) + 2 = 7

Jun 30, 2024 11:21 am
Cirion recovers from the impact, still feeling the pain in his shoulder. Although the embarrassment of having failed to break down the door in front of his companions perhaps hurts more...

In an attempt to regain some credibility with his companions, he rushes to the tall wardrobe and tries to open it. "I'll look in here, if one of you takes a look at that chest?"
OOC:
leaving a Strength roll in case the wardrobe is also locked, to force the lock open

Rolls

Strength check - (1d20+1)

(16) + 1 = 17

Jun 30, 2024 4:24 pm
Hoping that their attacks are doing something, Túril continues to attack the wraith with his saber.

Rolls

Elvish Broad-Saber to hit - (1d20+3)

(8) + 3 = 11

Elvish Broad-Saber damage - (1d8+3)

(1) + 3 = 4

Jun 30, 2024 8:36 pm
Though Duinhir have no way of knowing whether his strikes have any effect or not, seeing Túril's saber is also at work, he gathers there must be some sense in continuing the attacks. If nothing else the ghost is kept busy.

He hopes the others are finding something useful.

Rolls

Sword attack - (2d20L1+3, 1d8+1)

2d20L1+3 : (1616) + 3 = 19

1d8+1 : (2) + 1 = 3

Jul 1, 2024 9:14 pm
"Let's see what's in here." Éothain tries to pry open the chest with his crowbar.
OOC:
Rolling strength, but if it's not locked, then use the roll for Investigation (+4) for secret compartments.

Rolls

Opening chest - (1d20)

(19) = 19

Jul 9, 2024 3:22 pm
Though it is difficult to tell if they have any harming effect, the attacks of Turil and Duinhir do draw it's attention. The apparition recognizes the acts of violence, it reacts as tho it believes they should be harming it, trying to evade the attacks, and when one lands true - like Duinhir's - it does react as tho it at least thinks it harms it...

Searching the wardrobe, Cirion finds it mostly empty. There is a waxed cloak and boots, for weather at sea, and a rope coiled to in the bottom of it, but nothing else of note.

Eothain finds a similar situation in the chest. There are some spare candles, some spare bed cover, but nothing of particular value or now has been left in the storage. Upon his investigation, the chest has no room for secret compartments, and so the most noteworthy things here are the rather macabre accoutrement adorning the room - the black candles, the skulls, the incense.
OOC:
EDIT: ghost turn.

Ok, go, team!
@Drakis2,@Stefron,@Dr_B,@rpgventurer,@Thunder_Lungz

Rolls

Recharge - (1d6)

(4) = 4

Attach on Duinhir - (1d20+4)

(8) + 4 = 12

Damage - (1d6+2)

(5) + 2 = 7

Jul 10, 2024 9:02 pm
Buying the others more time, Duinhir strikes again.

Rolls

Sword attack - (2d20L1+3, 1d8+1)

2d20L1+3 : (411) + 3 = 7

1d8+1 : (5) + 1 = 6

Jul 11, 2024 12:00 am
Túril strikes again as well.

Rolls

Elvish Broad-Saber to hit - (1d20+3)

(4) + 3 = 7

Elvish Broad-Saber damage - (1d8+3)

(1) + 3 = 4

Jul 11, 2024 12:18 pm
Cirion frowns. Why keep that door locked, if all that this room contains are valueless things? It doesn't square up.

He takes a closer look at the wardrobe, knocking on the surfaces to detect hollow compartments, and examining the woodwork joins for fissures. He moves the coil of rope too, looking below it and inside it.
OOC:
investigating the wardrobe

Rolls

Investigation - (1d20+1)

(20) + 1 = 21

Jul 11, 2024 1:40 pm
OOC:
Sorry, I was trying to be explicit enough in my original reply, but was not, so just to be clear, there is nothing in the wardrobe (or chest) to interact with for this challenge.

You can revise your turn if you want to do something different.
Cirion's investigation concludes that the the macabre accoutrements scattered about the room - the black candles, the skulls, the incense - are the only things of note in the room.
Jul 11, 2024 1:42 pm
OOC:
gotcha - can I investigate the walls and floorboards of the room instead?
Jul 11, 2024 2:16 pm
OOC:
Since you had already searched the wardrobe, upon my previous reply I had taken the liberty to apply your Investigation roll, which you rolled a nat 20 on, as a general investigation of the room. Which included the floor and walls.
emsquared says:
Cirion's investigation concludes that the the macabre accoutrements scattered about the room - the black candles, the skulls, the incense - are the only things of note in the room.
Jul 11, 2024 2:52 pm
OOC:
fine - I'll stick with that action
Jul 11, 2024 2:57 pm
OOC:
Again tho, while we're following initiative, you guys are not limited to the strict action economy of combat rules. You can also talk or move or do something on your turn if you'd like to.

At the least I'd love to see more talk and thought and general working through what you all think might be going on, or if you have no idea, then propose what your character would like to see happen.

So please, and this is for everyone, feel free to add more to the narrative than just a brief statement and a roll. Interact with each other also.
Jul 11, 2024 3:26 pm
OOC:
And if you're all just frustrated, and literally can't think of anything else to do, I would recommend we push the narrative along to the only other thing that's been suggested.

And that was Seonaid's proposal to just burn the boat.

But again, if anyone has ideas, you can talk to your allies and make suggestions.
Jul 11, 2024 5:46 pm
"These are links to the dead." The Rohiriim smashes as many skulls as he can with his crowbar.
OOC:
Guessing on the roll (if needed)
Last edited July 11, 2024 5:48 pm

Rolls

Skull smashing with crowbar (Strength) - (1d20)

(19) = 19

Jul 11, 2024 7:56 pm
Turil and Seonaid are the first to know it...

Turil because he witnesses the spectral form stagger as if struck from behind, and then a look of peace comes over him - gone is the face that was twisted in torment, gone are his frantic movements to dodge and attack you all - and he simply stands at ease, a faint smile coming over his face, he extends a hand in a gentle grasp, and he takes a step forward and says softly, "Marta.", then just... disappears.

Once the name is spoken, Seonaid just... no longer feels the sense of impending doom and dread that had consumed her.
Jul 11, 2024 9:33 pm
Realizing a bit later than Túril that the ghost is gone, Duinhir waves his sword around in the air trying to hit something that is no longer there.
Then he stops. What happened? he asks
Jul 11, 2024 11:11 pm
I… do not know. The wraith disappeared, and - the others! Túril races down to see if the others are alright, finding them in the previously locked room. Ae? Are you alright? The Wraith vanished.
Last edited July 11, 2024 11:12 pm
Jul 13, 2024 10:26 am
Cirion stops feeling the heavy presence of the spectre, a feeling akin to breathing clean air once again after being surrounded by smoke. The semidarkness below deck is less oppressive. He looks at the smashed fragments of skulls at Éothain's feet.

What is this unnatural world of shadows we caught a glimpse of?...

He tentatively peeks towards the daylight of the deck and his other companions.
"Is it... Gone? I don't feel it anymore..." his voice comes out a little more shaky than he'd wish.
Jul 13, 2024 4:33 pm
Feeling the suddenly released from the sense of dread & doom that hung over her Seònaid looks about her, coming out of her fugue state. No longer seeing the others dance about the ships surface, hearing Túril shouts, she is relieved to see the creature has been banished.

She follows Túril as far as the top of steps, joining Duinhir, but with no wish to descend into that darkness again.

"That is a threat I have no wish to meet again, Duinhir." She calls down the steps to the others. "I think we should finish our business here and quickly get back to shore. Look for signs of Captain Urqakar and Astalor."
Jul 13, 2024 9:08 pm
"Me neither" Duinhir says before joining the others below to start the investigation that was the reason they got on the ship.
Jul 16, 2024 12:12 am
"I don't think much is of interest, down here," he tells Duinhir. Then, pointing at the shattered skulls, "But whoever summoned that spectre to protect this boat surely has some insidious habits..."

He considers the wardrobe content, and takes the coil of rope. The sight of it sends the memories from his father's craft reeling in his mind. The smells of the waterfront shop in Pelargir that his father set up. The endless afternoons pulling rope strands tight.
He assesses the plaiting and workmanship with an expert eye.

"This might come in handy," he concludes.
Jul 16, 2024 4:18 am
Éothain’s frustrations with the ghostly foe disappears when he shatters the last of the morbid remains. The air feels different. A sudden aroma of wildflowers rushes past him, as if someone had opened a door to a herbalist’s garden. He turns just in time to witness the ghost’s departure. Initally stunned into silence by the otherworldly events, he yells "The ghost is gone!"
Jul 16, 2024 8:43 pm
emsquared says:
There is writing scrawled on the walls in some foreign script made using black chalk or perhaps it's a dried tar?
Duinhir goes down below. He briefly surveys the room that most likely is the captain's quarter. He takes a moment to try to read the scribblings on the wall though the thought of what those black letters would spell out feels him with dread.
Jul 17, 2024 3:44 am
With the general frantic needs of open conflict and combat gone, those in the main cabin do notice that there is a nautical chart on the desk - now littered with fragments of skull.

The geography of it spans the entirety of the Bay of Belfalas, from the Cape of Andrast - just a bit west of where you all are presently - to Dol Amroth and Pelargir, all the way down to Umbar in the northern Harad.

There are 4 marks on the land portion of the chart, one over each of those 3 cities, as well as one other, in the mountains of Andrast some miles west of you here in the mouth of the River Lefnui.
OOC:
Anyone with Proficiency in Shadow-lore can give me a roll to try to read some portion of the writings on the walls.
Jul 18, 2024 10:21 pm
OOC:
No Shadow-lore proficiency here.
Éothain removes the canvasses from the portcullises to allow more light in the quarters. He investigates the room for other clues, such as if the wax in the candles is hard or soft. "I would’ve liked to keep that dragon skull. That would have been a great souvenir to bring home."

Rolls

Investigate room - (1d20+4)

(10) + 4 = 14

Jul 21, 2024 6:20 pm
Cirion leans over the map, frowning at the marks, trying to find some correlation to their positions. What is our foe looking for?

"What is this place?" he asks the others, pointing at the mark on the mountains, "by this river? There are no cities, there."

He looks at his better-travelled companions. Túril the elf from far lands, Duinhir the wanderer.
Jul 21, 2024 9:04 pm
"From the look of it it seems they are heading for the mountains of Andrast. They have been to the other three places marked. This must be their destination ... for now " Duinhis remarks grimly
Jul 22, 2024 3:56 am
OOC:
can I make some sort of check for knowledge about the location marked on the map? I might throw out some rolls and if any of them matter, let me know :)
Túril mutters to himself as he pours over the map.

Rolls

Survival - (1d20+8)

(6) + 8 = 14

Insight - (1d20+8)

(17) + 8 = 25

Jul 23, 2024 5:25 pm
By now you have all searched every space available in the boat.

The main cargo hold where you initially dropped down to find the empty shelving, and floor covered in straw. The crew cabin at the fore. The dry storage closet. And now the captains cabin.

It's pretty apparent why the boat was left in the bay with no crew. There is nothing of real value here, aside from the ship itself, and the sailing supplies that were left behind. And that was all guarded by the ghost, which presumably would have either killed or dissuaded all but the most capable and determined thieves.

The nautical chart, as is being speculated, does seem to have some sort of significance, beyond it's use as a navigational tool. As evidenced by the user-made markings.

As has been pointed out, the markings denote places where not only Lady Blackridge's agents have been on their investigation, but also locations that it just so happens you all have passed through now. With the exception of the mark in the Andrast mountains just to the west of you...

That mark however, is vague, and the nautical chart designed for navigating waters, not land, and so is of little use other than to indicate a general area where... something might be.
OOC:
@Thunder_Lungz Insight is more for knowing about people/it's largely a social skill. But I will apply that roll (17) as a Lore if that's okay with you, as I would have been able to tell you that in advance in a normal play setting? And Survival will tell you some things too.
Turil knows quite a bit about the Andrast peninsula and it's mountains.

It is what he would consider a truly wild land. It has never been permanently inhabited by the Men of the West, nor the Elves, nor any "civilized" folk. And it's only major temporary settlement was on the Cape of Andrast at the southern most tip of the peninsula. A Gondorian naval outpost, defunct for well over 1,000 years now.

Andrast is considered by the Elves as a terrible, potential breeding ground for the Shadow for that reason. And although a horde of orcs or goblins may periodically work it's way into it's vast wilderness from the White Mountains and gain a foothold, they never seem to be able to remain for long. The last such incursion was almost 200 years ago.

And that is all a credit, as the Elves see it, to the Druedain. The ancient Wild Men of Woods. A race of people who lived on the lands long before the Numenoreans arrived on their ships from the West. Dwelling in caves or temporary structures built of raw timbers and earth or animal hides.

And although the Druedain are apparent enemies of the Shadow, they are not considered as friends to most of the Free Folk. Being highly insular and protective of the lands they inhabit.
OOC:
That's the Lore.
In regards to the general types of threats of the area, the general remoteness and wildness of the land is both a bane and boon. A bane because there is no help, no roads, no comfort once you're out there, you're on your own. But a boon because it is so untouched that natural resources are generally still abundant.

Additionally, there are... other things... out there in the primal wilderness of Andrast. Yes, there are the normal animals of such a great wilderness, and the Druedain, but because it is so undisturbed and still so connected to the original forces which shaped all of Arda, there are also... what Turil can only refer to as 'spirits... out there. Not ghosts, but creatures or beings so connected to the wilderness through the ancient formative bonds of nature, that they are things of the land and water and air itself, made flesh.

And such timeless spirits often do not understand nor welcome the intrusion of mortals.
OOC:
That's the Survival.
Jul 23, 2024 5:59 pm
OOC:
sweet! Love me some lore!
Túril describes what he knows of Andrast, the Druedain, the lore, and what he knows about navigating the area and expectations for what to expect (basically what GM just said).

Túril looks to Duinhir: I tie raxea ná. (translation: the road is dangerous.) He looks to the rest of the group: If you are prepared, I will guide you.
Jul 23, 2024 9:47 pm
Duinhir acknowledges the Elf's warning with a subtle nod. He is not unfamiliar with traveling where the Shadow creeps.
"We are lucky to have you as a guide, Túril" he says.
Jul 24, 2024 7:12 am
"I will follow in your steps," he says to the elf, "although not as gracefully..."

To Duinhir he adds, "and your sharp eyes, together with Túril's, will make our path safer. I am ready."
Jul 30, 2024 5:09 pm
OOC:
Hey gang, sorry for the delay. I'll try to get some good posts in this week, and/but then have some vacation planned the first full week of August and will probably be out until the 12th or 13th or so...

Is there anything else anyone wants to do on the ship? Anything anyone wants to take from it? As mentioned, aside from the occult paraphernalia and the nautical chart is really just sailing supplies. But you are also in theory conducting a bit of an investigation, as the Lady Blackridge seeks to justify any actions that she may take.

I started typing up a narrative to push us along, but then realized that some of you have injuries, and you all have the option of addressing that in some way if you want before moving forward - or during, or after (at minimum you'll all get a Short Rest in the evening, and/or if anyone has any abilities or purchased healing herbs back when you were able to gear up you can use those, or you could even return to Annulond for help).

Also I don't want to presume too much for what your next step or general approach to moving forward will be, so here are some knowns/considerations:

1. The shipwright in Annulond was able to tell you all that Urqakar "lives in the mountains to the west" of where you are now.

2. You saw a marking on the nautical chart that marks an unknown spot in the mountains west of here, but because it's a nautical chart it is not really useable to navigate directly there, it's only a broad indication.

3. The wilderness and mountains west of here are believed to be inhabited by the Druedain (Turil's interactions with these primitive peoples have been specifically with tribes to the north), who generally don't take kindly to outsiders.

4. Turil does have a relationship with the Druedain, just not specifically any tribes in this southern mountain area.

5. The wilderness is purported to be inhabited by ancient nature spirits.
Jul 30, 2024 5:54 pm
OOC:
I don’t think there’s anything on board that Túril would want. I think as long as someone takes the map, he’s content to go on. His preference would be to lead them directly towards the location on the map. He does need a bit of healing and he has some Reedmace Salve and a healer’s kit. Though I'm not sure how to apply those.
Jul 30, 2024 6:12 pm
OOC:
Cirion got the rope in a previous post, thinking it might come handy. Nothing else.
For the next step, the rough area of mountains marked on the map (with Turil's guidance) seems the way to go
Aug 1, 2024 8:45 pm
OOC:
Éothain will retrieve the coins he threw on the floor. Otherwise he's done with the ship.
Aug 15, 2024 4:51 pm
Thunder_Lungz says:
OOC:
He does need a bit of healing and he has some Reedmace Salve and a healer’s kit. Though I'm not sure how to apply those.
OOC:
Primary mechanical use of a healer kit is to automatically stop an ally from bleeding to death after they've reached 0 hit points. Though it can conceivably also be used in other narrative situations for other purposes that make sense narratively, but cannot be used to recover hit points.

RE: Reedmace, you simply state that you use it, and you recover 2HD worth of hit points (for you that's a 2d10 roll).
With the day more than half gone as you row back from the ship, you are only able to make it to the edge of the foothills by night. Then begins the real trek through the untamed wilderness that is Andrast. Not knowing exactly where you're going, nor what is ahead, the progress is slow. The rock and stone of these mountains is young (as mountains go). Formed around the same time as the cataclysm that destroyed the mythic and legendary lands of Belariand of the First Age. And as such, the bases and slopes of it's prominences are bedeviled by erratic crags and draws - and those themselves are shrouded in undisturbed and healthy growths of vegetation.

If you didn't know better, it would almost seem as if the verdant flora itself were trying to impede your progress into the depths of the peninsula. Grasses cruelly conceal furrows carved by natural drainages which threaten to twist and snap the ankles or knee of both unwary man and mount. Woody stems of bramble and bush seem to bar your path and claw at your clothes, no matter what turn you take. And through it all there is both the pleasant and not-too-distant humming song of abundant insects and birds, serenading you through your struggle, as well as the discordant barks and chirps of small mammals and other birds who are disturbed by your passing.

And so it is, on the third night, once you've begun working your way up the arm of the mountain that seems like it must harbor the...
whatever it is... that is denoted by the mark on the nautical chart, that your evening preparations for darkness are disturbed.

Camp has been made and your burdens laid down, the cooking fires are started burning down to goals, but no meals yet prepared, when a stick... or really it's closer to a log ... a piece of wood as tall as a man and as thick as his thigh, comes hurtling into the center of your camp!

It crashes through branches overhead, hits the ground on-end in a space between two of you, and topples end over end beyond the other side of camp, narrowly missing the fire...
OOC:
What do you do?
Aug 15, 2024 6:55 pm
Cirion gasps in shock. A few inches, and one of their party would have been crushed, or seriously maimed!

He stumbles back looking around, then snaps out of it.
"Take cover! Under a tree!"

He bolts out of the camp clearing and rushes to the nearest tree, hugging its trunk and squinting to see where the unusual projectile might have come from.
Aug 15, 2024 8:43 pm
Duinhir takes cover as well, trying to asses who or what made the log crash down on their camp site.
Then he takes a look around to see if any of his companions are hurt. Luckily they are not... Yet.
Aug 15, 2024 10:35 pm
Túril immediately draws his bow and aims an arrow into the trees above. He attempts to stealthily reposition himself to gain a better view of whatever caused the disturbance.
OOC:
Rolling perception with bonus from natural watchfulness - if I also get a bonus from known lands since that’s a wisdom check, add 2.

Rolling stealth for sneaking.

Also rolling 2d10 for health, but I think we’re back at full after long rests?

Rolls

HD - (2d10)

(26) = 8

Perception - (1d20+6)

(14) + 6 = 20

Stealth (advantage) - (2d20H1+5)

(1616) + 5 = 21

Aug 16, 2024 6:53 am
Éothain faces the area from where the log flew. Damn. Supper must wait. He notches an arrow in his shortbow string and calls out to the trees. "Hail and be recognized!"

Skunktail is skittish, but she doesn't move.
Aug 17, 2024 7:49 pm
Seònaid quickly grabs their waterskin and empties it over the campfire, dousing it as fast she can so they are not obvious targets. Then she joins Éothain with her short bow, ready for to defend the camp.
Aug 20, 2024 4:46 pm
As some of you move to cover, and others take a more offensive posture, you're able to see at the periphery of the waning light, there are hunched but bipedal figures moving toward your encampment with deliberate speed - careful to remain at least partially within the cover of foliage at all times but also hurrying as much as possible while doing so, closing distance.

And as they come, you can tell they approach from all directions accept the east. They are not trying to conceal their presence. But, between feet thundering, and erratic movements in cover, it's hard to immediately judge their numbers - Turil estimates there to be at least 10. Though others of you would guess a good bit more. Who, or what, -ever it is, are also issuing a loud and alarming, or perhaps warcry-like, 'YOP'-ing as they close in.

All together it creates quite the cacophony.

As the approach has all started from some good distance off, you all have the opportunity to take another action if you want.
Aug 20, 2024 10:47 pm
Túril drops his bow and prepares to draw his saber. In Druedan, he shouts: THE FOREST PROTECTS US!
OOC:
Rolling insight into who the attackers are and their tactics.

Rolls

Insight (with bonus) - (1d20+6)

(18) + 6 = 24

Aug 21, 2024 11:23 am
Cirion stays in cover, alarmed by the apparent large number of foes. He tries to observe if any are carrying logs similar to the one that almost squashed them, and to ascertain how on earth they managed to throw such a heavy projectile such a distance.
OOC:
leaving an Insight roll. Did these brutes throw the heavy log by hand?!? Or is there trace of some catapult or device of sorts?

Rolls

Insight - (1d20+2)

(13) + 2 = 15

Aug 21, 2024 3:21 pm
OOC:
Seònaid will shout out a threat to the intruders, using an Intimidation roll
"Stop where you are, or else face the wrath of the Sorcerer who will burn you all!"

Rolls

Intimidation - (1d20+2)

(19) + 2 = 21

Aug 21, 2024 10:15 pm
Éothain stands alert, trying to determine who or what has intruded into their camp. I think if they wanted us dead, they would have attacked us outright.
Last edited August 21, 2024 10:29 pm

Rolls

Perception - (1d20+2)

(1) + 2 = 3

Aug 22, 2024 1:50 pm
Duinhir had taken a rudimentary cover when the log crashed into the camp. With the vast incoming number of potential foes, he quickly searches for a better place to hide while drawing his bow.

Rolls

Stealth - (1d20+4)

(11) + 4 = 15

Aug 22, 2024 3:00 pm
Turil isn't aware of any bipedal inhabitants of Andrast, other than the Druedain and in theory some of the primal nature spirits. And this... attack?... is far more aggressive than any behavior he's seen from the Druedain. But the 'YOP'-ing ... that does strike him as a behavior similar to what he's seen from the Woses of the north, used to track and identify each other's location when on a hunt.

Looking back on the location of where he sat and where the log came down and at what angle, Cirion reckons that the projectile must have originated from at least 25 meters out. Which would be a truly exceptional physical feat, if thrown by man. From here he cannot tell whether or not there is any sort of mechanism that might have assisted...

The rushing figures run full bore up until the fringes of your camp... but then they stop short. Less than 10 meters away from any of you. Except a couple of those nearest the Lady of Gondor, and her fearsome challenge, who stop several more meters short of that! Each of them end their charge behind a tree or dropping flat onto their bellies into brush.

By that time you can all get a good look at your assailants before they take their cover, and they are indeed fairly human-like in appearance. But they are short and stout, not unlike a dwarf, their features are broad and bulbous and heavy with the mass of prominent bone and muscle, reminiscent of the stone and gnarled trees about you. Their skin color ranges from an earthen ruddy brown to an earthen grey, and there bodies - which are unclothed - are adorned with dark hair and geometric patternings of some sort of smeared pigment.

Turil recognizes them instantly at this point as the Druedain.

'YOP-OP-YOP!!", they call out to each other in a final volley of the wordless shouts, and you can count ten of them, before they fall silent. They each poke their faces out erratically, to get a final measure of the stance and behavior of your group, when ultimately a voice rings out...

"Ung'HUH! Mog ba'AH!!"
[ +- ] Turil's Understanding
Aug 22, 2024 4:38 pm
Gurth’UH anog ba’AH! Translation: We feel the forest’s gaze.

Túril takes his hand away from his sword and sits, cross legged, facing the direction of the voice. He motions to the others with his hand in a universal sign for calm down/stand down. He carefully retrieves a set of pipe smoking supplies from beneath his cloak and places them on the ground before him.

He is aware that he does not know these Woses, or Drughu, as they call themselves. He hopes that his words are correct and acceptable. And he hopes that the pipe smoking supplies might be recognized as a symbol of peace and consultation.
Last edited August 22, 2024 4:39 pm

Rolls

Traditions - (1d20+1)

(15) + 1 = 16

Aug 24, 2024 12:39 pm
"Ba'AH gohm k'mog..." - You are not recognized - the voice begins to say, in a formal manner of address, but then it pauses, as they realize you spoke back in their tongue, and with an appropriately deferential reply no less.

There are murmurs that ripple through all of them now, Turil can catch bits of astonishment, "...bah'OH tog... ...ud'Dru..." - They speak... They speak our tongue... - many of them are saying in quiet amazement.

"Ba'AH gohm Dru'ghu. Na'GUH tog bah? - You are not Druedain. Who are you?

A few of them poke their heads out of their cover to try to get better looks at you all, their eyes wide and wondering.
OOC:
@Thunder_Lungz just a heads up, you won't need to roll with everything you say. If the nature of the situation changes again, it may be necessary to roll again. But I'll let you know when that happens.

Also, we can slip out of typing out the Druedain now if you want, it's not easy constructing a language on the fly 😅

What are the rest of you doing, while Turil speaks and they begin to look upon you with curiosity?
Aug 25, 2024 2:28 am
OOC:
Sounds good, thanks!
I am of the Eldar race, from Imladris. I am known to the Druedain of the Northern passes… they call me… Goat Rider. He blushes a bit at this - the name which was initially given jokingly in reference to his relationship with his mount, stuck before he understood the language enough to dispute it.

I hunt a shadow that has come to the forest. In a manner that is almost ceremonial in its gracefulness, Túril prepares a pipe for smoking, then taking one draw, he holds out the pipe towards the Druedain voice. Do we hunt together?

Túril isn’t sure if the Druedain smoke the same pipe weed as the Men of Gondor do. He also regrets lighting a fire - he had assumed they wouldn’t meet any Druedain so soon.
Aug 25, 2024 6:34 am
Éothain lowers his bow and returns the arrow to its quiver. He stands calmly in place to prevent a distraction, keeping one eye on Turil’s seemingly friendly discussion and the other on his horse, who the strangers have as yet ignored. These people seem so different from the elves, yet they must have something to bond them.
Aug 25, 2024 8:55 am
Keeping under the tree he chose for cover, Cirion however steps more into view to make himself visible and show he has no hostile intention.

He observes the elf parlay with these strange beings, astonished at their aspect - and at the fact that Túril seems to be able to talk to them.

their language... It seems like a sequence of animal sounds... How can that have a meaning? . He wonders.
Aug 25, 2024 4:45 pm
Seònaid, seeing the others relax as Turil speaks with the strange creatures, also relaxes her guard. She scans about the camp’s perimeter every so often to watch for treachery or other dangers.
Aug 26, 2024 2:44 pm
A ripple of murmurs again passes through the circle of Druedain.

"These are not your lands to hunt. Perhaps you hunt a shadow, perhaps you cast the shadow.

But, if the Northern clans have Named you, perhaps you could earn the right to hunt our lands...
"

As your postures change, and the conversation develops, the surrounding Druedain emerge from their cover, some of them looking upon and studying you each with open curiosity.
Aug 27, 2024 1:49 am
Túril calmly tells the others what has been said and bids them to be at ease. … so, we can now explain more about our quest, and I can translate for you. And if then, they still wish to let us live, we will give the gifts of hospitality.

Túril retrieves some items from his saddle bags, pocketing them beneath his cloak, then passes the pipe around the whole group - Druedain and adventurers. As this goes on, he translates whatever is said between the groups.
Aug 28, 2024 3:51 pm
OOC:
Does anyone else want to converse or ask any questions of them (through translation)? And do you guys want to reveal anything more about your quest at this time?
The Druedain don't seem to be prepared to share the pipe with you all yet.

"If you are to hunt our lands, it will be decided by an Elder.

If you wish to speak with an Elder, you must relinquish your shining-stone weapons...
", they gesture to your metal implements, clearly unfamiliar with it as a material.
Aug 28, 2024 4:15 pm
Túril has shared the pipes of multiple Druedain from the Northern ranges… but not until well after his initial introductions. Again, another miss-step in this first meeting with the Southern Druedain. I’m such a fool - I was never patient enough to learn the courtesies and social graces at the Last Homely House. Mistakes now could have dire consequences…at least I didn’t give out the hospitality gifts yet.
Last edited August 28, 2024 4:15 pm
Aug 28, 2024 5:32 pm
Cirion observes the strange conversation, and the even stranger beings, in silence.
OOC:
he feels too out of his depth to intervene in this dangerous moment, knowing nothing of these people. He is hoping the Elf's acquaintance has more power in the negotiation
Aug 28, 2024 10:06 pm
Éothain slowly walks to Turil and says quietly, "I don't see how we can spend much time on their lands without being able to hunt. We must speak to the elder, although I do not like the idea of relinquishing my sword, even temporarily. Do the Druedain follow the traditions of peaceful diplomacy? No 'trial by combat' or such rituals to decide matters?"
Aug 28, 2024 10:50 pm
rpgventurer says:
Éothain slowly walks to Turil and says quietly, "I don't see how we can spend much time on their lands without being able to hunt. We must speak to the elder, although I do not like the idea of relinquishing my sword, even temporarily. Do the Druedain follow the traditions of peaceful diplomacy? No 'trial by combat' or such rituals to decide matters?"
Túril nods and begins to disarm himself. He translates to the Druedain speaker: We wish to speak to an Elder, but the yellow hair Man, Eothain, wishes to be ready for battle if you will require him to fight… The lives of Men are short and violent so they like to have their weapons. Túril puts his bow around his shoulder, praying that they won’t part him from it.
OOC:
I think their use of "hunt" here is in reference to our hunting the agents of the Shadow?
Last edited August 28, 2024 10:52 pm
Sep 3, 2024 2:43 pm
"There will be no battle unless it is upon your insistence.", the apparent leader says in the gutteral and short syllables of their tongue.

"The Forest remains.", the translation is difficult... "Go'HUH da suug'HUH.The context also implies that it could be the forest "waits patiently" or "tolerates" or "abides" or "listens and watches", but there's also an element of "but it doesn't change". It's an idiom Turil has heard in the northern clans, expressing the general ethos of the Druedain and their generally peaceful nature but also how they are seemingly timeless and persistent and inevitably "win" or rather cannot be defeated - like a forest, like nature itself.

The handing over of weapons doesn't seem very negotiable. They offer a choice to hand over your arms - quivers of arrows included, but not a bow itself - and treat with an elder for permission to remain, or to leave their lands.

Some of the Druedain had began to emerge and approach cautiously and curiously, but as the conversation possibly becomes contentious, they assume more ready postures again.
OOC:
And yes, the context of hunt here is what Turil said you guys were doing; hunting the Shadow.
Sep 3, 2024 9:05 pm
"We thank you for giving us a chance to speak. The shadow we are hunting is dangerous. The forest may not remain if it is left unchecked." Duinhir replies.

Turning to the company, he says "I don't think we have much of a choice. Éothain, I'm afraid you'll have to surrender you weapons for the time being. Maybe this people will turn out to be an aid in our course. They are too many for us to fight anyway.'

He unbuckles his belt to be ready to hand over his sword.
Sep 3, 2024 9:21 pm
OOC:
You can always try to conceal arms as well.
Sep 3, 2024 10:18 pm
Túril continues translating, and hands over his weapons. He doesn’t conceal anything. For all he said about humans being violent and attached to weapons, he is reluctant to turn over his arrows and feels nervous without them. But he mostly trusts the Druedain - if they are anything like their Northern brethren.
Sep 4, 2024 12:50 pm
OOC:
Seònaid follows the others lead and gives up her weapons
Sep 4, 2024 1:07 pm
Hearing the translation of the Druedain request to release the weapons, he hesitates.

Then, reassured by Duinhir's words, he steps forward to where the weapons are being collected, and relinquishes broadsword, bow and arrows.
What good would those be anyway, outnumbered as we are by creatures who can throw small trees from afar...

"I am following you, let's stay close together," he tells his companions. His eyes observe the Druedain for signs of hostility, his natural diffidence for these unknown folks still sending alarm flags. Are they walking unarmed right into a trap?
Sep 4, 2024 1:19 pm
OOC:
Insight into how the others are feeling.
Túril shares some words of comfort with the party, trying to assure them that as far as he knows, the Druedain are only aggressive towards servants of the Shadow and anyone who acts aggressively towards them and the Forest.
Last edited September 4, 2024 1:22 pm

Rolls

Insight - (1d20+4)

(8) + 4 = 12

Sep 4, 2024 6:11 pm
They don't appear to be searching any of you. Merely motioning to the implements which they can see.

"We would take you to stand amongst our children, and elders.

Surely you can understand why the squirrel would ask the owl to leave his talons behind?
"

You can plainly see that the weapons they carry are primative in nature. Often a stone slightly larger than fist-sized affixed to a stick the length of an arm. But also smaller hand held implements that look more like a tool than a weapon. And again, they wear no raiment of any sort, certainly no armor.
OOC:
Since this seems to be more contentious than I had anticipated, I would point out that some other options would be to offer to leave, but actually just keep going. Wherein we could actually bring in the mechanics and create gameplay around that. I wouldn't have them just automatically find you, like I did here at first (because I thought it would be an interesting interaction and gameplay of its own).

Or to just refuse here and now and see what happens.

You have choices.
Sep 4, 2024 7:41 pm
OOC:
I didn't mean to be contentious. Just thought a life long warrior would be reluctant to give up his weapons unless he had to.
"The wisdom of the Elves is renowned in song and story. Túril, I shall follow your guidance." Éothain surrenders all his weapons.
Sep 5, 2024 3:16 am
Túril translates Éothain’s last message, making sure to highlight the part about the wisdom of the elves. He also says: I act as this company’s guide. These Men are enemies of the Shadow and as you can see, they have honor and virtue. We are ready to follow you.
Last edited September 5, 2024 3:18 am
Sep 10, 2024 3:42 pm
A couple of the Druedain tasked with carrying your arms have to learn the hard way in their explorations of your tools of battle, that metal is sharp unlike anything they've seen before. But seemingly satisfied, the Druedain set off, eight of them walking in single file in a leading position, two following behind you all so far back that at times they can't be seen.

They march for a couple hours, the path is winding (so much so that at times it must almost seem like they're lost), but soon into it there is an actual path that comes and goes, although it doesn't appear to be anything more than a large game trail.

You figure you must be several miles off of the loose course you had set for yourselves, and crossing a creek-bed, when you come in sight of what at first look like normal caves cut into the south-facing wall of the mountain's arm by aeon's of water-flow. But you perhaps do a bit of a double take when you notice that within a couple of the caves, slightly set back into the opening, is what appears to be crude masonry - loose, flat stones piled up but fit tightly together to form an unnatural wall across the mouth of the cave.

You quickly lose sight of them however, below treetops once you've crossed the stream and begun an ascent that heads loosely in that direction.

You come out of a wood line into a sloping meadow at the foot of the cliff and find... a bustling, small community. There are Druedain moving up and down the grassy slope and between a handful of semi-permanent lean-to-like structures cut into the hillside with log and bough roofs. There are a couple of cooking fires burning, children playing, and the low din of sporadic conversation mixed with the sounds of various types of manual labor filling the air.
OOC:
Okay pausing here to both give you guys an opportunity to add some narrative if you would like. Or if there's any checks you want to have made/make along the way, or if you have any questions that you want to route through Turil IC, or questions ooc too ofc.
Sep 10, 2024 6:17 pm
The encounter with this strange primitive people has left Duinhir puzzled. Part of him trusts the good in this people. They'll just need to convince them of the company's good intentions and the importance of if their hunt.
But still he is curious as to who they are. He searches his mind for an answer.
OOC:
I don't know about these people and background. Are they related to the primitive people Aragon recruits in Return of the King?

Rolls

History - (1d20+4)

(14) + 4 = 18

Sep 10, 2024 8:20 pm
Along the way, Túril will recount what he knows of Druedain manners and customs from his time in Northern Andrast and Drúwaith Iaur (what Éothain’s people call, Old Pukel Land).
OOC:
Question: we have our horses with us, right?
Last edited September 10, 2024 8:21 pm
Sep 10, 2024 8:39 pm
OOC:
King Theoden (Rohan) gets help from the Druedain, on the way to the Battle of Pelennor Field. But Aragorn never deals with them in the books, so I'm not sure who you might be thinking of (the Dead Men of Dunharrow at the Battle of Minas Tirith? or perhaps the Rangers of Ithilien at the Battle of the Gates of Mordor? someone else?). May just be flip flopping Theoden and Aragorn in your mind?

Either way, the Druedain are a super-niche part of canon that are generally only found in a super-niche part of Middle Earth. Please feel free to read about them ooc if you want: https://tolkiengateway.net/wiki/Dr%C3%BAedain

Because it's really quite fascinating (if your a complete Tolkien wonk), and there's so little canon about them, you can't really spoil anything that we might do with them here.
The only thing that Duinhir has heard of that seems like it could fit these people before him are an often overlooked part of the stories set in the Tale of Ages - the stuff of literal myth and legend - of a race of "Lower Men" who were born before the First Sunrise, and witnessed it along with the Edain - the three great tribes of the first Men of the West - and who would fight alongside the Elves in the first battles between good and evil. Long before the fall of Arnor. Long before the founding of Gondor. Long before even the rise of Numenor.

In that time there was, as it is said, the Elves, the Dwarves, and the Men of the West - the Folk whose descendants would become the Men of Dale, Rohan, Numenor and Gondor - all aligned against the dark forces of Morgoth, goblins and orcs and other black things along with the Men of the East.

And but a foot note to these mythic clashes for the souls of Middle Earth is that there was a race of primitive people, who were not originally understood to be Men, but who stood with them and came to be counted among their kind, against the Shadow. A people who in the legends are only given a place akin to Morgoth's "other black things" - unnamed, barely worth mentioning - but on the side of the Free Peoples.
Sep 10, 2024 9:55 pm
Thunder_Lungz says:
OOC:
Question: we have our horses with us, right?
OOC:
Yes.
Thunder_Lungz says:
Along the way, Túril will recount what he knows of Druedain manners and customs ...
The Druedain as Turil knows them are a semi-nomadic people. Organized into small family-based tribes, who will dwell on a location for a year or two or more if the surrounding land can support them that long, before moving on to leave the land to recover. They raise no livestock, instead foraging, fishing (with net or woven traps), and hunting birds for the bulk of their food, as well as having some agrarian practices with fungi.

Their general demeanor is not unlike that of the Hobbits, as he understands it. Good hearted, generally peaceful, enjoy merriment and laughing. But also they are a people who have suffered persecution from various parties over the years, and can be grim (though perhaps not so grim as the dwarves), or sardonic, and ruthlessly protective of the lands they live on.

Turil knows them to be excellent trackers, skilled craftsmen (although lacking technological advancement), and also possessed of certain degrees of mysticism and subtle magicks that he doesn't really even know a small portion of the capabilities of.

They have customs that largely revolve around the cycle of daylight and darkness and the seasons. Including ritualistic song or chanting, a kind of athletic leaping dance, as well as some ritualistic consumption of food and drink and smoke (though Turil has found their herb, which is only foraged afterall, to be very bitter and flavorless, however effective).
Sep 12, 2024 5:35 pm
Éothain smiles as he leads his horse out of the forest and onto the meadow. He whispers to Skunktail, "An open meadow. Finally. We don't like all those trees in the way, do we girl? And those plants ahead must better eating than what we found along that trail."
Sep 13, 2024 6:40 pm
OOC:
Thank you for the clarification. Yes, I thought it was Aragon but makes sense it was Theodén.
Duinhir puts his mind st ease. These are not vile and evil people. Different in manners in traditions but not an enemy.
I wonder where they'll take us.
Sep 14, 2024 8:06 am
Cirion observes these strange beings that are leading them.
They seem like something out of legends... Yet they live and breathe... I wonder how many unknown wonders we will encounter in our journey...

He marvels, thinking of how his life has changed in the span of a few weeks. Had he not left Pelargir and his life as a ropemaker, he'd never have known of the mysteries their world still held.
The thought is exhilarating. He looks at his companions, and feels his concern somehow lifting from his heart.
We can face almost anything, together.
Sep 17, 2024 5:41 pm
The bulk of the group stops at the edge of the clearing while the apparent leader continues on to a specific one of the lean-to structures dug into the slope.

Some of those who were going about their daily business stop their activities and approach. Particularly children run up with exuberant curiosity, though most are held back at some distance by adults.

There are some mutters and open questions, posed to the Druedain that Turil can note as general questioning and even displeasure... " Who are they? Why have you brought Men here?!", and such.

But before long the leader of your procession returns and beckons you all to the dugout lean-to. A couple of other individuals exit it, in advance of your arrival, and you're taken inside it's limited space. It's made to accommodate 10 people at most you would say, but more like 8 would be the end of what could be considered comfortable, and there end up being 12 bodies inside the structure with many more crowded around it's open sides, observing with interest.

Although the design of the structure is new to Turil (the tribes he has interacted with live in a more forested, less mountainous area), the general atmosphere is familiar to him. An "elder council" type of gathering. There are three apparent elders in the room, as well as four other Druedain, four of them sitting on flat stones with their knees scrunched up to their chests, and there are four flat stones mirroring them on the other side of a long fire-pit which are gestured to for at least four of you to use.

After everyone is settled, one of the elders begins. She first acknowledges the things she's been told; that Turil claims a relationship with other Druedain tribes - and indeed speaks their language, and that you all are there to hunt the Shadow. But, she says... "Mzag toam-boh dru'dzuh ek gyah." - "It is not our way to welcome Strangers into our home-land.", Turil can note here in the translation that the word for 'Stranger', more accurately means "People who don't take care of the Land like the Druedain do."

So it's less about xenophobia and more about the cultural relationship with nature.

However... the elder says there is a way in which you all can become "spiritual" members of the tribe. i.e. Druedain-In-Spirit. And in that way be permitted to use their lands as you would like, really.

But - she warns - this process requires a trial, as in; an ordeal. And one way or the other, the ordeal will almost certainly pose a threat to your lives.
OOC:
Ok, apologies for the long posts here recently.

Lot of info dumping and description. Not very engaging for you all.

Just trying to move us forward as quickly as practicable to a place that's more interactive.

Which should begin... hopefully, about now :)
Sep 18, 2024 2:41 pm
"A trial. What trial do you think they'll have us do? We hardly have time for this but refuseing may delay us even further." Duinhir whispers to his companions.
Sep 18, 2024 2:48 pm
"I don't know... but I am not liking the part about the threat it will be to our lives..." he whispers back. He looks in concern at the elders of these strange creatures.
Sep 20, 2024 7:39 pm
Éothain tells the others. "In my land, warriors face riding and combat challenges to earn the right to protect Rohan. Those too can be dangerous if one is unprepared. I am eager to prove my worthiness. What are the trials?"
Sep 24, 2024 2:37 pm
After receiving the translation from Turil, the Elder bends at the waist rocking a bit like a whole-body-nod of acknowledgement and understanding.

"You may choose one of three possibilities.

Service. It is not always this way, but for you all would be defeating a terrible enemy of the Forest.

Judgement. Where you would travel to the home of an ancient forest spirit, who is our Guardian, and would simply be judged worthy or not. If judged unworthy, he would likely strike you dead.

Ordeal. You undergo a ritual in which you will be confronted with your own truths - both those you embrace and those you wish were not so, your nightmares, and spirits - friendly and not - of your past, present, and future. One way or another you will emerge forever changed. Some are driven mad by the experience, some their body simply cannot endure it, and perish.
"
Sep 24, 2024 6:31 pm
Duinhir listens. First to the words then the translation. He gives the options some thought.
"I would say that between a long journey or slaying some foul beast, the Ordeal sounds the easiest. It is probably just a dance and something strong to drink or smoke. A hangover and then we'll be on our way again." the pragmatic ranger reasons.
Sep 24, 2024 9:53 pm
"I also prefer the ordeal. I trust my own heart over the unknown, be it spirit or beast."
Sep 25, 2024 6:23 am
Cirion looks around, confused. Trying to fathom if he understood the translations correctly.
"But... Is it worth taking this risk? Do we need to? The ordeal can also lead to madness or death, she said!"

He looks at the more experienced adventurers. "Can't we just... Find our own way?"
Sep 25, 2024 3:06 pm
To Cirion, Túril says: Do not fear, young Sailor. The forest and its stewards are ancient enemies of the Shadow. We Free Peoples have nothing to fear from them. As a High Elf, Túril sees himself as righteous and pure. His arrogance inclines him to choose: Judgement, which he thinks he would easily pass.

We are enemies of the Shadow - and I believe we would be judged favorably by the spirit of the forest. However, I will accept the Ordeal if that is the consensus of the Company.
Sep 26, 2024 4:15 am
"Cirion, we are strangers here. Every land has its own people, its own ways, its own secrets. Since we have no idea what dangers may lie ahead, I feel it is less risky to face the Druedain's tests and have them as allies."
Last edited September 26, 2024 4:16 am
Sep 26, 2024 6:32 am
He listens to Túril and Éothain, and gives them an uncertain nod of the head.
"If we must... I will try my best to face this ordeal too..." his tone is not as confident as the others', though...
Last edited September 26, 2024 6:32 am
Sep 26, 2024 7:36 am
"Well said Éothain, and I too believe the ordeal is the better choice. Like Cirion I question the wisdom and need of doing this, it seems unnecessary, but it seems you others have set your hearts on it, so I will join you in it."
Sep 26, 2024 3:04 pm
OOC:
Ok, sounds like Ordeal it is.
The Elder rocks at the waist acknowledging the decision. "Ba mog tog ung trahk. Trahk ong mohk b'gah."

You have chosen your path. The path is good., comes the translation. Turil can explain that the latter half of the statement is an expression that metaphorically contrasts hunting along a game trail vs. waiting or hunting where there is no path. But connotates that; it may be long but the path itself will reward you.

Then she picks up a flat, thick piece of slate that lies behind her and clacks it on her seat-rock three times. Shortly after which a couple of Druedain come bearing dried gourd-shells full of water, and fillets of smoked river fish on a bed pine nuts atop a large fragrant leaf, which are all offered to you.

Another Druedain takes some sort of dried crumbled leafs from a sling-like buckskin pouch and spreads them over the fire-pit in the middle, which while there is no flame, the rocks are hot enough to smoulder the leaves, which release a fragrant white smoke.

The Elder states that they are all eager to come to know, or 'understand' as is the direct translation, each of you. And she encourages you each to take the time you have before nightfall to "meet with yourself", before the ritual, and that it will begin with the moon-rise.
OOC:
Will pause just a moment for any final interactions or checks before moving forward.
Sep 26, 2024 8:54 pm
"That's settled then. Better be ready for the Ordeal. Who knows what they'll put us through." Duinhir says as the audience with the Elder comes to a close.
OOC:
Duinhir is still down some hitpoints from the ghost on the boat. Have we had time and rest enough to be healed by now? Otherwise, Duinhir will spend some time resting before the Ordeal.
Sep 26, 2024 9:44 pm
OOC:
You can take a Short Rest, and thereby recover up to your Hit Die (roll 2d8, for Duinhir - might be something else for other Classes, check your HD) in hit points. But you have not received the benefits of a Long Rest (recover all lost HP, expended HD, and all expended abilities), since Minas Tirith.

You cannot take a Long Rest in AIME unless you fulfill 3 narrative conditions:

Comfort
Safety
Tranquility
Sep 27, 2024 5:53 am
Cirion finds a quiet spot next to his companions and tries to, if not sleep, at least relax for the upcoming test.

His mind wanders in concern and anticipation of what this ordeal might entail. These are strange people, with strange customs...
OOC:
rolling for short rest, as he has 10 out of 17 HP
Edit, back to full now.
Last edited September 27, 2024 5:53 am

Rolls

Resting - (2d8)

(61) = 7

Sep 27, 2024 9:39 pm
Like say so do, Duinhir takes a rest.

Rolls

Rest - (2d8)

(16) = 7

Sep 29, 2024 1:10 am
Túril decides to meditate, hoping that his Elvish Dreams and Foreknowledge might give him an edge in his ordeal.
OOC:
Cool. I’m eager to see what happens if I fail. Specifically, will this trigger the shadow weaknesses. Also, with Known Lands, there’s a piece in there that talks about personal Event tests DC being lowered. Not sure if that relates to this.
Oct 1, 2024 3:19 pm
Éothain sits quietly, reflecting on past situations when he faced danger and uncertainty.
OOC:
Éothain didn’t take any damage from the ghost.
Oct 1, 2024 3:55 pm
OOC:
I'm gonna push things forward but if Eothain or Seonaid need any rest or to do anything else you can still roll that.
Thunder_Lungz says:
OOC:
Also, with Known Lands, there’s a piece in there that talks about personal Event tests DC being lowered. Not sure if that relates to this.
OOC:
"Events" in that context refer specifically to Journey Events, and we're technically in the "Adventure Phase" now (as opposed to Journey Phase), so it will not apply, but that is good to know for future reference. Turil hasn't participated in a Journey yet so we haven't had the chance to use that at all yet.
The evening comes on, but before it is fully dark the moon rises above the treeline to the east, and once the pale crescent is visible the Druedain man who had earlier spread the dried crumbled leaves upon the heated stones comes to gather you all, he is chanting a warbling chant, which lacks the sensibilities of the musical notation of Men or Elves, but carries it's own haunting beauty.

Turil recognizes the themes as they harken to the Druedain creation myth, and he is able to translate...

From void
Winds carry dust
Then flame
The waters come
From it life sprang

Together, bound, eternally
Sky, earth, sea, and We!

Welcome void
give and consume
Winds carry us
and earth life's womb
Fire renews
water cleanse

Life spring forth, and amend
Then to void all goes again!


From there it begins again, and so goes the chant until he has lead you all up the mountain valley away from the settlement, into a clearing of rock strewn ground with a pool at it's center and a waterfall cascading into it from above.

A handful of other Druedain have joined you all on the walk up, and they assist the Chanter now, by directing you each to seating stones arranged around a smouldering fire pit, and another uses a long stick to unearth a long and wide slate tile that has been resting down amongst the hot coals, while yet another brings the fire back to life.

The slate tile has a shallow but large indentation worn away in the center of it, forming a kind of tray. Water is poured into the indentation which immediately boils but as water continues to be poured, it just begins to steam.

The Chanter sprinkles what looks like some dried plant-matter into the steaming water, and begins to say some ceremonial words with a similar theme to the song. This goes on for several minutes, after which you're all directed to drink the water, which has essentially become some sort of fragrant tea.
Oct 1, 2024 8:05 pm
It was almost exactly what Duinhir had imagined. There was no dance ritual but a song and a strong drink. He felt prepared for this. He had to admit to himself that the song and the words as translated by Turil moved him more that it should. It was like an old forgotten memory returning, though he had never heard anything like it.

At the gesture to drink the tea, Duinhir resolutely picks it up and takes a good sip. He doesn't want to appear hesitant. Besides, they need to do this.
Oct 1, 2024 9:57 pm
Cirion holds his breath, observing Duinhir drinking. Such bravery...

He feels the inner struggle between fear-induced caution, and the need to prove to his companions that he is just as brave as the Ranger.

But for now, he watches, to see Duinhir's reaction to the liquid...
Oct 2, 2024 8:07 am
Tea? Éothain expected a physical challenge -- climbing a tree, throwing a stone, diving into a sacred pond -- something that establishes his physical connection with nature. He clears those thoughts and allows himself to appreciate fully the ritual song and its unfamiliar style. The village will be thrilled to hear about this place and the Druedains' ways.

Approaching the tray, the warrior nods respectfully to the chanter, then takes a cupped handful of tea. I hope it tastes as good as it smells.
Oct 5, 2024 4:47 pm
Kneeling beside Cirion, Túril takes the tea and prepares to drink. Seeing Cirion hesitate, he speaks in a quiet and melodious voice:
Gwaned i Valar, an arthad a nathron,
Ar hain ennim o luin, ar hain an gwarth.
[ +- ] translation from Sindarin
Túril drains his vessel and waits, somewhat wary of how the dreams and visions he’s accustomed to might be altered, but hoping that his words might have given the young Man some confidence.
Last edited October 6, 2024 12:50 am
Oct 8, 2024 5:31 pm
After all have drank, the Chanter speaks a few words and bids Turil to relay them:

"You may become hungry, but do not eat.", he gestures to the trees and plants and general area around you all. Though you don't see anything that is readily edible.

"You will become thirsty, but do not drink - except of the waters we provide.", he and a couple of the other Druedain that came along hold up water skins.

"You will soon be lifted up by the Winds into the Void. Here we have already joined inside you, the earth water and fire.", he gestures to the "tea", with it's plant matter, water, and heated stone from the coals.

"As are the Druedain, you too will become one with these sacred elements which make up All Else around us. You will lose yourself for a time. Do not fight your passing. Do not try to cling to that which is yourself as you are now. For right now, you are alone and lost to All Else, and once you have let yourself go, you will gain your connection to All Else. And in that connection you will have the chance to find yourself again, for you will become a part of All Else.

As you search for yourself anew, you may witness visions... Of not only your past, but your PEOPLE'S past. You will witness truths of yourself, past present and future, and you will have to reconcile this all with yourself - which will be a reconciliation with All Else.

May you find your way back to yourself, and may you have love for that person you find.

If you refuse to let go of yourself as you are now, or if you find yourself anew for the first time and do not love the person you find? You will become lost to yourself and to All Else, and then there is nothing that we can do for you...

Now... let us welcome the Winds and welcome the Void.
"

The Chanter stands and motions for you all to stand.

He raises his arms above his head and indicates for you all to do the same.

And then as one of the other Druedain stokes the flames of the fire to life, he begins a bodily motion in a rhythmic pattern, sweeping his hands down from overhead toward the ground and the fire, and as he does so steps back before stepping forward again, and raising his hands high again. Repeating this pattern of movement over and over.

He motions for you all to join him, and then begins to chant the warbling chant again. And so it goes for... quite awhile... you begin to lose track of time, until...
OOC:
Okey doke, gang, let's start the Ordeal!

We will be handling this as a Skill Challenge, if you want to review those rules. The one exception is that we will be using a Constitution save to determine each of your Difficulties of the Skill Challenge independently. Tho we will still aggregate your successes and failures as a group as usual, to determine overall success or failure of the Challenge, and thereby the Consequences. 5 failures (the number of characters in your group) will be an overall Challenge failure as always, 6 aggregate successes will be needed for overall Challenge success.

So, if you will each please roll me a Constitution save, DC 12! (And provide any narrative you'd like to contribute to the scene, of course.)
Oct 9, 2024 6:18 pm
Éothain closes his eyes. His body wants to focus on the sounds as he moves in rhythm with the chants. The music is felt more than heard.

The simple notes of a flute (an instrument he failed woefully to learn in his youth) grow increasingly louder, drowning out the now quieting chants. It's an ancient song. What is it called? Does it even have a name?

The flute stops and he warrior opens his eyes. The forest of the Druedain is gone, replaced by the familiar plains of Rohan. Is this Rohan? Those are the White Mountains. Where is Helm's Deep?

A white horse gallops pasts his right. Instinctively, Éothain follows it with a speed he didn't know he had. He realizes his armor and weapons are gone and he's wearing the tunic, breeches, and sandals of his farming brethren.

Yet Éothain keeps pace with the animal. The horse looks back, slows down, then speeds up. This happens again and again. Is the horse playing with me? They both slow down as they approach a small pond under a tree.

He stands silently as the horse drinks its fill. He resists the urge to mount the horse and continue their journey through the rolling plains. Instead, he pats the horse's neck. "Thank you for the run."
Last edited October 9, 2024 6:23 pm

Rolls

Constitution save - (1d20+3)

(20) + 3 = 23

Oct 9, 2024 9:04 pm
The drink was not as strong as Duinhir had expected. It didn't taste alcoholic. It was something different. Then he started feeling it. Like a tickling sensation on his skin. All of his skin. The rhythm made his head spin. He tried to fight it, to resist it. He couldn't let go then...

A banner. With seven white stars. The banner was set on top of a formidable tower on a hill. Without ever seeing it before, Duinhir knew this was Amon Sûl. Mighty of old.
Then the sky darkened and a shadow slowly crept over the tower that crumbled and fell into ruins.

The tower lay in ruin and all was dark when all the sudden the stars though faint and distant shimmered in sky with clear brightness. And Duinhir heard singing
A! Elbereth Gilthoniel!
silivren penna míriel
o menel aglar elenath,
Gilthoniel, A! Elbereth!
We still remember, we who dwell
In this far land beneath the trees
The starlight on the Western Seas.

The song and the stars gave him hope.
Last edited October 9, 2024 9:21 pm

Rolls

Constitution save - (1d20+3)

(10) + 3 = 13

Oct 10, 2024 1:58 pm
As the movements and the fire fades, suddenly…

Túril stands in the familiar halls of Imladris, though the light of the Last Homely House is dimmed, casting long shadows upon the stone walls. Before him, two figures emerge from the fading glow—his parents, Eilianneth and Brannamdir. Their faces are serene, but their eyes betray a deep sorrow, a sorrow Túril knows all too well.

Eilianneth’s voice drifts through the air like a gentle echo, soft as the wind through ancient trees. "Túril, our son," she whispers, her words both a comfort and a distant call. "You walk a path far from home, far from peace. The darkness seeks you… it knows your name."

Brannamdir steps forward, his hand resting on the hilt of a sword—the same broad-saber Túril now carries on his long journeys. Though his father’s form is ghostly, a shadow of his former self, his presence radiates strength. "You must remain vigilant," Brannamdir says, his voice grave and full of warning. "The Shadow grows. It will not relent."

Suddenly, the warmth of Imladris vanishes. A cold wind sweeps through the vision, and the shadows around him seem to stretch and writhe, consuming the light. His parents’ figures blur into the encroaching darkness. Túril calls out to them, but his voice is lost, swallowed by the creeping gloom.

A vast and formless shadow presses in, suffocating in its malice. Though it has no shape, Túril feels its weight, and with it, the gaze of an unseen eye. It does not yet reveal itself, but its presence is undeniable—watching, searching.

The vision shifts. In flashes, Túril sees distant lands: a fortress crumbles into ruin, armies of orcs and fouler things march under banners of despair. The scene changes again—a gleaming orb shimmers with dark intent. A hand reaches for it, and whispers stir from within, drawing Túril toward its power. He resists, pulling away from its pull.

In a final flash, Túril finds himself on a battlefield. Elves and men stand side by side, their faces etched with fear. Above them, a shadow moves—vast, unseen, devouring the sky. And then the eye finds him. Its gaze burns into his soul without word or sound, but the meaning is clear: You are already mine.

Túril’s heart quakes, but in that moment, his mother’s words return to him: Ú bain na-charned. Not all is pre-ordained.

Summoning his will, Túril resists. The darkness wavers, the vision cracks, splintering as the formless Shadow recoils.

In the fading light, he sees his parents once more—their faces silent but full of pride and love.

Then they, too, are gone.
Last edited October 10, 2024 2:39 pm

Rolls

Constitution save - (1d20+4)

(19) + 4 = 23

Oct 13, 2024 4:41 pm
OOC:
@Dr_B,@Drakis2 can I get your save, and any narrative you want to provide?
Oct 13, 2024 4:49 pm
[ +- ] screengrab
OOC:
So, Cirion did not drink, and was waiting to see the outcome of his companions' trials. I don't know if you missed this?
Oct 13, 2024 7:11 pm
OOC:
Okay, apologies I guess I didn't pick up on that you meant he wasn't going to drink, like, at all.

It was about an hour between when anyone drank, and anyone started feeling anything markedly different.

If Cirion didn't drink in that time he would have been urged to drink and then asked to leave well before anyone showed signs of anything.
Oct 13, 2024 11:31 pm
Cirion observes his companions. After a while it becomes clear that the beverage does not have immediate effect on them, he reluctantly gives in to the pressure to drink.

The liquid carries him from the here and now to a different place, out of time. He becomes like the waters of the great Anduin river, travelling fast along the ancient river banks, and seeing men and women from distant gulfs of time.

His watery rush brings him to Pelargir, his home. Except, he has never seen it from this perspective, what a drop in the river, communing with billion other drops, can see. The myriad occupations, worries and stuggles of men seem trivial and unimportant. Each life is a mere blink in time, for the Great River.
He sees his father, whose life in this vision is measured in rope lengths, an ever-growing coil building up at the man's feet like the intestines of a gutted ox. He sees him aging, decaying, dying.

But the river has no time for mourning human lives. The river keeps flowing through time. New men replace the fallen ones, new ropes are woven, as time flows like the ever-rushing currents of Anduin.

As the vision darkens, he feels the conscience of his own mortal place in the universe, and a great peace overwhelms him.

Rolls

Constitution save - (1d20+2)

(14) + 2 = 16

Oct 15, 2024 11:28 pm
OOC:
Alright, well, let's keep moving forward, and when @Drakis2 is able to post , they can do both their CON save and their first roll in the Skill Challenge.

Also...

Absolutely AWESOME posts you guys have made here as a lead in to the ordeal. Seems like you've picked up on exactly what I'm going for here...

Also, also, nice rolls on those saves! Each of your beginning DCs for the Skill Challenge will be 13. Remember that DC increases by 1 after every 3 checks, as the tension and the challenge grows...
As the tea and it's contents, the mystic chanting, and the rhythmic movement blend in your body, your perception begins to shift...

At first the change is seemingly entirely within your body. You can feel your heart beating, coursing blood through your veins. An additional sensitivity to your skin. A need to swallow water that you haven't drank. You have never been so aware of yourself. But soon you feel as tho you are, or you must, leave those corporeal teethers behind.

As he sees each of your states begin to change, the Chanter ceases the song and begins to speak with each of you. And although most of you cannot understand most of his words, through his demeanor and gestures and just the flow of his language, you are able to understand his intent.

And his intent seems to be that now is the time to let go of your self.

And the visions come...

As each of you begin the ordeal, at first your mind takes you to familiar places but as if viewing them from afar.

Then, you each see visions of the past, of your cultures, of your People.

...

As men and women of Gondor and Dunedain - all descendants of the blood of Numenoreans, Seonaid, Cirion, and Duinhir, see a visions of the pride of Al Pharazon, and desire to war with Valar - the very weavers of reality - and the destruction of that great island of Numenor under their wrath... and the terrible change that wrought upon the world... and the loss of life. And not just human life. That of animals and plants and rivers and mountains - the likes of which would be lost to all time afterward.

...

As a man of Rohan, Eothain witnesses his people's history of seeking domination over the land and it's creatures. First, as the Men of the North, and their mining and stripping the land of resources, and later their cleaving of that which was once know as Greenwood the Great, to build their homes, and carts and tools - leaving the Eastern Bight, from which it has still not recovered. And lastly their domination of the Mearas - the great race of horses that once ran free across the hills of Middle Earth. But who's descendants are now the beasts of burden of Rohan.

...

And Turil, a high elf, a People seemingly at harmony with All Else. Yet he witnesses the singular beauty of Valinor, and the choices made by those who are his ancestors, and their decision to remain. And in many ways thereby forsaking it. Vanity? Ambition? Risking it all, the glory of that land, to be here, incomprehensibly distant from that promised place. Possibly never to see it, should death find him. Never before has he felt the separation and the desire to be there like he does now.
OOC:
Alright gang! Give me some narrative about what your characters do with these visions, and roll up an associated skill check.

Maybe your PC is doing something in real life to try to deal with it? A physical or social skill? Maybe they're trying to rationalize it? A knowledge skill? Maybe you take action within the vision to avoid or correct or just deal with it? And while such an action is imaginary, it's seems real to your PC.

So yea! Give me a narrative, weave in a skill, get creative, have fun with it, use the opportunity to give us insight into your PC, use the opportunity to play to your strengths if you can, help me bring the mental and physical elements of the ordeal to life with your storytelling!

I look forward to what you do with it.
Oct 16, 2024 6:11 pm
The visions of the Dunedain past glory and the inheritance of the Numenoreans touches a deep doubt in Duinhir. The life of a Ranger of the North is hard and toilsome. Living in the roads as vagabonds, being despised by the very people they protect, fighting a battle in the shadow against an enemy that is ever growing. Duinhir has his doubts about if it all is worth it? If the war is winnable at all?
The sight of Arnor at its peak may give the answer. The history of the Numenorrsns washes over him. He tries to see and relive all of it in his tea induced trance.
Every bit of it comes to live, all the deeds of his ancestors from generation through generation. They all endured hardship, they all had doubts but stood through. Duinhir sees his purpose even more clearly.
Last edited October 16, 2024 6:13 pm

Rolls

History - (1d20+4)

(18) + 4 = 22

Oct 17, 2024 7:59 pm
Túril finds himself caught between two visions, one of radiant Valinor and the other of consuming Shadow, and the struggle to make sense of them weighs heavily on his mind.

How can these two worlds, so opposed, both call to him? In his confusion, Túril’s thoughts turn to the Palantír, that gleaming orb of dark purpose. He grasps at fragments of lore buried in his memory—ancient stories of the seeing-stones, their power to show truth, yet often twisted by the will of dark forces. What was the meaning of the Palantír in his vision? Did it offer a path to understanding or was it a doorway to deeper corruption? The lines between past, present, and future blur, and Túril’s heart races as he seeks answers, torn between light and shadow.

Rolls

Lore - (1d20+3)

(2) + 3 = 5

Oct 17, 2024 11:30 pm
Cirion finds himself treading quietly in a forest so ancient and majestic that its moss-covered ground is full of whispers and of the afterglow of generations of men. He is barefoot, and despite the low tendrils of mist, a strange heat emanates from the soil.
He realizes this is a vision from a distant past. One that is afforded to few.

Birdsong echoes in his ears, of a kind unheard before. He advances to a place of solemn tranquillity. And there, an unforgettable sight awaits him. He stops in his tracks, holds his breath.

Two ancient animals. One: fallen, dead. Maimed by the violence of an age of destruction. The other: mourning its companion, with beauty and elegance beyond words. They are like deer, but larger, and white. Their antlers a majestic, regal ornament. The certainty within himself that these animals did not survive Numenor, and can never come back. The terrible sense of loss that he feels at the thought.

The surviving creature senses his presence, raises its regal neck and looks straight at him. In its eyes a wisdom and intelligence unseen in a lesser being before. These magnificent things are more than us...

Then it starts stepping away, knowing that no good can come from mankind.

A sense of desperation pervades Cirion, and he wins his fear, walking closer, slow and cautious. Extending his hand in a gesture of non aggression...
"Stay, king of this forest... I mean no harm... Let me glance longer at you, before I lose you forever..."

Rolls

Animal Handling - (1d20+4)

(5) + 4 = 9

Oct 21, 2024 8:03 pm
Éothain waves to the horse as it gallops joyfully side-to-side up the nearest hill, which appears larger than it did a moment ago. The equine seems to disappear into the sun as it crosses the crest. That is when he hears the screams. He rushes over the hill, the sun now high above his head, with a clear vision of the land below.

He sees a valley, surrounded by impassable hills and filled with terrified horses. They kick, they jump, they bite, but the animals are no match for the groups of men armed with batons and heavy nets. The men -- from Gondo? Rohirrim? -- immobilize a horse just by covering it with a net.

Éothain runs toward the chaos, his desire of freedom for all violated by the men's actions. He leaps onto the nearest captured horse, cutting the net near the animal's head and chest. There are so many horses he can easily leap from one to the other, trying to free it. The horses run but there is nowhere to go safely.
Last edited October 22, 2024 7:24 pm

Rolls

Acrobatics - (1d20+5)

(11) + 5 = 16

Oct 21, 2024 9:07 pm
OOC:
Great narratives, you guys. I did want to pause to interject, with Drakis departure, that changes the success (and failure) conditions of the Challenge:

5 success for overall success. 4 failures for overall failure.

Also, we've had our first three checks so that means the DC has gone up by 1 as of Eothain's roll, to 14.

And we're at 2 success, 2 failure!

Anyone can go again...
As your realities become an amalgam of both the physical and mystical, it begins to become harder to determine what needs of your own and of the visions' to pay attention to.

Both the Druedain and your traveling companions drift in and out of your perception. At times seeming very real and you're able to anchor yourself in reality for a time, in those moments, if you try. And in those times the Druedain do attend to you, showing you care and compassion - providing you small drinks of water - and speechlessly trying to help you be at peace. But other times, their forms shift and blend into both the natural surroundings - flesh and limbs moving oddly and melding with stone or bark and branches - and those surroundings of the visions. One moment there is your trusted ally, or a Druedain caregiver, but by the next they morph into a character or aspect of the mystical vision...

As the visions move into a more recent time, you are all faced with legacies, and losses, and pride of your ancestors, and the seeming weight of duty pressing upon you from them... cities they've built, bloodlines preserved, and it all swirls around you and your seemingly small place amongst that.

But such duty is an opportunity, as much as a burden! What is to be done with either?
Oct 21, 2024 10:30 pm
Still aching for the loss of the King of the Forest, whose majesty and wisdom are lost forever to him and to all of mankind, Cirion is sobbing, curled up in a dark place.

Time loses its meaning. In a when that he can only conceive as 'later' he starts feeling the ground becoming liquid, and he begins sinking below the surface.

In his watery descent he is surrounded by bubbles and by whispering voices from the distant past, lives drowned by time.

"You are spoiling... All we worked for."

"You make our deaths... worthless."

"You are... an unworthy child of Gondor."

"Your inaction destroys your past... Destroys us."


Cirion becomes increasingly agitated as the voices grow louder, and as dark watery figures approach.
He sees darker patches in the abyss he inhabits, and swims for them, trying to hide, seeking their shelter.

Rolls

Stealth - (1d20+4)

(11) + 4 = 15

Oct 22, 2024 1:25 am
The vision shifts again, and Túril finds himself at the edge of a vast forest where the trees whisper songs of the First Age. From the dense wood, Oromë, the great Vala of the hunt, emerges upon his mighty steed. His face is fierce, his gaze wild and wise. Without words, Oromë gestures toward the darkened forest—a silent challenge to Túril, a call to confront the lurking shadows within.

Nearby, Túril sees his ancestor Finduilas, kneeling by a stream bathed in golden light. Her hands cup the water, whispering words in Quenya as she blesses the land. Her serene presence shifts as she lifts blighted soil between her fingers, an urgent plea to heal the earth’s corruption.

Atop the ruins of a watchtower, Rog, the smith of Gondolin, stands with silent resolve. His brow furrows as he envisions fortifications rising to guard against the Shadow. He turns to Túril, holding a weathered stone—an unspoken call for vigilance and strength in building defenses.

Túril struggles to make sense of these visions - they call upon him to harmonize with nature—hunting, healing, and fortifying—using all his survival skills to serve the legacy of his people and the demands of Middle-earth.

Rolls

Survival - (1d20+4)

(9) + 4 = 13

Oct 22, 2024 2:25 pm
OOC:
3 and 3... the DC is now 15!
Any time you find yourself in your body now, it feels as though you must be rid of it! Or perhaps that it is no longer needed? There is warmth within you that is well short of burning, but beyond your control, and anything you touch is just as warm... Welcoming you to melt into it. It would be so easy now.

There is also a subtle vibration to everything, which further blurs the borders between you and all else... You're like a stone broken into pebbles, surrounded by many other pebbles, and the vibration - the shaking - dispersing the parts. Mixing them all together.

Your energy, and that of all else, it threatens... or is it a welcome? ... to join it all together as one. The pathway to interconnectedness is undeniable now. The legacy and loss and pride and duty of the visions is yet there, it guides you away from that pathway. But you have seen it, you can feel it, there is little else to do but...
OOC:
Duinhir and/or Eothain remain...
Oct 22, 2024 6:07 pm
The visions of the Dunedain past fades into shadows and Duinhir has a few moments in the real world. At least he feels it must be the real world, the present. It is all hazy. And the reality wax and wanes. Duinhir sees the Druedain and his companions. He doesn't understand what they are doing. No, he does understand. The ritual. It must come to a conclusion. He tries to do the things necessary for the ritual.
Then all turns into black emptiness.
Then he is back. The ritual. Something needs to be done. He tries to think, to understand the path. What does the Druedain want them to do?

Rolls

Tradition - (1d20+4)

(19) + 4 = 23

Oct 23, 2024 2:29 pm
OOC:
4 and 3, Eothain will decide it!
Oct 23, 2024 9:46 pm
Éothain is ready to jump on another horse but the setting sun plunges the valley into darkness. He feels himself lowering gently as the horse he's riding transforms to something more solid. A rock? A log? He sees now both his companions and the Druedain as incomplete forms, obscured among the trees by indiscriminate lights and shadows.

The warrior wants to rise, but his attention is drawn to the commanding figures riding through the glen. He recognizes them from the tapestries he observed during his infrequent visits to the great halls of the nobles. First there's Eorl the Young, first King of Rohan. then his son Brego. One by one, Rohan's legendary heroes, celebrated in song and story, gallop silently past him into the forest. That's King Aldor!

As he stares in wonderment -- King Déor! -- he considers what they faced, the sacrifices they made, the paths they chose. What lessons can I learn? What examples can I follow?

Rolls

Lore - (1d20+4)

(8) + 4 = 12

Oct 24, 2024 5:37 pm
The visions stretch on and, while you've already lost track of time, as it goes on time ceases to have much meaning.

Your visions span things that are possibly real and possibly imagined, and take place in the past present and future.

Light and dark for you all is governed not by the place of the sun in the sky, but by the mystical scenes which you view.

And so it is, as a final vision comes upon you - of churning cogs driven by water and steam, and chimneys belching black smoke, and trees being leveled and fed into fires of what look like great pot-bellied ovens, and animals driven out of meadows and verdant plains to be replaced by monolithic swathes of crop land, and just a complete subjugation of nature - with a black shrouded figure wearing a jagged crown of wrought iron, and eyes that burn like fire, looming over it all.

And in the end, those eyes seem to look directly upon you...

As this final vision leaves you, you emerge from the dissociating event to find yourself still in the clearing, next to the pond and waterfall, in the crook of the mountain draw.

You have a heavy animal fur lying atop you, and you feel as though you have been both sleeping for too long and awake for too long, at the same time. Hungry, but also a bit ill. Your head aches as if you've had it battered about some, and generally, moving seems like a tall order.

You can see the sun is either about to set, or about to rise, you're not sure which at first.
OOC:
Alright, so, that concludes the Skill Challenge with a tally of 4 successes and 4 failures, which puts us in the Failure condition.

You each take 1 level of Exhaustion, 3 Shadow, and we are activating the Eye of Mordor (as per Rivendell Region Guide), with a Hunt score of 9 for the group.

Also, we've had 5 or 6 encounters since last level, so it's time to level up to level 3!

Also also... each of your characters receive a special ability, after the ordeal...

@rpgventurer, Eothain and his (perhaps unsurprisingly horse-oriented visions) gains Expertise (double Proficiency Bonus) when using the Animal Handling skill on horses, AND he can literally speak to and understand them.

@Dr_B, Cirion with his water themes, gains the ability ability to Speak with Water - essentially this will mirror the 5E speak with plants spell in effect but ofc only applies to water https://www.dndbeyond.com/spells/2260-speak-with-plants

@Stefron, Duinhir's visions were largely history and culture focused, and so I think Duinhir gains a Dunedain "spirit guide". Essentially, a literal spirit of one of his ancestors now follows him around. Which he can sometimes communicate with to automatically succeed on a History or Lore or possibly other relevant checks, as well as other possible narrative uses that you can come up with.

@Thunder_Lungz Turil's visions were rather Shadowy and had some ancestor stuff going on. I'm thinking a Speak with Dead-like ability for you: https://www.dndbeyond.com/spells/2259-speak-with-dead

Now, for each of you to activate these abilities (with the exception of Eothain's Expertise) you just spend Inspiration to use the ability.

I think that covers all the stuff I had to do with this.
Oct 24, 2024 9:12 pm
OOC:
awesome! Character sheet updated. Uh oh, Cirion has Shadow 11, quickly approaching his WIS score of 14
Oct 25, 2024 1:39 am
OOC:
cool! Love the final vision! Túril is super confused and afraid!

The speak with dead sounds good - maybe it should take the flavor of a Sending spell though? Like a short back and forth message with an ancestor (maybe his father).

Also, should we account for the loss of Seonid’s class? Was she a warrior?

For HP increase - I think I’ll do the 6+CON (8 total) if that works.

@Stefron - I’m leaning towards Hunter of Shadows - what do you think?
Last edited October 25, 2024 2:08 am
Oct 25, 2024 4:28 pm
Thunder_Lungz says:
OOC:
The speak with dead sounds good - maybe it should take the flavor of a Sending spell though? Like a short back and forth message with an ancestor (maybe his father).
OOC:
That's fine with me, if you don't like the flavor of speaking with the dead for Turil, and who you see him as.

But that's a VERY different form of utility, right? Speak with Dead means you can speak with the spirit of any corpse you come across. Maybe they have useful information for whatever you're doing, maybe not. Your proposal means you can speak with just one spirit (or one type), far removed from whatever you're doing and would play out in function more like what has been proposed for Duinhir.

One is really an investigative tool, one is mostly a knowledge resource.
Quote:
OOC:
Also, should we account for the loss of Seonid’s class? Was she a warrior?
OOC:
Not sure what you mean here?

She was a Warden, I think (Bard like).

Are you talking about/proposing changing how you build your PC(s) to be more combat oriented?

If so, for what it's worth, I'm the kind of DM that when the group loses a character/player through no fault of their own (i.e. out of character, meta reasons), I am just going to adjust future encounters to now be appropriate to the new number of characters in the group.

It was a meta issue that Drakis left.

That requires a meta solution - the DM adjusting the encounters.

Not an in game solution - like the 4 characters now being expected to perform at the level of 5.

I am considering whether or not I should seek out another player. But that's more because I personally feel like 5 is a sweet spot for promoting active threads but not being overwhelmed when encounters happen.
Oct 25, 2024 4:33 pm
OOC:
gotcha, totally understand your meta adjustments!

And sorry - I read your comment about speak with dead and ancestors to mean that I can talk with my ancestors…dead ones. But this makes sense! Thanks for clarifying.
Oct 29, 2024 2:02 pm
OOC:
i've updated my sheet.
Fine, Thunder_Lungz, Duinhir will go the Hunter of the Beast route
Oct 29, 2024 6:02 pm
OOC:
This thread has gotten pretty long.

If you recall it started back in Minas Tirith, progressed through Dol Amroth where you investigated the carriage house, then along the journey of Eastern Gondor where you encountered the refugees and the violent swarm of crows, into Annulond where you spoke with the shipwright, onto the ship where you battled the ghost, and finally here to the Druedain, first trying to scare you all off around your campfire and then here to the ordeal.

I'm going to start a new thread for the concluding part of this adventure.

Though we can use this one still to conclude any closing business for the level etc.
Oct 29, 2024 7:26 pm
OOC:
I updated my sheet. Éothain is a Weaponmaster with the Force of Will mastery.
Oct 29, 2024 10:35 pm
OOC:
forgot to level up my HPs. 5+CON bonus, +2.
Also gains Treasure Hunter Archetype: Agent, as he reaches level 3
Oct 30, 2024 12:25 am
Stefron says:
OOC:
i've updated my sheet.
Fine, Thunder_Lungz, Duinhir will go the Hunter of the Beast route
OOC:
@Stefron sorry - I’m actually happy to take either - I got mixed up with which was which and I remember GM said you might want to go with Hunter of shadows, which made sense with your build. happy to switch.
Oct 31, 2024 8:02 pm
OOC:
I'm also happy either way (the word "fine" in my post should be read in a happy positive tone and not a sour fine have it your way. I have a small preference for Hunter of Shadow, but those tracking skill of Hunter of the Beast come in handy soon I think. So we'll switch unless you perfer to have Shadow then it is yours.

To everyone else: When levelling up is the information about the levels elsewhere than under class? I'm still a d&d noob.
Oct 31, 2024 9:04 pm
OOC:
awesome, let’s switch, I’ll take hunter of beasts.

I do believe all the lvl up info is under the classes. You and I get 1d10(or 6) + one of our modifiers (I don’t remember which, but mine was +2, so I added a total of 8 hp). You can take the d10 roll too and maybe roll more than 6.

I didn’t check the info for my culture, but I assume there isn’t anything there for leveling up.
Last edited November 1, 2024 12:11 am

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