IC Story Thread: Ch.1, Ad.3 - Black Hand

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Apr 23, 2025 8:56 pm
OOC:
I'll say climbing is the better option? Duinhir is bad at Athletics, though. Hope you guys are better and can carry the skill check
Apr 23, 2025 11:48 pm
OOC:
those are tough challenges... but hey, we are heroes , right? here we go...

edit: almost, but not quite!
Last edited April 23, 2025 11:49 pm

Rolls

Constitution check - (1d20+2)

(15) + 2 = 17

Athletics - (1d20+3)

(5) + 3 = 8

Apr 24, 2025 7:31 am
OOC:
Éothain is great at Acrobatics. Athletics, not so much.
Éothain feeds Skunktail a treat, rubs her nose, and says quietly, "I'll be back as soon as I can. You and the others can survive on the plants here."

Rolls

Constitution save (DC 17) - (1d20+3)

(2) + 3 = 5

Athletics (DC 17) - (2d20L1)

(1215) = 12

Apr 24, 2025 8:06 pm
It was a high and dangerous climb but Duinhir fells up for the task.
The climb however was more strenuous than he had expected. It was hard to keep focus.

In the end, he was spent and exhausted as they reached the peak.
OOC:
Close but falling short. I don't have any boosts to athletic as far as I know.
Last edited April 24, 2025 8:20 pm

Rolls

Constitution save - (1d20+3)

(13) + 3 = 16

Athletics (disadvantage) - (2d20L1+1)

(1814) + 1 = 15

Apr 28, 2025 10:04 am
Many times Cirion regrets their choice, during the hair-raising climb. The steep gradient, shortage of easy hand- and foot-holds, and the sheer effort of the taxing endeavour make him despair. But his willpower and loyalty to the others pushes him forward, without looking down.

Until, when fatigue has dulled all his senses, he lifts himself up on a high plateau, blessing the end of that merciless vertical cliff, and disbelieving but elated that he could actually climb safely up here. He flops on his back, gasping for breath in the thinner high-altitude air.

"We... we... made it..." he croaks, spotting Duinhir next to him.
Apr 29, 2025 2:49 pm
OOC:
You guys are approaching from the direction of the 3 blue arrows.
https://i.imgur.com/BdShxR4.jpeg
You can hear the faint sound of intermittent, distant voices before you even reach the crest of the cliff-face you're climbing. And once you've gained your summit, you can hear them a bit more clearly, though it's still hard to pick out specifics.

The din of voices is that of an apparent active encampment, which you sit above on a rise.

From your concealment and higher ground, you can see 4 large and sturdy tents, crafted of some sort of animal hide, and there are 11 people that you can see milling about below you - which includes 2 children!

The people are mostly wearing heavy cloaks and cold weather coverings beneath that, so it's hard to tell if they're armored or not. But if they are, it's certainly not heavy armor. And from what you can tell most of them are not wearing real weapons. Many have sturdy functional hunting knives or hatchets, and there is a tall basket near the center of it all that holds several spears - but no swords or weapons of trained warriors.

There are several camp fires burning, one near each tent with some manner of cooking infrastructure set up over it - pots hanging, kettle sitting, or spit for turning, and also a larger one, again near the center of it all.

And lastly, to the north of your position is a set of ancient stairs that wind up to a higher position on the mountain. And you can see that up there, there is some manner of ruined fortress with crumbling walls and fallen towers...
OOC:
What do you do?
Apr 29, 2025 3:00 pm
Cirion rolls flat on his stomach, and slowly belly-crawls into better cover, to observe the villagers more closely. He lends an ear to hear what they say, and if he knows their language.

He also tries to scan the distant, higher ruins, for signs of sentinels.

Rolls

Perception - (1d20+4)

(5) + 4 = 9

Apr 29, 2025 7:01 pm
Duinhir too scans the place to get a better understanding of the camp and its function. Are these servants of the shadow?
The observation also provides for a much needed break after the long strenuous climb.

Rolls

Perception - (1d20+3)

(16) + 3 = 19

Apr 29, 2025 10:55 pm
OOC:
Just a reminder, first level of Exhaustion gives Disadvantage to ability checks (not attacks tho, and not saves).

So the optimal way to operate under Exhaustion is to identify a single actor for each action, and then to have a second character that is capable of doing so, Help that character. The Help action gives Advantage to ability checks.

But a check with both Disadvantage and Advantage is just back to a flat check/1d20.

But so you at least can make every check as a flat check if you approach challenges in this way.

If multiple people roll an ability check, everyone has Disadvantage. And it possibly becomes a Group Check of everyone is rolling - in which case at least half the Group must succeed for the overall effort to be a success.

So, bottom line, this time you'll both need to roll with Disadvantage.

And moving forward you guys can decide how to handle other situations, on the above "spectrum"?
Apr 30, 2025 7:54 am
OOC:
pretty sure I cannot roll lower than that 5, but here goes!

edit: first roll stands, it's a 9 for Cirion
Last edited April 30, 2025 7:55 am

Rolls

for disadvantage, Perception - (1d20+4)

(14) + 4 = 18

Apr 30, 2025 3:44 pm
OOC:
Right.

I guess main thing I wanted to point out is that "dog piling" on skill checks doesn't work that well in D&D5E.

The best thing to do in most circumstances is to Help the person who is best at the skill.

And, you guys can know in character who "has the best eyes" and "who is most persuasive" and "who is most athletic" etc. so I don't consider it metagaming to strategize in this way.
Apr 30, 2025 8:48 pm
OOC:
Right. Forgot about exhaust.

Rolls

Perception - disadvantage - (1d20+3)

(19) + 3 = 22

May 1, 2025 5:14 am
Éothain removes his helmet as he lands on a flat section of the crest, which welcomed him with a puff of dirt. The dripping sweat pushed his blond hair over his eyes, and he risked a little safety for a better look at their enemies. Wait, they don't look much different from my townsfolk. He frowns at the thought.

The warrior whispers to his companions, "We need to catch our breath. And think. Who are these people? What language are they speaking?" He looks for clues in the settlement that will help him remember what people are known to live in this area.
OOC:
Using the "Old Songs and Children's Stories" feature for History. He has advantage, which the disadvantage cancels out.

FYI, Charisma is his worst trait, so he's not a good spokesperson.

Rolls

History - (1d20+2)

(18) + 2 = 20

May 1, 2025 3:21 pm
Duinhir notices that, whereas the camp below has 5 different curling wisps of smoke rising from the various fires, the ruins above only has one, albeit a larger one. And he spots no activity at the uncovered window openings dotting the ruined walls, and certainly no sentries patrolling what few ramparts remain.

If there are people up there, there aren't many. And they're not expecting any sort of attack.

Cirion can't pick out the specifics of any conversations, but he is certain that he hears words of Westron down there now and again barked out as a brief exclamation or in emphasis of some greater statement, but it is not the bulk of speech, most of what he can catch is in one or more languages that he does not know.

Eothain knows that no people live here (except the Druedain, the primitive people who housed you), and these are definitely not Druedain. His knowledge of the history of the area is that Andrast - the entire peninsula - is completely unsettled by "civilized" peoples. There is no nation that owns it, there are no villages towns or cities such as might be created by Men of the West - or South for that matter. It has however, at different times over the centuries - hosted military positions of various cultures, including those of Gondor, Dunlendings, and the Harad depending on who was in power and when. And this specific ruin seems unlikely to be one of the Harad, as they only took coastal positions (being a heavily seafaring people), and his understanding was that most permanent constructs of Gondor were on the western coast. This is likely an old Dunlending fortress, which Eothain knows that culture well as they are an old enemy of Rohan, as well as Gondor and other Men of the West.

The main clues that can be picked out from the things in the camp below is that these people are preparing for wintering here in the mountains. And that makes it hard to differentiate much, as their heavy winter cloaks cover what might be more distinguishing features. Same with the winter tents. The most that can be gleaned from those items is that they are of basic but sturdy craftsmanship and most of it looks fairly new - none of it has been through a winter season before - and it's fashioned of elk hide such as is common in the region of western Gondor which you all just traveled through to get here - and likely they did too.
May 2, 2025 8:00 pm
Still breathing heavily from the exhaustive climb, Éothain says, "These people look like settlers. Perhaps they are refugees from the Orcish invasions? I say we approach peacefully."
Last edited May 2, 2025 8:00 pm
May 2, 2025 9:12 pm
"I agreethat these people do not appear to be our enemy. Strange as their presence is. But we still haven't see who inhabis the old castle ruin. Here are definitely people up there. Why aren't they with the others? Are they different people? Their nobility or marsters." The ranger replies Eothain.
"I, for one, would like to know more about it before we reveal ourself."
May 3, 2025 7:11 am
"I am also a little weary, after our last friendly approach ended," he says recalling the two men who attacked them after inviting them to share their fire.

He looks at the single plume of smoke from the ruins. "But how can we approach the high ruins, without these settlers spotting us, is the problem..."
May 6, 2025 2:16 pm
OOC:
I'm hearing two thoughts, I think:

1. Approach the people in the encampment below peacefully.

2. Find out more about who is in the ruins above before approaching.

To help inform those choices, I'll provide some insight that your characters could deduce.
In your present position you do feel a little bit exposed, if anyone were to peer out from above.

The ruined walls of the upper structure rise up, flush from the edge of the mountain outcropping above. Climbing that safely, without purpose built gear, and in your exhausted state, would seem basically impossible. Such is at least part of the reason whoever built this fortress where they did. It would be easy to lay siege to such a stronghold, but nearly impossible to take it by force.

The steps are the only other obvious access point, and to use them during the day you would certainly be seen by the people below, if not above. At night, which is many hours away yet, it would just depend on what their night time watch or activities looked like.

To approach the encampment peacefully, would be easy enough, you could either just climb down from your current vantage point - though that might seem a little strange - or you could descend a little ways down back the way you had come, circle around a bit, and approach from the path which the map would have taken you in by.
May 6, 2025 2:21 pm
OOC:
As always, you're welcome to try to use any skills or abilities if there's anything they can be applied toward in the situation.
May 6, 2025 9:07 pm
"Hm, you're right, Cirion" the ranger says regretfully "It seems almost impossible to get closer to the ruin without being noticed. So, talking to these people is one pptoon. But what story should we give? We could also wait a while in hiding and see how things operate here."

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