Eve of Mirkwood [Full]

Shayuri said:
In the beginning, the logging camp is that binding element. By the time the focus shifts, we need something else though. Some reason to band together, rather than to return to our disparate loyalties (dwarfs, elves, men, etc...).
Well said, Shayuri. Yours truly didn't quite manage to word it as clearly as I'd hoped, it seems. :(

But yes, I don't advocate an entire campaign based around the camp. I *do* think the camp is what binds us together initially so we need to get that piece of real-estate firmly caught up in the gears of fate so it can drag all of us along with it when it goes (how's that for a metaphor? :). So, in the initial idea I saw us moving from "saving the camp's finances", to "avoiding human-elf war" to "unmasking the warmongers" to etc. That last one can send us out to anywhere in the realms, depending on who the perpetrators are and what means are neccessary to defeat them. Put another way, I think our wandering about the setting needs some sort over-hanging goal, a large problem which the PCs are free to solve as they wish. To set up that goal we do need a bit of a scripted first adventure though, to bind the PCs together and make the problem *theirs*. I think it would be very interesting play, perfect for low levels like us, but if you don't want to roleplay that first adventure (it's not what you had in mind, etc), then we could always create the adventure collectively, put it all in our equally collective backgrounds and skip ahead to the point in time where the problem opens up before us, possibilities endless : "discuss means amongst yourselves, worthy adventurers". I could dig that too.

Binder Fred, asking : what do you all think?
 

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Hmmmm..... actually it's intriguing the thoughts of the low-level play...maybe dealing with some sabateurs from another camp, etc... Just thinking aloud.
 

Dlsharrock said:
My preference originally was for a starting point with logic enough to bring a group of PCs together that their players could then either explore the rich setting and undertake adventures in the conventional sense, or get involved in the weightier issues of the period (ie, the Witch King of Angmar, the necromancer of Mirkwood, etc) and that would be their choice.
We could make that choice as players right now (instead of as characters later) and you/us build an adventure that points us in that direction? That's sort of what I had in mind.

Dlsharrock said:
And do away with the falls? I quite like the dramaticism of the falls!
Keep them, by all means! Have the cliff where you wish relative to the camp and a river spouting out of the (upper?) middle of the shear face through the lips of a deep, dark cave (I'm thinking a soft, semi-horizontal limestone layer that got eroded by underground water coming off the mountain; you'd get an oval, elongated lip effect as the water can more easily erode sideways than into the harder surrounding shales/sandstones/whatever). http://www.bebutler.com/Images/SOC/hanging falls.jpg

Binder Fred, wondering if we're not dealing with series of big plutons instead... No, that chain looks fairly straight so probably the result of a minor plate collission. I think...
 

Binder_Fred said:
To set up that goal we do need a bit of a scripted first adventure though, to bind the PCs together and make the problem *theirs*. I think it would be very interesting play, perfect for low levels like us

My only problem with low-level play out of an initial linear adventure surrounding the move from camp to wilderness is the context of our game: ie forum based not tabletop. I've played an awful lot of forum/email games and I know from bitter past experience that they take a loooooong time to get going if you don't set them off at the correct point. Starting the game at the beginning of the background story could entail up to 6 months of gameplay (seriously, I've been there) before we even manage to get out into the setting. As I say, I've no problems with a sim-style game based in a sedentary location but it does seem a waste of Middle-Earth. Moreover, going on past experience, a long winded build up can sound the death knell for longevity. While the interplay of logging camp intrigue sounds interesting now, it may not seem so interesting in three months when we're still unfolding the soap opera and Middle-Earth is still siting around twiddling its thumbs.

Around a tabletop, of course, amid the pizza and beer cans, this is probably doable in a session and I wouldn't hesitate to kick-start things right at the beginning. But here we all are.

Binder_Fred said:
We could make that choice as players right now (instead of as characters later) and you/us build an adventure that points us in that direction?

At this stage, I'm eager to get characters created and the starting location established. I think the more freedom of choice at the start the better, so I'm going to say no to deciding here and now whether players want to explore or head off on the linear route. I think both are possible without imposing restrictions.

Request!

I think we should establish what the logging camp is, everybody's position in the camp (pretty much done already), where the camp is, how it operates and how it makes money. Prior to this, though, I'd really really like to see character sheets coming in from all posters who said they'd play. I have only one so far. Still need sheets from Fenris, Shayuri, renaug1g, Redclaw and Necro_Kinder.

Proposal!

Once we're at that stage I'll post some suggestions for motivating the group a) together and b) out of the camp and into the setting. I'll include previously mentioned suggestions and a few of the ones I've had rattling around in my own head. We'll discuss which to go with then each player can write the events into their PC background, including how they find themselves rubbing shoulders with other PCs. I realise this is the crux of the logic, so I'm happy to spend time getting it right.
 

Here's the raw crunch for elfy...

Name is pending. I want it to be a decent, cool name. Not a throwaway fantasy elf name. :)

Any questions, comments, complaints are welcome!

Name
Race: Silvan Elf
Class/Level: Ranger/Scout
Gender: Female
Exp

Desc

Strength (STR) 10 +0 (2)
Dexterity (DEX) 16 +3 (6)
Constitution (CON) 12 +1 (6)
Intelligence (INT) 12 +1 (4)
Wisdom (WIS) 14 +2 (6)
Charisma (CHA) 12 +1 (4)

Alignment: Chaotic Good
AC: 15
Hit Points: 15/15
Movement: 30'

Init: +3
Base Attack Bonus: +1
Melee Attack: +1
Ranged Attack: +4
Fort: +3
Reflex: +7
Will: +2

Race Abilities
+2 Dex, - 2 Con
+2 Listen, Spot, Search
Automatically roll to Search vs Secret doors if pass within 5'
+2 save vs Enchantment
Immune to magic sleep
4 hours trance/night
Proficient in bows, longswords, rapiers
Low Light Vision

Class Abilities:
Skirmish (1d6)
Trapfinding

Favored Enemy: Humanoid (Orc)
Tracking
Wild Empathy

Skills: 36 + 7
Balance +5 (2 ranks + 3 Dex)
Climb +4 (4 ranks + 0 Str)
Hide +8 (5 ranks + 3 Dex)
Knowledge: Nature +5 (4 ranks + 1 Int)
Listen +8 (4 ranks + 2 Wis + 2 race)
Move Silently +8 (5 ranks + 3 dex)
Search +5 (2 ranks + 1 Int + 2 race)
Sense Motive +6 (4 ranks + 2 wis)
Speak Language (2 ranks)
Spot +8 (4 ranks + 2 wis + 2 race)
Survival +7 (5 ranks + 2 wis)

Heal +4 (2 ranks + 2 wis)

Feats
Point Blank Shot

Languages - Common, Elvish, Dwarvish, ?

Money - 44gp

Weapons -
Longbow, +4 to hit, 1d8 damage, 20 x3, 100', 3lbs, 75gp
20 arrows, 3lbs, 1 gp
Short sword, +1 to hit, 1d6 damage, 19-20 x2, 2lbs, 10gp

Armour -
Leather, +2 AC, 15lbs, 10gp

Gear -


Magic -
None


Background:
Pending
 

Shayuri said:
Languages - Common, Elvish, Dwarvish, ?
Dwarves are pretty secretive re language and given names in Tolkien's setting : None but dwarves really know more than a few words in Khazad and they sure don't teach it to non-dwarves (who aren't maiars or dwarf-friends or something). Re names, it is said they don't even put their given one on their tombstones (all the "public" dwarven names are really little more than nicknames).

Binder Fred, reading up on his subject, as time allows. :)
 

Here's Aerec so far. I have to finish up his gear...

Name: Aerec, son of Shild
Race: Human (Eotheod)
Class/Level: Fighter 2
Gender: Male
Exp 1,030

Desc

Strength (STR) 15 +2 (8)
Dexterity (DEX) 14 +2 (6)
Constitution (CON) 14 +2 (6)
Intelligence (INT) 10 +0 (2)
Wisdom (WIS) 10 +0 (2)
Charisma (CHA) 12 +1 (4)

Alignment: Neutral Good
AC: 17
Hit Points:
Movement: 20'

Init: +2
Base Attack Bonus: +2
Melee Attack: +4
Ranged Attack: +4
Fort: +5
Reflex: +2
Will: +0

Race Abilities
bonus feat
+1 skill point per level
favored class: any


Skills: 12+3
Handle Animal +6 (3 ranks +1 Cha +2 feat)
Intimidate +4 (3 ranks +1 Cha)
Ride +9 (5 ranks +2 Dex +2 feat)
Swim -4 (4 ranks +2 str -10 ACP)

Feats
Animal Affinity (human)
Mounted Combat (1st)
Weapon Focus (longsword) (fighter 1)
Ride-by-attack (fighter 2)

Languages - Common

Money - (150gp -103gp) 47gp

Weapons -
Longsword, +5 to hit, 1d8+2 damage, 19-20 x2, 4lbs, 15gp
Short bow, +4 to hit, 1d6 damage, 20 x3, 60', 2 lbs, 30 gp
20 arrows, 3lbs, 1 gp
Dagger, +4 to hit, 1d4+2 damage, 19-20 x2, 1lbs, 2gp

Armour -
Scale Mail, +4 AC, -4 ACP, 30lbs, 50gp
Light Wooden Shield, +1 AC, -1 ACP, 3lbs, 5gp

Gear -


Magic -
None


Background:
 


Here's a rough draft of my knight. I like the "descendant of guard of the Palantiri", he would be the great-great...-great grandson of one of the Knights sent to find and guard the stone, but he would have not returned home. He would've found this out when he cam to age, and then took on his title and his vows becoming a full-fledged knight.

[sblock=Knight of Gondor]
Stat Point Buy, Modified

Name:
Race: Human (Gondor)
Class: Knight 2
Alignment: Lawful Good
Gender: Male
Age: 20
Height: 6’1”
Weight: 185 Lbs.

Abilities:
STR 15 (+2)
DEX 12 (+1)
CON 14 (+2)
INT 12 (+1)
WIS 8 (-1)
CHA 14 (+2)

Racial Abilities: Bonus Feat 1st level, Extra Skill Points

Class Abilities: Fighting Challenge +1, Knight’s Challenge, Knight’s Code, Mounted Combat, Shield Block +1

Hit Dice: 2d12+4
HP: ?
AC: 17 {18} (4 Armor, 2 Shield, 1 Dex) {+1 vs. 1 Opponent}
Armor Check Penalty: -4
Init: +1
Speed: 20 ft.

Saves:
Fort +2 (0 Knight, +2 Con)
Ref +1 (0 Knight, +1 Dex)
Will +2 (3 Knight, -1 Wis)

BAB: 2

Attacks:
Longsword +4 (1d8+2, 19-20x2, S)
Lance +4 (1d8+2, x3, P)

Feats:
Skill Focus (Diplomacy) (1st)
Power Attack (Bonus 1st)
Mounted Combat (Knight Bonus)

Skills: (2+1)x4+4+4=20
Diplomacy +7 (2 Rank, +3 Skill Focus, +2 Cha)*
Handle Animal +4 (2 Ranks, +2 Cha)
Intimidate +6 (4 Ranks, +2 Cha)
Knowledge (Royalty and Nobility) +6 (5 Ranks, +1 Int)
Ride +2 (5 Ranks, +1 Dex, -4 Armor))
*=cross class

Languages:
Common
Elven

Starting Gold roll
Equipment: 75 GP, 59 Lbs
Scale Mail (50 GP, 30 Lbs)
Heavy Steel Shield (20 GP, 15 Lbs)
Lance (10 GP, 10 Lbs)
Longsword (15 GP, 4 Lbs)

Horse?
Saddle?

Carrying Capacity
Light: 76 Lbs
Medium: 153 Lbs
Heavy: 230 Lbs
Lift: 230 Lbs
Push / Drag: 1150 Lbs
[/sblock]
 

Shayuri said:
How many languages can an elf know in Middle Earth?

She'd know Westron (which passes for common round these 'ere parts). Sindarin is the Elven language most commonly spoken by Elves in the Third Age and especially by the Sindar, the 'sub-race' to which your character belongs. She probably uses a regional version particular to Mirkwood, though she'd be able to converse quite freely with other Elves in the same language. I shan't waffle too much, but if you want deep info: http://en.wikipedia.org/wiki/Sindarin looks very accurate and might help you invent a name.

Btw: the dwarven language is called Khuzdul, and yes, the dwarfs guard its secrets as well as they guard their treasure.

Necro_Kinder said:
He would've found this out when he cam to age, and then took on his title and his vows becoming a full-fledged knight.

Ok, however, here is a quote from your PC's father:

"Long have I desired this: my son of gentle birth, stands fine in the armour of my fathers. A true Man of Numenor! See here, carved upon the chest plate, the White Tree of Minas Arnor which blooms ere the true king presides. Here lie your loyalties, Man of the South. For within this metal skin you are within the province of your home Ithilien and the embrace of the Men of the West, though that home lies many moons and suns hence, beyond sight and memory.
Within this beating heart you are a guardian of the oaths of our fathers; a true Esquire of the king! A knight of Gondor! But be warned, my son. The Knights of the Palantiri have long fallen from the thoughts of Minas Arnor, as has the stone under the Dome of Stars. Ere you return I fear honour shall not be easily renewed, nor your legacy stand official in the eyes of our people. Though you carry the bough of the White Tree upon your breast and its root runs strong in your veins, there is no pledge I can make or seal I can give to prove you as a descendant of Vidumavi's tribute. In truth, you are a true Esquire of Gondor. But truth has fallen to ruin in these suspicious times and I fear even the King in Pelennor should fail to recognise his own.

I'll appraise all submissions so far and get back to folks sometime this weekend.
Thanks everyone for your characters. :)
 

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