D&D 5E [IC] Adventures in Middle-Earth – ‘Where Rivers Run With Gold’

GreenKarl

First Post
"Hmm" Baldor mutters as he rubs his chin, adding "Too be honest this is the first time I have traveled this route. Its taken some years to get together enough goods to make the trip profitable. But there are many strange and frightening tales of the Mirkwood and most of our trip is along its edges... orcs, bandits... and worst they say roam its shadowy depths."

Belgo's eyes go wide at Ursa's suggestion and he asks in an excited voice "Could I swing an axe that big myself??"

GM: The journey is two days through the Long Marshes along a wide dirt road to the river bank that lead into Mirkwood and then to the Elf King's Halls, which is one day upstream. "Generally" this area is considered fairly safe in these days of new hope but occasionally things still happen.
 
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JustinCase

the magical equivalent to the number zero
Ursa grins.

”Eventually, maybe,” she says while looking at her axe with appreciation. Then she lowers it and continues, ”Best to start with wooden sticks, to avoid cutting anyone’s fingers off.”

OOC: Unless his father objects, Ursa intends to teach Belgo some very basic techniques with wooden practice sticks made from fallen branches nearby.
 

GreenKarl

First Post
Beldor beams again with pride towards his son but says to Ursa "You don't have to trouble yourself if you feel its a waste of time. But if you say he is not bothering you..."

GM: He is fine with you training his son he just doesn't want you to think you are obligated to
 

eayres33

Explorer
“Ursa will have young Belgo fierce enough to take down cave trolls with a couple days time. I’ve never seen anyone fiercer with an axe,” Ulfred said chuckling softly.

Getting up and resituating his pack, Ulfred looked over towards the carts. “Well we are burning daylight, and it may be a good idea to put some distance between us and those hooligans. Wouldn’t want them finding some courage in the bottom of a bottle and sneaking up on us in the night.”
 

GreenKarl

First Post
The heroes aid Beldor and Belgo in getting the ponies ready for travel again and within half an hour they are head into the Long Marsh along the wide dirt road. Thick [FONT=Roboto, arial, sans-serif]ash, maple and oak trees quickly thicken along both sides of the road as the group journies deeper into the marsh, muting the daylight that can barely filter down through the canape.[/FONT]

GM: Beldor has already planned the journey but the heroes can aid if they want. He has enough food for everyone all the way to the Elf Hall. This is considered Moderate Terrain and a Short Journey. For Tasks you don't need a Guide or Hunter BUT someone can still fill those rolls if you want to lower any encounter results. Otherwise Scout and Look-Out are required. If people wish to take any of the Tasks pick them now and make the appropriate check please...
*Guide - Wisdom or Survival
*Scout - Stealth or Investigation
*Hunter - Survival
*Look-Out - Perception
 





GreenKarl

First Post
GM: Secret roll: 1D12-2 = [9]-2 = 7[sblock=Results]7. Feasts Fit for the Kings of Ancient Times
Perhaps game is plentiful, herbs, mushrooms and root vegetables seem to spring up out of nowhere along the company’s path, or the cook brought exactly the correct amount of salt and pepper. For whatever reason, the company’s meals during this journey are a thing to be anticipated with joy, and to be remembered for days after.
Accordingly, all members of the company receive a +1 bonus to all skill checks made during this journey.[/sblock]
Second secret roll: 1D12 = [6] = 6


Most of the rest of the day passes uneventfully with Caranthir acting as scout. Ursa had no luck that day at hunting, not even any game birds were seen as the marsh was quiet... Yet despite this Beldor seems to have planned well for the trip and that night his meal is especially grand, cooked to perfection. He laughs easily at any complements and clear joy shines in his eyes. The heroes bed down easily that night with not a care (although they still set watches). In the morning the routine is much the same as before but the forest clears out slightly, the land drier off the road.

As night is fast appoarching the hero come around the bend in the road when the heroes spot sunlight reflecting clear light upon the river ahead...

GM: 6. Wonders of Middle Earth... everyone needs to make Wisdom save or a Intelligence (Investigation) check DC 11.
[sblock=Succeed]The beauty of the river is breathtaking as you round the bend in the road. But that is not all as we you see it, for just a flash, a herd of mighty white stags and doe are spotting drinking from the river. Their heads instantly turn towards you and bound out of sight almost before you realize that they are there. So majestic is the herd that you heart swells with joy.[/sblock]
[sblock=Failure]The beauty of the river is broken as a storm cloud rumbles drawing your eyes away from the river and to the north. Black rolling clouds are quickly coming this way and a wave of wariness and dread falls over you.[/sblock]
 

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