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[IC] Adventures in Middle-Earth – ‘Where Rivers Run With Gold’
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<blockquote data-quote="GreenKarl" data-source="post: 7501372" data-attributes="member: 6801242"><p>Beldor thanks each of the heroes individually, saying "The day we meet was truly a blessing for me and my whole family. I am forever in your debts." Belgo is of course ecstatic and practically hops up and down in front of Ursa about continuing his 'lessons in the ways of the warrior'.</p><p></p><p><span style="color: #333333">Lindar also thanks the heroes, adding if you can make yourself ready I will return in an hour and lead you to the <strong><em>Forest Gate</em></strong> which will take you to the <em><strong>Elven Path</strong></em>. We have had Beldor's goods and supplies moved to there already. The journey should take you two weeks to pass through the <strong>Mirkwood</strong>. I must advise that you stay on the path for if you falter you may never find it again. These days the wood is not so dark and the path is safer then in days past but danger and shadows still lurk under her leaves."</span> </p><p></p><p>After the heroes gather their belongings and gear and meet again with the Elf. He leads the heroes up a broad staircase carved into the stone that opens to a majestic forest grove. At first all the heroes can see are the beautiful trees and well cultivated forest floor. But then, blended masterfully into the trees and forest, they see elegantly carved silver staircases leading up many of the trees, with softly glowing white doors shine brightly under silver hanging lanterns. Thin towers of gray stone are seen under a soft blanket of green mosh. Soothing voices of intermixing songs seem to flow through the entire area as Lindar leads the heroes through only one small section of the Elf-Kings Realm! </p><p></p><p>All to quickly the heroes have past beyond the city proper and find themselves at a large beautiful wooden gate that seems like it might have been grown instead of carved. Beyond is a narrow stone path that leads to a fast flowing river. Two long Elf-Boats were moored on the docks with a crew of two green clad rowers each. "Behold the <strong>Enchanted Stream</strong> my friends." proclaims <span style="color: #333333">Lindar.</span> "A great pride of our King but bewarned. Do no drink from the stream for it can enhance even an Immortal."</p><p></p><p>The Elf boatman take the heroes across the river -- yet another beauty to behold -- to a wide forest path. On each sides of this path stood two ancient stone status of Elf Warriors of Old and yet, so fine was the work, that each almost looks alive and frozen in stone. Their armour and finery perfectly represented as their gaze seems to meet passerbyes to tread wearily beyond this point.</p><p></p><p>"Fare thy well" <span style="color: #333333">Lindar says at this point "Beyond is the <strong>Greenwood</strong> of Old and how we weep for its passing. The trail is well marked and relatively safe, but maintain your vigilance. If you pass this way again know that you have proven to be at least allies of the King and mayhaps one day... you will be known as friends." With that he and the Elf boatman turn and leave the group for the journey ahead.</span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333">The path stretches out before them and at least here the light from the sun easily penetrates down through the </span>canopy<span style="color: #333333">. But all can sense the change -- that somewhere beyond -- are things that have only hate in their hearts from a spite that has poisoned their hearts.</span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333"></span>[gm]*Travel through Mirkwood, even along the Elf-Path, is arduous. This journey has a <strong>Peril Rating of 3</strong>.</p><p>*The road from the Enchanted Stream to the Forest Gate is 160 miles (on the other side of the Mirkwood), making it a Medium journey. Roll 1d2+1 for the number of challenges. The DC for any journey events is 15.<span style="color: #333333"> </span></p><p><span style="color: #333333"></span>*The darkness of the forest weighs heavily on the company’s spirits. Travellers in wild lands like the forest must make two Wisdom saving throws (DC 15); each failed saving throw gives 1 point of Shadow. </p><p></p><p>The adventures has the events already planned. How the heroes come upon them depend on rolls, etc. </p><p>The results of your rolls below have an effect on the encounter, surprise, etc. </p><p>*1/2 the Guides Wisdom Modifier will affect the encounter (already taken into account). The Guide must make two <strong>DC 15 Survival</strong> checks.</p><p>*If you have a Scout, you must make two <strong>DC 15 Investigation</strong> or <strong>Stealth</strong> (player's choice) checks.</p><p>*If you have Hunter, you must make two <strong>DC 15 Survival</strong> checks.</p><p>*If you have a Lookout, you must make two <strong>DC 15 Perception</strong> checks. </p><p>Remember you have a +1 to all Skill rolls for these checks.</p><p></p><p>Finally everyone must also make <strong>DC 15 Constitution saves</strong> or <strong>Athletic skill check</strong> (player's choice). Failure can cause Exhaustion levels BUT remember you can ignore both BUT they can still have an affect at certain points along the path for each failure.</p><p></p><p>We are going to have some role-playing along the journey also but the rolls might as all well take place right now and their affects applied during the events <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />[/gm]</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7501372, member: 6801242"] Beldor thanks each of the heroes individually, saying "The day we meet was truly a blessing for me and my whole family. I am forever in your debts." Belgo is of course ecstatic and practically hops up and down in front of Ursa about continuing his 'lessons in the ways of the warrior'. [COLOR=#333333]Lindar also thanks the heroes, adding if you can make yourself ready I will return in an hour and lead you to the [B][I]Forest Gate[/I][/B] which will take you to the [I][B]Elven Path[/B][/I]. We have had Beldor's goods and supplies moved to there already. The journey should take you two weeks to pass through the [B]Mirkwood[/B]. I must advise that you stay on the path for if you falter you may never find it again. These days the wood is not so dark and the path is safer then in days past but danger and shadows still lurk under her leaves."[/COLOR] After the heroes gather their belongings and gear and meet again with the Elf. He leads the heroes up a broad staircase carved into the stone that opens to a majestic forest grove. At first all the heroes can see are the beautiful trees and well cultivated forest floor. But then, blended masterfully into the trees and forest, they see elegantly carved silver staircases leading up many of the trees, with softly glowing white doors shine brightly under silver hanging lanterns. Thin towers of gray stone are seen under a soft blanket of green mosh. Soothing voices of intermixing songs seem to flow through the entire area as Lindar leads the heroes through only one small section of the Elf-Kings Realm! All to quickly the heroes have past beyond the city proper and find themselves at a large beautiful wooden gate that seems like it might have been grown instead of carved. Beyond is a narrow stone path that leads to a fast flowing river. Two long Elf-Boats were moored on the docks with a crew of two green clad rowers each. "Behold the [B]Enchanted Stream[/B] my friends." proclaims [COLOR=#333333]Lindar.[/COLOR] "A great pride of our King but bewarned. Do no drink from the stream for it can enhance even an Immortal." The Elf boatman take the heroes across the river -- yet another beauty to behold -- to a wide forest path. On each sides of this path stood two ancient stone status of Elf Warriors of Old and yet, so fine was the work, that each almost looks alive and frozen in stone. Their armour and finery perfectly represented as their gaze seems to meet passerbyes to tread wearily beyond this point. "Fare thy well" [COLOR=#333333]Lindar says at this point "Beyond is the [B]Greenwood[/B] of Old and how we weep for its passing. The trail is well marked and relatively safe, but maintain your vigilance. If you pass this way again know that you have proven to be at least allies of the King and mayhaps one day... you will be known as friends." With that he and the Elf boatman turn and leave the group for the journey ahead. The path stretches out before them and at least here the light from the sun easily penetrates down through the [/COLOR]canopy[COLOR=#333333]. But all can sense the change -- that somewhere beyond -- are things that have only hate in their hearts from a spite that has poisoned their hearts. [/COLOR][gm]*Travel through Mirkwood, even along the Elf-Path, is arduous. This journey has a [B]Peril Rating of 3[/B]. *The road from the Enchanted Stream to the Forest Gate is 160 miles (on the other side of the Mirkwood), making it a Medium journey. Roll 1d2+1 for the number of challenges. The DC for any journey events is 15.[COLOR=#333333] [/COLOR]*The darkness of the forest weighs heavily on the company’s spirits. Travellers in wild lands like the forest must make two Wisdom saving throws (DC 15); each failed saving throw gives 1 point of Shadow. The adventures has the events already planned. How the heroes come upon them depend on rolls, etc. The results of your rolls below have an effect on the encounter, surprise, etc. *1/2 the Guides Wisdom Modifier will affect the encounter (already taken into account). The Guide must make two [B]DC 15 Survival[/B] checks. *If you have a Scout, you must make two [B]DC 15 Investigation[/B] or [B]Stealth[/B] (player's choice) checks. *If you have Hunter, you must make two [B]DC 15 Survival[/B] checks. *If you have a Lookout, you must make two [B]DC 15 Perception[/B] checks. Remember you have a +1 to all Skill rolls for these checks. Finally everyone must also make [B]DC 15 Constitution saves[/B] or [B]Athletic skill check[/B] (player's choice). Failure can cause Exhaustion levels BUT remember you can ignore both BUT they can still have an affect at certain points along the path for each failure. We are going to have some role-playing along the journey also but the rolls might as all well take place right now and their affects applied during the events ;)[/gm] [/QUOTE]
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[IC] Adventures in Middle-Earth – ‘Where Rivers Run With Gold’
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