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[The One Ring] The Marsh Bell

[sblock=Roles]
Ok, so far we have:

Guide: Kurin
Scout: nobody
Hunter: Authiel
Lookout: Borin, Hobnob

With Riggins, Orin and Vardolas not saying anything yet.

I went through and found everybody's skills. The starred ones are favoured, and the numbers after the plus are what you get to add if you spend a Hope point:

Code:
          Guide (Travel)  Scout (Explore)  Hunter (Hunting)  Lookout (Awareness)
Authiel	  1 + 3           1* + 7           1* + 7            2* + 7
Borin     3* + 5          2 + 6            1 + 5             2 + 6
Hobnob    1 + 6           1 + 2            0 + 6             2 + 2
Kurin     3* + 3          2* + 8           0 + 6             1 + 6
Orin      3* + 5          2 + 6            0 + 5             0 + 6
Riggins   2 + 7           1 + 3            0 + 4             2* + 5
Vardolas  1 + 4           0 + 4            1 + 6             2* + 4

So of the people who are left (and not counting Travel, since there can only be one Guide), Riggins and Vardolas are best at Awareness, and Orin is best at Explore. Which is convenient, since we need a Scout. So that gives:

Guide: Kurin
Scout: Orin
Hunter: Authiel
Lookout: Borin, Hobnob, Riggins, Vardola

Everyone happy with that?

(Bear in mind that you can have multiple Scouts and Hunters, and that you don't really need a hunter you're actually running out of food. If you set someone as a Hunter before that point, you'll just be replenishing your food stores as you use them so they don't go down - which could be good planning if you suspect you're going into terrain where hunting will be more difficult.)
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Kurin nods to himself in approval. The others can't but wonder what's crossing the dwarf's head, as his hood shakes and his beard waves with the energic headshakes.
 

Vardolas, deep in reverie, follows along with the others.

The boats seem a wise choice, though the swamps will surely be perilous. I would wonder how the dwarves themselves got there: by boat or by land? Perhaps we should follow their path to better understand the course of their journey? As well, how we will escape the swamps if trouble arises could be an issue: if we go by boat and not by land, what if there is no path not cut off by water from where we land?

A good healer's kit would be a good investment for our journey: if the dwarves we seek are injured, we will be their only help in the wilderness.


OOC: I'm fine with whatever role. I don't understand them or he rules just yet, so whatever works for the group works for me.
 

I always carry my kit when traveling, to many dangers not to be prepared. Though we may want to add a few things depending on the possible trouble they may have run into.


OOC: I'm good with that setup, I like restoring our food along the way.

@JoeNotCharles could I use my Rhymes of Lore trait to get a Persuade roll to negate one of the failed Lore checks? Hobnob would remember a useful bit of information that contradicts the bad advice, and try to convince Kurin to ignore it. Preferably correcting Vardolas, the elf, instead of Kurin's own mistake.

Hobnob
 
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[Sblock=ooc]Sorry, no. You could use Rhymes of Lore to get an automatic ordinary success on your own Lore roll, if you haven't rolled already, but there's no way to remove his failure once he's rolled it.[/sblock]
 




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