[The One Ring] The Marsh Bell

JoeNotCharles

First Post
Part 2: A Long and Weary Way

At sunup you are assembled on the dock jutting from the edge of Lake-Town, with Gimli calling for the boat-keeper. The boats of the Lake-men are wooden, round-bottomed skiffs with high prows, carved to resemble the heads of birds and beasts. The boat-keeper explains that swans are traditional, but in recent years, dragon-prowed skiffs are becoming more popular with the young.

The skiffs come in various sizes, seating two, four or eight rowers led by a coxwain who steers (with room at the foot of the boat for as many passengers as there are rowers). The boat-keeper suggests that the seven of you take two of the smaller craft or one mid-sized.

Once you have made your choice you stow away your supplies - four to five days' worth of fresh food for each of you and another week's worth of cram, a nutritious but flavourless biscuit made by the men of Dale and Esgaroth. Then you launch and begin skimming your way south across the lake.

You soon fall into a steady rhythm as the shore recedes into the morning mist. Authiel dangles a line in the water and manages to catch a few fish, which you save for the evening meal when you will be able to make a fire. As the sun rises in the sky, burning off the fog, you stop rowing for a cold lunch, bobbing in the middle of a wide corridor of water. The east and west banks are barely visible, the north and south lost in the distance. After the meal you trade places at the oars and begin pulling your way south again, with those not rowing watching the distant banks slipping past.

With the fine summer weather, barely a hint of wind, and no need yet to watch for signs of your quarry, this could be a pleasant outing on the lake. And as the rowing is fairly easy, by the end of the day you are still invigorated by the journey when the southern shore appears on the horizon and your ears pick up the sounds of roaring water. At the south end of the lake, the lake waters pour out over high waterfalls to start the aptly named Rushing River. The sound of the waterfalls slowly goes louder and the water begins to move more swiftly, carrying you towards them.

On the west bank of the lake, you are approaching several wooden piers which jut out into the water. At their foot a number of huts huddle close to the lake, the sun sinking behind them.

[sblock=OOC]
If you take the small craft, three of you will be in one boat (with two rowing and one steering) and four in the other (with two rowing, one steering and one idle). If you take the medium craft, there will be four rowers, one steering and two passengers. Which do you want?

Once you've chosen your boats, and how to split yourselves up if necessary, I'll need one person from each boat to make an Athletics check to keep control of it in the current. The target number is 10 for a small boat, 12 for a medium. The obvious trait you can apply to this roll is Boating.
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garyh

First Post
"I think we should keep to one boat. We don't want to be separated by the current."

OOC: Sorry about missing the last discussion. Been very busy.
 

Voda Vosa

First Post
Kurin had agreed with Orin, one big boat would be more stable in the water, and easier to drive. Besides, the way there were made it was logical to think that it would not topple easily with the amount of cargo they had. Food for 5 days for each was a lot of food, and the dwarf knows very well that packs that heavy can get you in more than one trouble. All in all, as the rowers were trying hard to start moving the boat along, sweating and cursing, the dwarf laughed. “Harder lads, you’ll wish the boat to be this heavy when we have eaten all the food! Trust me; cram is better than nothing, but only better than that!” the dwarf encourages. Kurin was a strong dwarf, but rowing just felt weird for him. His paddling was not very good, but the dwarf kept singing songs of hard working dwarves, boundless in stamina, and courage; and of course, of gold and gems and treasure: He was a dwarf after all. Somehow, it was inspiring.
His son was something like that:

Rise the hammer up your head,
Swing it down up your beard,
Shape the armors off the rock,
Craft the wonders of the world!

Gold and silver, precious ore,
We dwarfs always want some more,
Gems like star that shine so bright,
The Mountain Heart lights up the night!


OOC: Can I use my Inspire 2 to get some bonuses on the athletic check?
 

JoeNotCharles

First Post
[sblock=OOC]
[MENTION=51271]Voda Vosa[/MENTION]: Sure, make a TN 14 Inspire roll. If it succeeds, two people can make Athletics rolls and we'll take the best roll. If you get a Great Success (one 6), two people can roll plus the TN is reduced by 2. If you get an Extraordinary Success (two or more 6's), two people can roll plus the TN is reduced by your Heart.

Also, I assume the person with the highest Athletics will be making the roll. It can't be you if you're rolling Inspire instead.
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Iron Sky

Procedurally Generated
Authiel speaks little as she tirelessly rows. She glances at Kurin as he says "Harder lads" but listens to his song. As the oars dip into the cool waters, she sings one of her own softly in reply as the group drifts downstream.

"As the stars gleam overhead,
Round the fires myths are read,
A Distant few to ward the flock,
Bows raised and arrows nock'd.

Song and stor', precious lore,
For the day elves sing 'yond this shore,
When the last elf-ship is pass'd to night,
Gray Havens home, world passed from sight."


[sblock=Athletics 15]1d12+3d6=15, no 6s.[/sblock]

[sblock=Authiel]Name: Authiel Silivrenniel Culture: Elf of Mirkwood Standard of Living: Martial
Cultural blessing: Folk of the Dusk Calling: Warden Shadow weakness: Lure of Power
Specialties: Mirkwood-lore, Woodwright, Shadow-lore
Distinctive features: Hardened, Keen-eyed
Body: 5 Heart: 3 Wits: 6
Body (favoured): 7 Heart (favoured): 6 Wits (favoured): 7
-Common Skills-
  • Awe: 2 Inspire: 0 Persuade: 0
  • Athletics: 3 Travel: 1 Stealth: 2
  • Awareness: 2 Insight: 0 Search: 1
  • Explore: 1 Healing: 1 Hunting: 1
  • Song: 2 Courtesy: 0 Riddle: 0
  • Craft: 1 Battle: 2 Lore: 3
-Weapon Skills-
  • Bow: 3 damage: 5 edge: 10 injury: 14 enc: 1
  • Sword: 1 damage: 5 edge: 10 injury: 16 enc: 2
  • Dagger: 1 damage: 3 edge: G injury: 12 enc: 1
-Virtues-:
-Rewards-: Woodland Bow
-Gear-
  • Mail shirt enc: 12
  • Cap of iron and leather enc: 2
  • Buckler enc: 1
Endurance: 25 Starting Endurance: 25 Fatigue: 19 Hope: 11 Starting Hope: 11 Shadow: 0 Armour: 3 Headgear: 1 Parry: 6 Shield: 1 Damage: 0 Ranged: 0 Wisdom: 1 Valour: 2 Experience: 0 Total Experience: 0 [/sblock]
 
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Walking Dad

First Post
Borin

Borin nearly breaks the oar as he tries to row, mumbling dirty things in his beard...

[sblock=OOC]
Borin

the Eye of Sauron is upon me!!!
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CaBaNa

First Post
Hobnob loses himself in the song of the others, bearing his rowing with stoic grace. Much of that is helped by the fact that he was opposite Borin, and the dwarf wasn't creating much momentum for the hobbit to counter.




OOC: Hilarious WD!
Hobnob invokes his Patient trait to bear the burden of his row with a normal success.
Who is steering the boat?


[sblock=Hobnob]
one advancement point in custom.

"Patience is a virtue, have it if you can, often in a hobbit, rarely in a man."
Name: Hobnob Hornblower Culture: Hobbit of the Shire Standard of Living: Prosperous
Cultural blessing: Hobbit-sense Calling: Scholar Shadow weakness: Lure of Secrets
Specialties: Herb-lore, Smoking, Rhymes of Lore
Distinctive features: Merry, Patient
Body: 2 Heart: 6 Wits: 6
Body (favoured): 3 Heart (favoured): 8 Wits (favoured): 9
-Common Skills-
  • Awe: 1 Inspire: 0 Persuade: 2
  • Athletics: 0 Travel: 1 Stealth: 3
  • Awareness: 2 Insight: 2 Search: 2
  • Explore: 1 Healing: 2 Hunting: 0
  • Song: 2 Courtesy: 3 Riddle: 2
  • Craft: 0 Battle: 0 Lore: 2
-Weapon Skills-
  • Short sword: 2 damage: 5 edge: 10 injury: 14 enc: 1
  • Bow: 1 damage: 5 edge: 10 injury: 14 enc: 1
  • Dagger: 1 damage: 3 edge: G injury: 12 enc: 0
-Virtues-: Art of Disappearing
-Rewards-:
-Gear-
  • Shield enc: 3
  • Flint & Steel
  • Miniature torch
  • Short Sword
  • Sickle (Dagger)
  • Sling (Short Bow) and rocks (arrows)
  • Pipes; a wooden Strider, a wooden Gandalf, a clay Sherlock, and a clay Briar.
  • Three different types of pipe-weed, in bulk and seeds enough to test the nearby areas for growth potential. <- Left in the care of the dwarves (Contracts drawn)
  • Three differing types of pipe-weed, three weeks supply.
  • Letterhead for potential contracts.
  • Horn
  • Water-skin
  • First aid kit (strips of cloth, varying herbs and poultices, sealed boiled water, thread and needle.)
  • Notebook with various herb-lore and medical information, pressed herbs between some pages.
Endurance: 22 Starting Endurance: 22 Fatigue: 6 Hope: 18 Starting Hope: 18 Shadow: 0 Armour: 0 Headgear: 0 Parry: 6 Shield: 2 Damage: 2 Ranged: 2 Wisdom: 2 Valour: 1 Experience: 0 Total Experience: 0

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