[The One Ring] The Marsh Bell

Kurin is not able to stir the boat on time to avoid the submerged creature from hitting it's flat bottom with the bulk of it's body. The boat starts to ruck, until it hits an underwater root, that entangles it, making the boat spin violently. After the worse has passed, Kurin curses in dwarven, curses loud and long, making a long list of the fish ancestors. Not hesitating, he gets into the water to detach the boat from the underwater root.

OOC: Could I make a travel roll instead of that Athletic one? Or could I make such a roll to lessen the consequences of the failed athletic?
 
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[sblock=OOC]
Could I make a travel roll instead of that Athletic one? Or could I make such a roll to lessen the consequences of the failed athletic?

Sorry, no. Avoiding failed rolls and such are what Traits are for. Got a Trait you could invoke for this?

In other news: alas! I'm on vacation until the 9th. I meant to take my laptop with me and keep updating, but the damn thing broke down the other day. Sorry for Yet Another Delay - I'll deal with the consequence of your failed roll and continue the journey when I get back.
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[sblock=OOC]
Sorry to be away so long. I've been back from vacation for over a week now. Part of that time I was busy catching up at work, but the rest - honestly, the thought of sitting down with this thread and figuring out what rolls everyone had made and what their results were filled me with dread.

I've realized that, first, I don't think this is a great system for PbP because it involves so much rolling to get status updates, and second, I don't think I have the hang of how a "journey" is supposed to flow at all - how much each roll is supposed to mean and how you're supposed to stageit - and this is a really not a great venue to figure it out.

So if there are no objections, I'm going to start ignoring big swathes of the rules and just handwave the journey until it's time for an interesting scene.
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The boat is wedged tight on the root and you are all forced to wade into the icy water to help dislodge it. But once you are on your way again, the boat slips smoothly along with the current and you make good progress. There is no sign of your quarry on the banks of the river for the rest of the day. As the sky begins to darken, the land ahead darkens as well - the river is beginning to curve westward towards the borders of Mirkwood. The twisted trees are clearly visible now, encroaching on the horizon. You have a bizarre feeling that you are being watched from the trees, though you can see no movement. To the left, the marshes stretch out in a series of scummy pools and dead gray reeds, but it looks positively inviting compared to the blackness of the woods.

You have a decision to make: will you stop early for the day, possibly falling farther behind the dwarves, or risk approaching closer to Mirkwood as night is falling, and possibly being forced to camp near its eaves?

[sblock=Endurance]
Also, everybody lose 1 point of Endurance for the strain of pulling the boat free in the waist deep, icy water.
[/sblock]
 

"Lass" Kurin said, his eyes fixed in the eerie blackness of the forest. "You know this forest better than any of us; would you advice us to keep going or stop to rest? I know that we might fall behind our dwarven friends, but we can compensate with an early start. What say you?"
 

Authiel considers what she knows of the area briefly to determine if the risks of pushing on outweigh the rewards of resting.

[sblock=Lore 14 + Gandalf]Lore Roll: 1d12+3d6=14, with one 6, using Mirkwood Lore if it helps.[/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 AP: 0
  • Athletics: 3 Travel: 1 Stealth: 2 AP: 2
  • Awareness: 2 Insight: 0 Search: 1 AP: 0
  • Explore: 1 Healing: 1 Hunting: 1 AP: 0
  • Song: 2 Courtesy: 0 Riddle: 0 AP: 1
  • Craft: 1 Battle: 2 Lore: 3 AP: 1
-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: 24 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]
 

[sblock=Authiel]
This area of Mirkwood, north of the Old Forest Road, is home to giant spiders and other creatures that haunt the shadowy areas. But they seldom approach the forest eaves, and savvy travellers can usually avoid their haunts. It is the south of the forest, around the fallen stronghold of the Necromancer, where Mirkwood grows most dangerous.

In fact, the Elven-King sends patrols out to dissuade the most dangerous beasts from moving too far northward - you've served on those patrols in the past, though never this close to the river. Despite the forest's ominous appearance, you judge the marsh to be the true danger.
[/sblock]
 

"The dangers of the wood are not nearly as dire as those of the marsh into which we delve. What haste we can make now will prove its value later if it speeds our apprehension of our dwarven friends and lets us slip quickly from the dangers of the mire - let us push on and rest near the forest's edge."

[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 AP: 0
  • Athletics: 3 Travel: 1 Stealth: 2 AP: 2
  • Awareness: 2 Insight: 0 Search: 1 AP: 0
  • Explore: 1 Healing: 1 Hunting: 1 AP: 0
  • Song: 2 Courtesy: 0 Riddle: 0 AP: 1
  • Craft: 1 Battle: 2 Lore: 3 AP: 1
-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: 24 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]
 

"Very well then, push forward friends! Today we sleep at the shade of the Mirkwood!" said Kurin, rather happily. But he didn't like forests, he didn't like them at all. Despite the elven maiden's knowledge, Kurin could feel the back hairs of his neck standing up in protest. Dwarves are not made for forests after all. He couldn't stop to remember what he knew of the adventures of Thorin Oakshield, and the time when they went through the forest, and faced the terrible giant spiders.
 


Another hour and a half slips by as the sun sinks towards the horizon. Although your lookouts keep their eyes peeled, you see no signs of the dwarves' passage, or of any danger. At last you judge it's too dark to be sure of spotting anything, so it's time to find a dry place to rest.

And as the night gets darker, you notice a yellowish light glimmering through reeds, ahead of you and to the left.
 

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