[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.
[/sblock]
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]