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[The One Ring] The Marsh Bell

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[MENTION=51271]Voda Vosa[/MENTION]: You can make it if you roll a 12 (auto-success), or if you roll an 8 and then spend a point of Hope to add 6, or if you invoke a Trait for a success without rolling.

Or you can just accept that Kurin is not very persuasive...
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Ok, rolling then I guess. I don't have any traits that could fit to auto success I guess right?
Damn, it rolled twice.
I'll spend a point of Hope and make it to the target number.
 
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Riggins nudges Hobnob, "I'm going to bring father's bow. I know he'll kill me if I damage it, but this is exactly the kind of thing we would need a good halfling bow for!"

Ha Ha! If I know Uncle, he'd say "Better the bow than the boy" with that matter-of-fact look on his face.
 

"Right, well, already we've done more than Pa expected! And we've been asked to accompany elves and dwarves" he turns and does a small bow "on a grand and important mission!" He seems to notice the level of excitment eminating from him, and tries to compose himself.
 

"True. But Lord Glóin, who would lead such a group? Would you name one of us? A leader of wits and valor is important in any expedition, as was the late Oakshield." suggests Kurin. Of course, mentioning Glóin's defunct comrade would probably make him stand out as possible leader, since he was an elder dwarf himself. Perhaps.

The envoy strokes his beard, looking smug. "Lord" Glóin! He glances from the hobbits, to the elves, and back to Kurin. "Yes, of course! All the company's members will play a part, of course, but it needs a strong hand for leadership. A strong Dwarvish hand - nobody is stronger!" He chuckles. "You have the look of experience about you. Will you lead this company? He doesn't even seem to realize that he's completely passing over Orin and Borin.

[sblock=OOC]Sorry for the delay, I was sure I'd posted this already. When we actually set out, I'll post a list of roles for each character to fill, including party leader. Glóin just declared Kurin to be party leader, but it's not really his call to make. Once you all set out it's up to consensus who gets what roll. So IC, I'd expect Kurin to try to take the role of leader that was just promised him, but the rest of you can object at that point. Or now, if you want to raise a fuss.[/sblock]
 

"It will be an honour," says Kurin making a reverence, brooming the floor with his long beard. If you don't broom the ground when you bow, then you are not a worthy dwarf! "Making parallelisms with your adventure, if I dare, I hope to lead this company with the wisdom of Thorim Oakshield, his spirit rests in the stone. We'll sing songs in his name on our journey."
 

Borin

Borin is not amused about Gloin's decision, but he will not question his master's command.

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Borin

Is 'Party Leader' a 'rules important' decision? Will only he roll on certain tasks?

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There are four roles, which are "rules important", yes. But I just realized "Party Leader" as such isn't one of them! I was thinking of the Guide.

The four roles are:

Guide: Must be exactly one. In charge of planning the journey: keeping the party on course, deciding when to stop for a rest, how to manage supplies, etc. So it's easy to see this as a "leader" role since they're making the decisions, but it could also be the person the leader delegates travel specific decisions since they're the expert, while the leader makes higher level decisions. (Or the group could all make a show of deferring to the jackass who appointed himself "leader" while secretly laughing at him behind his back and listening to the Guide instead. Or the group could be organized as a cooperative with no true leader, who agrees on a guide for each journey out of convenience. Or the guide could be a character whose personality doesn't lead them to tell people what to do, and the party can theme the Guide roll as other people constantly asking their opinion since they have the best wilderness skills. Etc.)

The Guide's main asset is a high Travel skill.

Scouts: Can be any number of these. In normal travel, they check for obstacles ahead, or search for things that aren't right on the trail (good campsite locations and lookout points, etc.) If you're forced to leave the trail for some reason you may need a scout, otherwise they're optional. If you don't have any scouts, you don't have much flexibility or options: you deal with what you encounter on the road since nobody has searched for ways around.

The Scout's main asset is a high Explore skill.

Hunters: Can be any number of these. They find food. If you don't have any, and you run out of provisions to carry, you start starving, but if you're carrying enough provisions for your journey they're optional.

The Hunter's main asset is a high Hunting skill.

Lookots: Any number of these. These stay with the main group, keeping their eyes peeled for ambushes. If you don't have any you're vulnerable to being surprised.

The Lookout's main asset is a high Awareness skill, but you can never have too many lookouts, so anybody not doing one of the other roles should be on lookout duty.
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Hobnob smiles at the twist on the old saying, elves and dragons, Glad to have the elves along, don't want to get caught trespassing after dwarves.
 

OOC: Authiel has 1 in all of those skills except 2 in Awareness. Guess she's lookout? Depends on what everyone else is doing, she could assist with any of the others. Most of those are favored skills so if need-be she could make them happen barring terrible rolls.
 

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