Very fluffy, and complex: Fellowship Treasure Hunting
Very fluffy, and complex: Fellowship Treasure Hunting
Yes it is not really in the flavor. Yes it is fluffy and sloppy. I know it is overly complicated.
I Just wrote it, and my people wanted me to share it.
A whole bunch of people will say this is too much. Very likely. Maybe this will give someone an idea of a way to do it better or adapt it. Free to all.
Fellowship undertaking: Searching For Treasure.
SEARCH FOR TREASURE (Requires Loremaster Supervision)
[Can take multiple characters, and use the highest of their skills, the Leader Rolls the dice.]
The Companion(s) spends a Fellowship phase leading an expedition in the search for treasure. The more dangerous expeditions are costly, because there is a need to hire scouts, lookouts, and porters. Much of the time, the adventurer will find only traps, or monsters, frustration, and stress, and lose their investment. But sometimes, with good training, lore-knowledge, and a lot of luck, they might find or track down a true hoard worthy of a Prince, or a Dragon!
The Adventurer goes to one of the following Regional Areas, searching for Treasure:
Wild Area - Coldfells, East Nether Vales, Grey Mountains Narrows, High Pass, Mountain Pass, The Nether Marches, Northern Mirwood, Redhorn Pass, Trollshaws, The Upper Marches, West Nether Vales, West Upper Vales, Western Mirkwood
Shadow Lands - Ettinmoors, Mount Gram, Mountains of Angmar, The Heart of Mirkwood, The Long Marshes, The Narrows of the Forest of Mirkwood, Vales of Gundabad, The Waste.
Dark Lands - The Mountains of Mirkwood, Mount Gundabad, Southern Mirkwood, The Withered Heath
The Leading Character specifies the danger level of the Area, pays the Expedition costs, then makes the following Checks:
Wild Area: No cost to fund the Expedition, since it is just heroes, and pack animals.
Make An Explore Test of TN 14. Hope may be used as applicable.
Shadow Land: Costs 1 Treasure to fund the Expedition.
An Explore Test TN 14, Travel TN 14, and Stealth Test of 14 . Hope may be used as applicable.
Dark Land: Costs 3 Treasure to fund the Expedition.
An Explore Test of TN 16, Travel TN 16, and Stealth Test of 16. Hope may be used as applicable.
If the Explore test was failed in a Wild Area, the Treasure Hunters find nothing.
If ANY test was failed in a Shadow Land Area, Treasure Hunters find nothing, and each Hero gains 1 point of Temporary Shadow.
If ANY test was failed, in a Dark Land Area, the Treasure Hunters find nothing, and each Hero gains 1 point of Temporary Shadow.
If All the tests were successful, roll a single Feat Die (1d12) on the table below. Hope cannot be used on this roll.
This second roll is modified by:
-2 if you do not have the Treasure Hunter Calling in any members of the Expedition.
+1 if any in Expedition has an applicable [Regional, Racial, Or Enemy-Lore Specialty] (not cumulative)
[Beast-, Folk-, and Herb-lore, are also non-applicable to the above.)
+1 if the Treasure Site is in a Shadow Land
+2 if the Treasure Site is in a Dark Land
Then Add the Better of:
+1 Gandalf on the Stealth Test Feat die, or An Extraordinary Success on the Stealth Test.
+2 if the Explore roll was a Great Success of at least one 6t.
+4 if the Explore roll was an Extraordinary Success of at least (2) 6ts OR a Gandalf on the Explore Test Feat Die
RESULTS:
Natural Sauron in Wilds: You Uncover an Ancient Haunted Barrow: You barely escape from the horrors that you experienced. - Make a Fear Check TN 14 or gain 1 Temp Shadow.
Natural Sauron in Shadow Lands: You Uncover a Wight's Tomb: You escaped, but the touch of pure evil has tainted your soul - gain 1 Temp Shadow. Make a Fear check or gain another 1 Temp Shadow.
Natural Sauron in Dark Lands: You tangled with a Nazgul, and lived, but you'll have nightmares forever. - Gain 1 Temporary Shadow point. Make a Fear Check TN 14, or gain 1 Permanent Shadow.
Modified Total of the Single Feat Die
-1 You have no idea what you are doing, and have fallen or been injured, and it heals badly.
Leader Rolls Inspire, Awe, or Persuade 14 or all Lose 1 Hope.
Individuals in Expedition Roll Athletics, or Lose a point of Endurance, permanently.
0 Your lack of training on how to explore crypts and tombs hampers your efforts. You strain yourself , escaping danger. All Lose 1 Hope. All Individuals in Expedition Roll Athletics, or lose another Hope.
1 This was a complete waste of time. There is nothing at this site, Not even an exciting fight. You trudge home, tired and crestfallen. All Lose 1 Hope.
2 You find Nothing! You have spent weeks searching through dusty dungeons, and cobweb-filled chambers by torchlight to no avail.
3 You get lost in a vast catacombs or labyrinth for days, and emerge exhausted, but alive. You rest up, considering this mostly a waste of time.
4 You Travel to many possible sites, but bad luck and bad weather take their toll, and you return home, empty-handed, but alive.
5 You escape many dangers, and learn how to be a more effective Treasure hunter. All Gain 1 AP for Explore in the upcoming Adventure phase.
6 You get into a nasty fight with something in a dark, slimy cave. It had no treasure, but it was an exciting fight, and you won. All Gain 1 XP.
7 Things of Silver Worth 1 point of treasure. Who gets it? The rest get 1 AP for Explore, and 1 AP for Search in the upcoming Adventure phase.
8 Coins worth 1 point of treasure Each, and a scrap of a map, or moldy scrolls. Each Gain 1 AP for Travel OR Lore in the upcoming Adventure.
9 Gold Treasures are found, worth 2 points of treasure to each member of the Expedition.
10 Gold Coins worth 2 treasures to each are found, and each Gain 1 AP for Explore in the upcoming Adventure phase.
11 Platinum Treasures or Gems worth 3 treasure each are found in a Ruin. All Gain 1 AP for Explore in the upcoming Adventure phase.
12 "Find A hostile Camp, or Ancient Ruins", and quickly grab what you can in gold, Gems, and other valuables before you are discovered. Split 10 points of treasure among the expedition. All Recover 1 point of Hope. If your Hope was already full, gain 1 XP, instead. Gain 1 AP for Stealth in the upcoming Adventure phase.
13 "Minions of Darkness" You stumble upon and delve deep into a legendary Goblin site of the Underdark, ambush the minions of darkness, and take their stuff, including some scraps of ancient Tomes. Divide 20 points of Treasure among the expedition. All recover 1 point of Hope. If your Hope was already full, gain 1 XP, instead. All Gain 1 AP for Lore in the upcoming Adventure phase. Each Make a Lore check TN 16. If you pass, Gain the Specialty: Goblin-Lore. If you have it, gain 1 point of Standing at Home.
14 "Fighting Shadows" You delve into the most hideous crypts, fight many denizens of the dark, and after days of horrific encounters, emerge victorious, but the fighting was epic and it has given you "the shakes". Split 40 points of treasure, but each can only carry up to their Endurance out. Each Gain 2 XP.
Everyone Make a Fear Check of TN 14 or gain 1 Point of Temporary Shadow.
15 "Escape from an Orc Lair, by a Hair" Split 50 points of treasure, but each can only carry up to their Endurance out. Each Make a Lore Check TN 16 to Gain Specialty "Orc-Lore". If you already have it, gain 2 XP.
16 "Looted the Lair of a Dragon, Filled a Wagon" Each can Carry Treasure equal to your Endurance. Each Make a Lore check TN 18. If you pass, Gain the Specialty "Dragon-Lore". If you already have it, Gain 1 Wisdom.
17 "Explored a Hoard!" A sea of coins, baubles, and loot! There's too much to carry, and you all make multiple trips. You Each end up carrying out Treasure equal to TWICE your Endurance. Make a Lore check TN 18.
If you pass, Gain the Specialty "Dragon-Lore". If you already have "Dragon-Lore", Gain 1 Valour.
Gandalf in Wilds: Treat this as 12, "Find A Hostile Camp, or Ancient Ruins", or roll again.
Gandalf in Shadow Lands: Treat this as 13, "Minions of Darkness", or roll again.
Gandalf in Dark Lands: Treat this as 14, "Fighting Shadows", or roll again.
Discuss.
I Just wrote it, and my people wanted me to share it.
A whole bunch of people will say this is too much. Very likely. Maybe this will give someone an idea of a way to do it better or adapt it. Free to all.
Fellowship undertaking: Searching For Treasure.
SEARCH FOR TREASURE (Requires Loremaster Supervision)
[Can take multiple characters, and use the highest of their skills, the Leader Rolls the dice.]
The Companion(s) spends a Fellowship phase leading an expedition in the search for treasure. The more dangerous expeditions are costly, because there is a need to hire scouts, lookouts, and porters. Much of the time, the adventurer will find only traps, or monsters, frustration, and stress, and lose their investment. But sometimes, with good training, lore-knowledge, and a lot of luck, they might find or track down a true hoard worthy of a Prince, or a Dragon!
The Adventurer goes to one of the following Regional Areas, searching for Treasure:
Wild Area - Coldfells, East Nether Vales, Grey Mountains Narrows, High Pass, Mountain Pass, The Nether Marches, Northern Mirwood, Redhorn Pass, Trollshaws, The Upper Marches, West Nether Vales, West Upper Vales, Western Mirkwood
Shadow Lands - Ettinmoors, Mount Gram, Mountains of Angmar, The Heart of Mirkwood, The Long Marshes, The Narrows of the Forest of Mirkwood, Vales of Gundabad, The Waste.
Dark Lands - The Mountains of Mirkwood, Mount Gundabad, Southern Mirkwood, The Withered Heath
The Leading Character specifies the danger level of the Area, pays the Expedition costs, then makes the following Checks:
Wild Area: No cost to fund the Expedition, since it is just heroes, and pack animals.
Make An Explore Test of TN 14. Hope may be used as applicable.
Shadow Land: Costs 1 Treasure to fund the Expedition.
An Explore Test TN 14, Travel TN 14, and Stealth Test of 14 . Hope may be used as applicable.
Dark Land: Costs 3 Treasure to fund the Expedition.
An Explore Test of TN 16, Travel TN 16, and Stealth Test of 16. Hope may be used as applicable.
If the Explore test was failed in a Wild Area, the Treasure Hunters find nothing.
If ANY test was failed in a Shadow Land Area, Treasure Hunters find nothing, and each Hero gains 1 point of Temporary Shadow.
If ANY test was failed, in a Dark Land Area, the Treasure Hunters find nothing, and each Hero gains 1 point of Temporary Shadow.
If All the tests were successful, roll a single Feat Die (1d12) on the table below. Hope cannot be used on this roll.
This second roll is modified by:
-2 if you do not have the Treasure Hunter Calling in any members of the Expedition.
+1 if any in Expedition has an applicable [Regional, Racial, Or Enemy-Lore Specialty] (not cumulative)
[Beast-, Folk-, and Herb-lore, are also non-applicable to the above.)
+1 if the Treasure Site is in a Shadow Land
+2 if the Treasure Site is in a Dark Land
Then Add the Better of:
+1 Gandalf on the Stealth Test Feat die, or An Extraordinary Success on the Stealth Test.
+2 if the Explore roll was a Great Success of at least one 6t.
+4 if the Explore roll was an Extraordinary Success of at least (2) 6ts OR a Gandalf on the Explore Test Feat Die
RESULTS:
Natural Sauron in Wilds: You Uncover an Ancient Haunted Barrow: You barely escape from the horrors that you experienced. - Make a Fear Check TN 14 or gain 1 Temp Shadow.
Natural Sauron in Shadow Lands: You Uncover a Wight's Tomb: You escaped, but the touch of pure evil has tainted your soul - gain 1 Temp Shadow. Make a Fear check or gain another 1 Temp Shadow.
Natural Sauron in Dark Lands: You tangled with a Nazgul, and lived, but you'll have nightmares forever. - Gain 1 Temporary Shadow point. Make a Fear Check TN 14, or gain 1 Permanent Shadow.
Modified Total of the Single Feat Die
-1 You have no idea what you are doing, and have fallen or been injured, and it heals badly.
Leader Rolls Inspire, Awe, or Persuade 14 or all Lose 1 Hope.
Individuals in Expedition Roll Athletics, or Lose a point of Endurance, permanently.
0 Your lack of training on how to explore crypts and tombs hampers your efforts. You strain yourself , escaping danger. All Lose 1 Hope. All Individuals in Expedition Roll Athletics, or lose another Hope.
1 This was a complete waste of time. There is nothing at this site, Not even an exciting fight. You trudge home, tired and crestfallen. All Lose 1 Hope.
2 You find Nothing! You have spent weeks searching through dusty dungeons, and cobweb-filled chambers by torchlight to no avail.
3 You get lost in a vast catacombs or labyrinth for days, and emerge exhausted, but alive. You rest up, considering this mostly a waste of time.
4 You Travel to many possible sites, but bad luck and bad weather take their toll, and you return home, empty-handed, but alive.
5 You escape many dangers, and learn how to be a more effective Treasure hunter. All Gain 1 AP for Explore in the upcoming Adventure phase.
6 You get into a nasty fight with something in a dark, slimy cave. It had no treasure, but it was an exciting fight, and you won. All Gain 1 XP.
7 Things of Silver Worth 1 point of treasure. Who gets it? The rest get 1 AP for Explore, and 1 AP for Search in the upcoming Adventure phase.
8 Coins worth 1 point of treasure Each, and a scrap of a map, or moldy scrolls. Each Gain 1 AP for Travel OR Lore in the upcoming Adventure.
9 Gold Treasures are found, worth 2 points of treasure to each member of the Expedition.
10 Gold Coins worth 2 treasures to each are found, and each Gain 1 AP for Explore in the upcoming Adventure phase.
11 Platinum Treasures or Gems worth 3 treasure each are found in a Ruin. All Gain 1 AP for Explore in the upcoming Adventure phase.
12 "Find A hostile Camp, or Ancient Ruins", and quickly grab what you can in gold, Gems, and other valuables before you are discovered. Split 10 points of treasure among the expedition. All Recover 1 point of Hope. If your Hope was already full, gain 1 XP, instead. Gain 1 AP for Stealth in the upcoming Adventure phase.
13 "Minions of Darkness" You stumble upon and delve deep into a legendary Goblin site of the Underdark, ambush the minions of darkness, and take their stuff, including some scraps of ancient Tomes. Divide 20 points of Treasure among the expedition. All recover 1 point of Hope. If your Hope was already full, gain 1 XP, instead. All Gain 1 AP for Lore in the upcoming Adventure phase. Each Make a Lore check TN 16. If you pass, Gain the Specialty: Goblin-Lore. If you have it, gain 1 point of Standing at Home.
14 "Fighting Shadows" You delve into the most hideous crypts, fight many denizens of the dark, and after days of horrific encounters, emerge victorious, but the fighting was epic and it has given you "the shakes". Split 40 points of treasure, but each can only carry up to their Endurance out. Each Gain 2 XP.
Everyone Make a Fear Check of TN 14 or gain 1 Point of Temporary Shadow.
15 "Escape from an Orc Lair, by a Hair" Split 50 points of treasure, but each can only carry up to their Endurance out. Each Make a Lore Check TN 16 to Gain Specialty "Orc-Lore". If you already have it, gain 2 XP.
16 "Looted the Lair of a Dragon, Filled a Wagon" Each can Carry Treasure equal to your Endurance. Each Make a Lore check TN 18. If you pass, Gain the Specialty "Dragon-Lore". If you already have it, Gain 1 Wisdom.
17 "Explored a Hoard!" A sea of coins, baubles, and loot! There's too much to carry, and you all make multiple trips. You Each end up carrying out Treasure equal to TWICE your Endurance. Make a Lore check TN 18.
If you pass, Gain the Specialty "Dragon-Lore". If you already have "Dragon-Lore", Gain 1 Valour.
Gandalf in Wilds: Treat this as 12, "Find A Hostile Camp, or Ancient Ruins", or roll again.
Gandalf in Shadow Lands: Treat this as 13, "Minions of Darkness", or roll again.
Gandalf in Dark Lands: Treat this as 14, "Fighting Shadows", or roll again.
Discuss.
Re: Very fluffy, and complex: Fellowship Treasure Hunting
Why would you want to do these during the fellowship phase, rather than as full-blown adventures?
Re: Very fluffy, and complex: Fellowship Treasure Hunting
Same here. The Fellowship pahse is supposed to be a downtime between adventures were the character rest and recover. Sending them to treasure hunting during a FP would be like denying them rest and send them on another adventure.Stormcrow wrote:Why would you want to do these during the fellowship phase, rather than as full-blown adventures?
If the fellowship did bury some treasures over past adventures maybe you can have them do a Fellowship Action by recovering them, but that's how far I think they should be allowed to go.
"What is the point of having free will if one cannot occasionally spit in the eye of destiny?" ("Gentleman" John Marcone)
Re: Very fluffy, and complex: Fellowship Treasure Hunting
I'm not going to speak for the author of this thread, but one reason is that so far the published adventures I have seen seem to set the precedent very thin for the awarding of treasure. Considering how much treasure you need to do anything useful with standing 12 / 24/ 36 / 48 / 60 / 72. You would need 252 Treasure to reach the highest standing rating (King), which is, ok, probably not a realistic goal in an RPG set in middle earth. But considering that the total amount of treasure that I think gets awarded across all of TfW is something like 18 treasure, max (I did the math once, but I can't remember what it was), I really do think there needs to be alternate ways to generate treasure, otherwise what is the point of even having it in the first place, and/or linking it to standing.
Rignuth: Barding Wordweaver Wanderer in Southron Loremaster's game.
Amroth Ol'Hir: High Elf Vengeful Kin Slayer in Zedturtle's game.
Jakk O'Malli: Dwarven Orator Treasure-Hunter in Hermes Serpent's game.
Amroth Ol'Hir: High Elf Vengeful Kin Slayer in Zedturtle's game.
Jakk O'Malli: Dwarven Orator Treasure-Hunter in Hermes Serpent's game.
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Re: Very fluffy, and complex: Fellowship Treasure Hunting
Well, if all the PCs do is use treasure for standing, then I think the LM can afford to be more generous with it. It's not like the character's going to KEEP it after all. He's going to improve his community with it. Since the money just flows right through the character's hands, it's not important to worry if he's getting 'too much' or not.
Re: Very fluffy, and complex: Fellowship Treasure Hunting
Well that's a great observation Angelaex, and that begs the question, what else do you do with money in TOR besides purchases social reputation?
I get that the designers don't want players "buying" magic items. But the role of wealth in the game is so miniscule, it's almost questionable why they even have it at all. Am I missing something or is there much else to do with it (and I don't mean the occassional role-play of how your charater purchased fine clothes and steak with his wealth; i mean using wealth to add positive integers to your character sheet in one form or another)
I get that the designers don't want players "buying" magic items. But the role of wealth in the game is so miniscule, it's almost questionable why they even have it at all. Am I missing something or is there much else to do with it (and I don't mean the occassional role-play of how your charater purchased fine clothes and steak with his wealth; i mean using wealth to add positive integers to your character sheet in one form or another)
Rignuth: Barding Wordweaver Wanderer in Southron Loremaster's game.
Amroth Ol'Hir: High Elf Vengeful Kin Slayer in Zedturtle's game.
Jakk O'Malli: Dwarven Orator Treasure-Hunter in Hermes Serpent's game.
Amroth Ol'Hir: High Elf Vengeful Kin Slayer in Zedturtle's game.
Jakk O'Malli: Dwarven Orator Treasure-Hunter in Hermes Serpent's game.
-
- Posts: 1116
- Joined: Mon Dec 02, 2013 7:52 pm
- Location: Valinor
Re: Very fluffy, and complex: Fellowship Treasure Hunting
Well, you can't buy magic items anyway.
All you can do is raise your Valor and have them gifted to you, but once you hit Valor 6, you're done for magic items for the rest of your character's life.
Also worth noting Bard didn't become King by paying 72 treasure. He became King by shooting Smaug dead. (Granted, Smaug had boatloads of treasure, but the dwarves kept most of it.)
All you can do is raise your Valor and have them gifted to you, but once you hit Valor 6, you're done for magic items for the rest of your character's life.
Also worth noting Bard didn't become King by paying 72 treasure. He became King by shooting Smaug dead. (Granted, Smaug had boatloads of treasure, but the dwarves kept most of it.)
- Robin Smallburrow
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- Location: Melbourne, Australia
Re: Very fluffy, and complex: Fellowship Treasure Hunting
My initia reaction to this was the same as earlier posts, BUT I can see where a troublesome player might ask to 'go treasure-hunting' even though its Winter!
So I would halve the treasure and increase both Shadow pts gained AND TN difficulties (especially Fatigue) as Winter is not a time for adventures usually
Robin S
So I would halve the treasure and increase both Shadow pts gained AND TN difficulties (especially Fatigue) as Winter is not a time for adventures usually
Robin S
To access all my links for my TOR Resources - please click on this link >> http://bit.ly/1gjXkCo
Re: Very fluffy, and complex: Fellowship Treasure Hunting
I thank you all for your comments.
Our group ended an adventure last Saturday, so they are all deciding on fellowship activities. A few were wanting to "try out the treasure thing."
We tried this out today, when the Treasure hunter of the group put up a posting on our forums for Land of Shadow on roll20:
A notice was tacked on to the wall inside what passed for the Inn at Buhr Ailgra, east of Mirkwood:
"Oi lads, come with me and loot the riches of Angmar!"
That's right, you didn't mishear me so lift yer jaw back to its proper position and hear me out. Angmar has treasure. Lots of it. How do I know this? Because what crazy bastard 'cept me has ever tried to plunder the damn place before? Now I am putting up the cost of the expedition out of me own pocket so if we come out of this with a Dragon's hoard that's just pure profit for you. I've spent most of my life hunting down treasure so this is a golden opportunity for anyone who wants to tag along. I am looking in particular for a stealthy bastard and a know-it-all who has some lore of the region. I won't think less of anyone who chooses not to come with me but don't be asking for any hand-outs when I come back loaded with gold and jewels. I leave soon, alone if I have to, so get me your answer as quick as you can. - Bombur the Miner
So, reading that, we got a Hobbit to commit. Many balked as "Too Dangerous."
Our newest hire to the fellowship joined Sunday, and asked to "go along for the ride on the treasure hunt, before my first real session."
I explained it would be a matter of a few die rolls.
"And this is what happened:"
AS LM, I took the time to show off the map of the Mirkwood. I narrated the journey, as follows, with players providing input where needed. I wrote this up later, after it wrapped up.
...and so it came to be that in midwinter on New Years' day of the year 2953, near the end of the Second Age that Bombur the Dwarf, and Darofium Proudfoot mounted the ponies that they had been given with the grateful thanks, of the Riders of Rhovannion some weeks before.
They were heading far, far to the northeast. Their destination was a place of Battle in the mountains of Angmar, there to seek treasure.
With Darofium, acting as Look-out, and Bombur as Guide, they set off.
It was a journey of a good five days ride from Buhr Ailgra, going north along the road to get to the Northern Lake-town of Esgaroth.
There in Esgaroth, the town was set in for winter, with snow about, and a part of the lake frozen. Men busied themselves with poles, breaking the ice so that ships could dock at the wharf.
The two companions bought supplies and stayed the night at the Inn, in the center of town. They were treated well, and told a tale of how some years ago, two dwarves had passed through and stayed there for a brief time. One had been wounded by orcs, and lay dying, but was healed by a Ranger of Arthedain. And that by some means the Dwarven pair had come to have a magic dagger that shone with the Light of the Harvest Moon.
In the morn, with the sun rising, they set off riding north to Erebor, the fortress of the Dwarves, where Smaug the Dragon had once made his lair.
They hoped to find some stout Dwarves who could help them to carry the treasure out of the Battlefields of Angmar.
And so, arriving at Erebor in the great Feast Hall, word was sent to the Clan that the two Treasure-Hunters were heading to Angmar to find treasure in the mountains and old battlefields.
Within a few hours there was only one applicant. And this is how it came to be that they met Reigen "Ravenstone" And his Feathered Raven companion.
Ravenstone was a scholar of the Dwarves, and a talented Smith. Just what the pair needed in case they found ancient manuscripts.
Bombur whispered in Dwarven to Ravenstone, and explained what he had said, and that he'd worked out an agreement with their new companion, and set terms. Bombur asked the hobbit, "Are you happy with that?"
At which point Darofium cleared his throat and replied easily, "You have not worked out a deal with me yet either, friend!" with a laugh.
In a few words, the deal was made and all were smiling, and they set off.
They rode for five days through the wilds of the Northern Dale Lands, now covered in wind-blown snow, sometimes the drifts were so deep thay had to leave the road for a time, keeping careful to not get lost.
Days later, they passed around the Northeast corner of the Woodland Realm, then turned West, and made camp at sunset at an achingly lonely flat spot of bedrock just South of the fearsome peaks of the Withered Heath.
In the morning, passing with care through the Grey Mountains Narrows, they were now truly alone in the wilderness....
As they crossed the Forest River North of Mirkwood near the West End of the Grey Mountains Narrows, they found themselves now heading into the foothills of the range to the North.
Midday, the sun became clouded, a faint circle of white trying to pierce the milky overcast. Soon it began to snow gentle flakes, falling softly, just dusting the browned tall grass.
They considered their target which was yet going to be past Mount Gundabad, known to be a dark and terrible place...and it was snowing. Around them to the north, the Mountains soared steeply to 12,000 feet, and it looked to be getting stormy, as the wind grew from the Northerly direction, racing down the slopes into the valley.
Bombur picked his way through the rocks, and called for a halt. He asked what they wanted to do.
Darofium Poudfoot was unafraid, undaunted at the coming snow. "You're the leader. I will go where you lead."
Thus, they tried to head west, across the foothills of the Grey Mountains, the source of the Anduin River.
*** I called for the first Travel Roll. ***
With three Travel, 2, 6t, 2, and a Sauron. Our Dwarf Guide has Heart: 3 Even with hope, he can't make 14.
Thus, it came to pass, that...
...The snow began to blow around, and come in from the side, upon a now fierce wind, and the sky became an ashen grey.
Still they fought to move Westward, to head down to lower altitude, and perhaps get out of the wind.
But then they heard a keening wail. From the North, the wind grew stronger, and the snow, falling faster, and thicker.
Coming from the North of the Grey Mountains, as if produced from the breath of the Witch-King himself, a blizzard was now falling, that threatened threatened to freeze them all to death unless they could get out of it!
Bombur realized that his companions and he were in Grave peril. He had gone this way before, and knew of an area where a slip in the rocks had created numerous natural caves. He didn't even consider the thought of dealing with potential inhabitants.
And so he turned North, and bid the small company of ponies, riders, and pack horses on strings to follow his lead to safety.
With bitter cold and biting wind threatening to give them all frostbite, they stumbled out of the snow, exhausted, into the gloom of a lonely arched cave, and pushed inside.
Ravenstone was a Smith who had knowledge of fire making and they soon got a blaze going. Bombur took blankets and a hammer, and made a makeshift door, pushing splinters into fissures in the rock as nails to keep out the wind...
[to be continued...]
Our group ended an adventure last Saturday, so they are all deciding on fellowship activities. A few were wanting to "try out the treasure thing."
We tried this out today, when the Treasure hunter of the group put up a posting on our forums for Land of Shadow on roll20:
A notice was tacked on to the wall inside what passed for the Inn at Buhr Ailgra, east of Mirkwood:
"Oi lads, come with me and loot the riches of Angmar!"
That's right, you didn't mishear me so lift yer jaw back to its proper position and hear me out. Angmar has treasure. Lots of it. How do I know this? Because what crazy bastard 'cept me has ever tried to plunder the damn place before? Now I am putting up the cost of the expedition out of me own pocket so if we come out of this with a Dragon's hoard that's just pure profit for you. I've spent most of my life hunting down treasure so this is a golden opportunity for anyone who wants to tag along. I am looking in particular for a stealthy bastard and a know-it-all who has some lore of the region. I won't think less of anyone who chooses not to come with me but don't be asking for any hand-outs when I come back loaded with gold and jewels. I leave soon, alone if I have to, so get me your answer as quick as you can. - Bombur the Miner
So, reading that, we got a Hobbit to commit. Many balked as "Too Dangerous."
Our newest hire to the fellowship joined Sunday, and asked to "go along for the ride on the treasure hunt, before my first real session."
I explained it would be a matter of a few die rolls.
"And this is what happened:"
AS LM, I took the time to show off the map of the Mirkwood. I narrated the journey, as follows, with players providing input where needed. I wrote this up later, after it wrapped up.
...and so it came to be that in midwinter on New Years' day of the year 2953, near the end of the Second Age that Bombur the Dwarf, and Darofium Proudfoot mounted the ponies that they had been given with the grateful thanks, of the Riders of Rhovannion some weeks before.
They were heading far, far to the northeast. Their destination was a place of Battle in the mountains of Angmar, there to seek treasure.
With Darofium, acting as Look-out, and Bombur as Guide, they set off.
It was a journey of a good five days ride from Buhr Ailgra, going north along the road to get to the Northern Lake-town of Esgaroth.
There in Esgaroth, the town was set in for winter, with snow about, and a part of the lake frozen. Men busied themselves with poles, breaking the ice so that ships could dock at the wharf.
The two companions bought supplies and stayed the night at the Inn, in the center of town. They were treated well, and told a tale of how some years ago, two dwarves had passed through and stayed there for a brief time. One had been wounded by orcs, and lay dying, but was healed by a Ranger of Arthedain. And that by some means the Dwarven pair had come to have a magic dagger that shone with the Light of the Harvest Moon.
In the morn, with the sun rising, they set off riding north to Erebor, the fortress of the Dwarves, where Smaug the Dragon had once made his lair.
They hoped to find some stout Dwarves who could help them to carry the treasure out of the Battlefields of Angmar.
And so, arriving at Erebor in the great Feast Hall, word was sent to the Clan that the two Treasure-Hunters were heading to Angmar to find treasure in the mountains and old battlefields.
Within a few hours there was only one applicant. And this is how it came to be that they met Reigen "Ravenstone" And his Feathered Raven companion.
Ravenstone was a scholar of the Dwarves, and a talented Smith. Just what the pair needed in case they found ancient manuscripts.
Bombur whispered in Dwarven to Ravenstone, and explained what he had said, and that he'd worked out an agreement with their new companion, and set terms. Bombur asked the hobbit, "Are you happy with that?"
At which point Darofium cleared his throat and replied easily, "You have not worked out a deal with me yet either, friend!" with a laugh.
In a few words, the deal was made and all were smiling, and they set off.
They rode for five days through the wilds of the Northern Dale Lands, now covered in wind-blown snow, sometimes the drifts were so deep thay had to leave the road for a time, keeping careful to not get lost.
Days later, they passed around the Northeast corner of the Woodland Realm, then turned West, and made camp at sunset at an achingly lonely flat spot of bedrock just South of the fearsome peaks of the Withered Heath.
In the morning, passing with care through the Grey Mountains Narrows, they were now truly alone in the wilderness....
As they crossed the Forest River North of Mirkwood near the West End of the Grey Mountains Narrows, they found themselves now heading into the foothills of the range to the North.
Midday, the sun became clouded, a faint circle of white trying to pierce the milky overcast. Soon it began to snow gentle flakes, falling softly, just dusting the browned tall grass.
They considered their target which was yet going to be past Mount Gundabad, known to be a dark and terrible place...and it was snowing. Around them to the north, the Mountains soared steeply to 12,000 feet, and it looked to be getting stormy, as the wind grew from the Northerly direction, racing down the slopes into the valley.
Bombur picked his way through the rocks, and called for a halt. He asked what they wanted to do.
Darofium Poudfoot was unafraid, undaunted at the coming snow. "You're the leader. I will go where you lead."
Thus, they tried to head west, across the foothills of the Grey Mountains, the source of the Anduin River.
*** I called for the first Travel Roll. ***
With three Travel, 2, 6t, 2, and a Sauron. Our Dwarf Guide has Heart: 3 Even with hope, he can't make 14.
Thus, it came to pass, that...
...The snow began to blow around, and come in from the side, upon a now fierce wind, and the sky became an ashen grey.
Still they fought to move Westward, to head down to lower altitude, and perhaps get out of the wind.
But then they heard a keening wail. From the North, the wind grew stronger, and the snow, falling faster, and thicker.
Coming from the North of the Grey Mountains, as if produced from the breath of the Witch-King himself, a blizzard was now falling, that threatened threatened to freeze them all to death unless they could get out of it!
Bombur realized that his companions and he were in Grave peril. He had gone this way before, and knew of an area where a slip in the rocks had created numerous natural caves. He didn't even consider the thought of dealing with potential inhabitants.
And so he turned North, and bid the small company of ponies, riders, and pack horses on strings to follow his lead to safety.
With bitter cold and biting wind threatening to give them all frostbite, they stumbled out of the snow, exhausted, into the gloom of a lonely arched cave, and pushed inside.
Ravenstone was a Smith who had knowledge of fire making and they soon got a blaze going. Bombur took blankets and a hammer, and made a makeshift door, pushing splinters into fissures in the rock as nails to keep out the wind...
[to be continued...]
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