Cereidh lifts Belgo up to her saddle, figuring that, as an archer, should conflict erupt the boy might be safer with her. Then she spurs her horse after Findegil.
Baldor and his three guards are only a short distance away, on the path that led from old Lake-town into the forest. This path is now mostly overgrown – few people pass this way now, as the site of the town was moved after the death of the dragon.
Baldor stands with his back to a tree and a heavy branch in his hand. His three treacherous caravan guards surround him with drawn swords. One of the three has a nasty fresh welt on his face, where Baldor struck him with the branch.
When they see you, the biggest of the trio tries to convince you to leave. “Be off!” he shouts, “This is none of your business!”
Please rename yourselves on Roll20 to your character, so I know which token to give you control
"Gentle sirs," Cereidh says, trying to keep the venom out of her voice, one hand on the neck of her stead and the other tucking the boy against herself protectively, neither reaching for her quiver, "as Lady, or A Lady of this forest, I must say it IS my business, and as representative of both the Law and my Lord's coffers I insist that we can find a more amenable agreement, here, than trying to beat each other bloody. At which I suspect the knight riding alongside me might be more effective than a man, my good man, with a tree branch."
Persuasion:1d20 + 4 ⇒ (10) + 4 = 14
I don't think I have anything in Intimidate, but if you'd rather I roll that:
AC 14 Str 0 Dex +3 Con +3 Int +6* Wis +6* Cha +1 Initiative +3 Perception +4 Insight +4
"You are right at one point this wasn't our business but it now seems to be ours. Tell you what you walk away leave these people alone and you might grow old. Stay and fight you won't see tomorrow.'
The trio eyes all of you but clearly become frightened of Findegil. “We be just leaving, sir knight.” the biggest says. “You can guard the miser from now on.”
The biggest one sheathes his sword, which is quickly copied by the other two. They stand aside and try to cautiously walk back the way you came giving Findegil a wide berth.
The father breathes heavy and makes no move or noise to object to their departure.
Do you let them leave? What posting rate can you commit to?
Yeah, I should be able to commit to once a day - unfortunately those days I won't be able to, and I have a very busy schedule this summer, can't reliably be predicted.
Cereidh will also watch them leave but makes no move to stop them. She'll wait to talk to the merchant until they've gone.
Everyone watches everyone else warily as the trio of guards cautiously return to Lake-town.
After a couple of minutes of tense silence except for the birds of the Long Marshes, Belgo the boy slips from the saddle of Cereidh and runs to the embrace of his father.
"Thank you! Thank you! You arrived in the nick of time." The father says to you.
He introduces himself as Baldor. He explains that he set out from Lake-town with his son and the three thugs. He is a merchant and a traveling trader, and his four ponies are carrying iron tools and toys from Dale that he intends to sell to the folk of Woodland Hall. He has arranged with the Elves for passage through their lands. He knows that Mirkwood is dangerous, and so he looked in Esgaroth for guards who were brave enough to risk the crossing of the forest. It seems that he chose poorly.
He offers the job of guarding his caravan to you instead. He promises to pay you in coin and goods once you reach the Forest Gate.
Cereidh nods in a lordly manner and looks sideways at her compatriots. "I'm honored by the offer, and anxious to see that my Lord's hospitality is not further besmirched. Would you give us a moment to discuss your offer among ourselves?"
She shuffles them all off a ways and says in an undertone, "I really am anxious to see that someone who's already managed to convince Thranduil to be a civil member of society doesn't come to further harm. So, my request; we take this detour. Unless any of you have more immediately dire news?"
Cereidh also sweeps a low bow to Baldor, which might be marginally comical given the difference in their heights. "And I am Cereidh of the Greenwood, and indeed one of Thranduil's Court. I'm sure we'll learn more of each other on the road - maybe we should say fifty questions, instead of twenty?"
Starting down the path, Baldor jovially answers the fifty questions of Cereidh. He was once a rich merchant of Lake-town, but he lost a great deal when the dragon fell on the city. Not only was his fortune destroyed, but his wife Halla also perished. He carried his young son out of the flames, but could not find his wife. While others have found prosperity in the years since the Battle of Five Armies, he has not been so lucky. He moved to Dale when its reconstruction started, but he has yet to rebuild his former wealth. Young Belgo is a good lad, his father’s pride and joy.
Baldor plans to meet with Elvish friends of his at the edge of Mirkwood, and these Elves will accompany the caravan up the river on paddle-boats. From the Elvenking’s hall, he plans to follow the Forest Path to the west side.
Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:
On the road, the conversation turns to home.
"Friends, while I was born in Minas Tirith, my line hails from now-ruined Osgiliath where they were of great import. I would return to Gondor with my head held high, worthy of my name and fates willing, to lead a reclamation of my home."
"I have no doubt you will," Cereidh says. "As happens, I am returning home now, and while I don't bring great honor with me at least we've avoided the embarrassment of a trading partner coming to harm."
At twilight, a trio of rafts emerge from the mists on the river. Green-cloaked figures punt these rafts to the shore. The Elves greet Baldor and the company warmly – the merchant is well known to them. The Elves are amused and fascinated by Belgo; they say there are few children among them in these days.
The ponies are unloaded and their burdens transferred to the rafts. The animals are initially wary about getting onto the rafts, but one of the Elves whispers in the horses and ponies’ ears, and instantly all of the animals become perfectly calm, happily trot onto the rafts and stand stock-still in the middle.
Once departed, the Elves expertly pilot their rafts against the current of the Forest River. After several days of slow travel, the land on either side of the rafts rises and turns stony and wooded, and the company pass into the shadow of the trees. It is as though the rafts are sailing up a dark tunnel, as the branches interlace overhead into a dark canopy. The company glimpse tall hills in gaps between the trees, until the river widens and the trees grow thinner once again. Here, a bay opens, and huts cling close to a shingly shore. The Elves steer up a stream which flows out of a rocky canyon. The canyon walls grow higher and higher, until the rafts pass a portcullis and suddenly they find themselves in the caves of the Elvenking.
Baldor is met by a friend of his, an Elf named Lindar who is master of the king’s cellars. Baldor and Cereidh are welcome here – the other characters may not be so lucky.
Lindar is ready to be convinced of your good character.
"Linar!" No less forward among her own people, she pulls her old friend into a quick one-armed hug. "I'm glad to be home. But only briefly. Has Legolas my prince returned by now? He'd explain our business - only briefly intersecting with Baldor's, here - better than I can. But we are carrying a message from King Bard, and I think that my company here, with my company, are better couriers than a party of outlanders belonging only to one foreign land."
Findegil gives Cereidh a sympathetic glance before turning to face the elf sentinel.
"Lindar, it is a pleasure to meet you. I am Findegil, son of Durothil, knight of Minas Tirith. Bar Master Baldor here, we and Cereidh have been tasked with a duty by the First Council of the North. We would pass through your lands swiftly and in peace."
AC 14 Str 0 Dex +3 Con +3 Int +6* Wis +6* Cha +1 Initiative +3 Perception +4 Insight +4
Krogan looks at Lindar and speaks in fluent Sindarin
"Greetings Lindar I am Krogan from the north. I am honored to meet you and to be in the home of the fair folk. Gandalf sends his greetings. How have things been here."
Cereidh hangs back until everyone else has been granted passage. She doesn't have to worry about being barred, herself, and so taking advantage of her welcome immediately.
Entering the Halls of the King Thranduil: Day 6, 3pm
"No, sir knight. You're companions should remain here to ‘guard the supplies’. In two days, we will bring you and your companions to the edge of Thranduil’s realm. In the meantime, they can remain here in the caves; I promise to send down some bread and wine." Lindar replies.
"Certainly you don't intend to leave a Broadanvil and Mithrandir's own friend out here? After my Lord Thranduil's just recently gone through so much trouble becoming civil with the dwarves, too." Cereidh keeps up a light tone. "If you are, I'll stay here as well. Although I should like that at least one of my new friends, Sir Findegil, should see our court."
Alright, I'm back from out of town, so I can post more regularly. I'd like us to look in the mirror of the gameplay to date. I feel that everyone is throwing in hooks to bait role-playing, but no one is biting. The game hasn't really developed much momentum. What do you think?
My idea for giving you control over canon characters was to inspire more role-playing, because the characters and setting are so rich. It's like that trick in media to put a second character in a scene for them to express to each other what their feeling, as opposed to leaving it bottled up.
How can we improve this? BTW this scene is just to develop the characters and relationships. I'm ready to start the adventure if that would help.
I found a 5E elf ranger and linked the character sheet in my profile: hopefully this weekend I should be able to modify it to have the correct ability values, and bring the abilities closer in line with the setting.
Unless we feel that Mal is already ranger-y enough and I should use a different class?
I found a 5E elf ranger and linked the character sheet in my profile: hopefully this weekend I should be able to modify it to have the correct ability values, and bring the abilities closer in line with the setting.
Unless we feel that Mal is already ranger-y enough and I should use a different class?
Please describe your character in as much detail as possible here or in PM. Use multiple posts and PM for train of thought and time windows. I’ll propose a build for you.
Unfortunately, I'm not really the kind of player to concoct an elaborate backstory and bio - in my creative endeavors I usually let the story I need to tell shape the cast, but with rpgs I don't know the story yet! Meaning I usually choose a narrative archetype (in Cereidh's case, the woodsy younger scion, averse to responsibility but craving adventure, therefore leading to responsibility) and whatever mechanical role needs to be filled, and then develop from there as the story progresses.
What I do have in mind is Cereidh is an accomplished hunter, technically part of Thranduil's court but having little interest in politics, (close friends with Legolas over this), (and due to her distance from Thranduil having some of the luxury of the aristocracy and familiarity with etiquette without the pressing need to marry for political reasons), fascinated by the old tales of Silvan heroes - fascinated also by the Shadow, maybe a little more than she should be - sheltered as she's been from real evil.
Age 25 Height 3 ft, 1 in Weight 41 lb.
Hair Dark brown Eyes Flint gray
APPEARANCE:
PERSONALITY:
Distinctive Quality: Hardened. You’ve lost so much to the Shadow already. You know that your continued existence plagues the Shadow as much as the damage they cause plagues you. You won’t let them win.
Specialty: Region-lore (Rhovanion). You’ve spent so much time eluding the agents of Shadow in a particular place that you have acquired a lot of information about its geography.
Hope. The Shadow has strengthened me in ways that I’m certain it didn’t anticipate or desire.
Despair. It is only a matter of time before the Shadow destroys me.
Shadow Weakness. Lure of Power
BACKGROUND:
Race Elf of the Mirkwood
Class Warrior 1
Background Emissary of your People, Player’s Guide, pp 126-127
Gender Female
Shadow 0
Initiative +3 Senses Perception +4
==DEFENSE==
AC 15 (12 armor +3 Dex)
HP 11 = 10 +1 Con
Strength +2, Dexterity +3, Constitution +3
Intelligence +0, Wisdom +2, Charisma +2
Armor Leather corslet
Special Defense
==OFFENSE==
Speed 30 ft
Melee Broadsword +5 (1d8+3) Slashing
Melee Dagger +5 (1d4+3) Piercing
Ranged Dagger +5 (1d4+3) Piercing, Range 20/60
Ranged Great bow +5 (1d8+3) Piercing, Ammunition (range 150/600), two-handed
Special Attacks * Two-Weapon: take a bonus action for second attack with Dagger +5 (1d4) Piercing
==STATISTICS==
Str 10, Dex 16, Con 12, Int 10, Wis 14, Cha 14
Proficiency +2
==PROFICIENCIES ==
Elf – Perception & Stealth, daggers, spears, broadswords, short swords, and short bows.
Warrior – All armor & Shields
Warrior – Simple & Martial Weapons
Warrior – Acrobatics & Survival
Emissary of your People – Persuasion & Traditions
Languages You can speak the old language of your people, the Woodland tongue, along with the ability to speak, read, and write Sindarin. You can also speak the Common Tongue.
==ABILITIES ==
Elvish Dreams – Your sleep is not like that of mortals. When you sleep, you can choose to send your mind into an “Elvish Dream” retaining full consciousness of your surroundings and you needn’t close your eyes. Four hours spent in such dreams acts on you as if you had rested an entire night.
A Whisper Through the Leaves — You have advantage on Stealth skill checks whenever you are in a forest and can make Hide attempts even when only lightly obscured by foliage.
Fighting Style (Archery) — You adopt a particular fighting style as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. You gain a +2 bonus to attack rolls you make with ranged weapons.
Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.
Feature: Sigil of Your Master: As an emissary you are entitled to a certain consideration amongst foreign peoples. While you cannot speak with the authority of your lord and master, you do receive some official respect. You can expect to pass through the lands of other Free Peoples unmolested, be able to call upon other kings and chieftains for lodging, and be received into the halls of power.
== EQUIPMENT ==
Worn
A white jewel on a chain of silver
Set of travelling gear for autumn & winter – 54 lb.
- Includes appropriate garb, backpack, bedroll, hooded lantern, mess kit, a flask of oil, a pouch (10 sp), 50’ hempen rope, a waterskin, and a whetstone. With rations, this gear weighs 54 lb.
- a musical instrument
Leather corslet – 13 lb.
Broadsword – 3 lb.
Belt dagger – 1 lb.
Great bow – 3 lb.
Quiver with arrows (20) – 2 lb.
Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:
I will be away for both of the next two weekends. I should still be able to post at points during both, but less regularly than usual for me at weekends.
Players, this is a role- playing game. Feel free to introduce your characters again to the father. Maybe use it as an opportunity to reveal something new to the other players. To shorten an otherwise long question and answer encounter, feel free to summarize all that you reveal in a single post. Use it as an opportunity to flesh out your backstory and then copy it into your profile.
Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:
In the background, the hobbits have an unusual resistance to things like the shadow. Hence Bilbo and Frodo holding out against the baneful influence of the One Ring for so long.