
Anariel |

All the children. Just...all of them.
BRANDY NO. I need that heart!
"Look here! I've found something...something rather unusual. I shall have to properly clean this weapon when we are out of here; this might be quite remarkable!"
Once everyone has looked through the treasure, Anariel will speak.
"That was well done, my friends, but we are not done. Let us set a fire to the bell's rope, and hope that it will bring the terrible item crashing down!"
Also I just found the rules for detailing your Travelling Gear a bit so I'm going to roll that for funsies...but first, Athletics Checks to see if we stopped Galadhon?
Athletics: 2d6 + 1d12 ⇒ (1, 1) + (2) = 4
Oh, my, no.
Traveling Gear Item 1: 1d12 + 1d6 + 1d12 ⇒ (11) + (5) + (12) = 28
A Sturdy Antler comb
Traveling Gear Item 2: 1d12 + 1d6 + 1d12 ⇒ (8) + (4) + (2) = 14
A Travelling String Net
Traveling Gear Item 3: 1d12 + 1d6 + 1d12 ⇒ (10) + (2) + (12) = 24
A Hard wearing Waxed Hood

Brandoch 'Brandy' Marigold |

Let's see how well Brandoch fares at saving elves from falling into pools of water.
Athletics: 1d12 + 1d6 ⇒ (3) + (2) = 5
He doesn't.

Anariel |

My body nooo....Adventurer's Companion page 142 ;)

Anariel |

I actually laughed out loud

Gaelderon |

I don't have it but I could make the rolls, if you could look it up.
Just be thankful he doesn't gut you for touching him with your foul hands. He may have actually wanted to drown instead.
At the very least, he's going to have to sanitize his clothes and scrape off the current layer of skin. lol
Gear#1: 1d12 + 1d6 + 1d12 ⇒ (9) + (1) + (3) = 13
Gear#2: 1d12 + 1d6 + 1d12 ⇒ (9) + (5) + (11) = 25
Gear#3: 1d12 + 1d6 + 1d12 ⇒ (6) + (1) + (11) = 18

Anariel |

Whats your standard of living as a Mirkwood Elf?

Anariel |

Useful wooden pegs, a useful ladle and plain wooden poles

Gaelderon |

Very nice. Thanks....:O
<swings at the Ranger with the ladle> Yes, it is useful.
I might need these poles for something...perhaps stick them somewhere if someone were to get very lucky again.
Gaelderon takes one more good look around the massive area paying attention to dark recesses and the gate structure before moving back out to the Bell rope room...
...As everyone leaves the treasure room, the Wood Elf walks over to the two remaining doorways and peers into the first one."

Hanar |

Traveling Gear: 1d12 + 1d6 + 1d12 ⇒ (11) + (5) + (5) = 21 = Lovely iron kettle
Traveling Gear: 1d12 + 1d6 + 1d12 ⇒ (9) + (1) + (9) = 19 = Fine pottery oil lamp
Traveling Gear: 1d12 + 1d6 + 1d12 ⇒ (3) + (3) + (4) = 10 = The best bag of dried 'shrooms
Traveling Gear: 1d12 + 1d6 + 1d12 ⇒ (3) + (1) + (4) = 8 = The best linen
Traveling Gear: 1d12 + 1d6 + 1d12 ⇒ (2) + (6) + (8) = 16 = Exceptional fire bow
Tea and 'shrooms anyone? :D
Treasure: 2d12 ⇒ (9, 8) = 17
Also just for fun...
Pockets: 1d6 ⇒ 4
PocketsSub: 2d6 ⇒ (5, 6) = 11
PocketsSub2: 1d6 ⇒ 1
In my pocket is a wooden disc given to me by a friend.

CircadianRythms |

Mar can resolve her treasure roll whenever she checks back in.
The bell's rope catches fire and, as you hoped, the fire spreads and damages the structures keeping the bell supported. The cursed item comes tumbling down, and comes to rest in the very chimney that it was above.
Gaelderon, there were no unexplored rooms; you saw everything that was in this place.
Shepherd, I will remind you that you may benefit from Staunching Song.
As you return, Balin is still with the boats. He does not comment on your newly disheveled state, but instead says that he has spied a good spot to camp this evening. Feel free to roleplay if you wish, but you have done much in these past hours, and weariness is fast upon you.
When you rest for the evening, you all regain 2 Endurance Points.
The next day, it is time to set out on the next leg of your journey. You'll be taking the Old Forest Road west. I'd like the Guide, Scout and Hunter to make the appropriate rolls for me, please!

Gaelderon |

After the battle, Gaelderon seems more sullen than normal but very pleased that this evil has been eradicated.
"A powerful curse to effect even the Eldar and the Khazad so."
He mentions nothing else about the battle but stands at the edge of the fire and listens to the many tales of heroics and battle prowess...
In the morning, he once again scouts ahead Westward on the Old Forest Road.
Being one of the Lookouts: Awareness: 3d6 + 1d12 ⇒ (4, 3, 4) + (10) = 21 Mirkwood-Lore, Keen Sight

The Shepherd |

Shepherd, I will remind you that you may benefit from Staunching Song.
Isn't Staunching Song only for when you're Wounded? We've lost endurance, but I don't think anyone has been wounded yet.
The Shepherd scoops up his take of the treasure.
"Pitiful things, these Marsh Men. But at least their villainy will cease now."
He coughs into his sleeve.
"I'll relish being out of this marsh far more than I will their ill-gotten treasure."
In the morning, The Shepherd turns his eye toward scouting out the path forward.
Explore, Mirkwood-lore, Cunning: 3d6 + 1d12 ⇒ (6, 5, 6) + (6) = 23

Hanar |

Hanar sleeps soundly. He wakes early, tending to the campfire with his exceptional fire bow (fire-making), and setting out his lovely iron kettle for tea.
Breakfast finished, he sets out to assist The Shepherd in scouting the best path forward.
Explore: 2d6 + 1d12 ⇒ (1, 2) + (7) = 10

Anariel |

Isn't Staunching Song only for when you're Wounded? We've lost endurance, but I don't think anyone has been wounded yet.
That was actually errata'd; you can use it just to restore Endurance as well

Brandoch 'Brandy' Marigold |

Brandoch is early to rise as well, mostly so he can make sure a proper breakfast is had. He wastes no time in once again drafting the Ranger in this effort, and introducing the Shepherd to what proper cooking is once the deed is done. His supply of herbs, fruits, and spices starts to run low, though, and he laments having used so much over the last few days.
Not rolling anything this time around as Look Outs weren't prompted to roll anything. I am wondering, though: may I change my role for the next leg of the journey so I have a chance of getting Survival advancement points? I have 3 points in Awareness, so I don't need any more of that.

Anariel |

Hunting: 3d6 + 1d12 + 2 ⇒ (4, 1, 3) + (4) + 2 = 14
Ordinary success

Brandoch 'Brandy' Marigold |

Alright. I won't change roles right now, since I have information available to me I wouldn't necessarily have (Lookouts aren't rolling), but I'll change on the next stretch (when you next call for rolls from roles). For now, Brandy's having a leisurely time doing his watchman routine.

The Shepherd |

After the battle, when nerves were raw and bruises began to sting, The Shepherd took out his small harp and sang a song of the Brown Wizard's coming to the Woodmen and the triumph of community against long winters and the foul grasp of the Enemy's sorcery.
Song, Staunching Song: 3d6 + 1d12 ⇒ (5, 4, 1) + (5) = 15
I regained 2 Endurance from my song. If anyone else needs some endurance back I can spend a point of hope to help you.

Anariel |

Also 2 Endurance for resting for the night, Shepherd

Mar the Dwarf |

Realized that he was rolling for before the battle, but I left it in because I think it's funny.
Mar is happy the battle went well. "Why is the elf trying to swim?" She's very confused why the elf needs a bath right at this moment. Maybe one of the creatures got some gore on him.
She digs around in the treasure hoard to see what she can find. "Anything good in here?" Nothing especially interesting stands out to her.
Treasure: 2d12 ⇒ (3, 3) = 6
When the bell falls she wants to take a hammer to it, but doesn't have one. "Not going to use my axe on it. How should we make it useless?"
That evening she sits and relaxes. She goes through her gear to see what she has on hand.
Traveling Gear 1: 1d12 + 1d6 + 1d12 ⇒ (7) + (2) + (10) = 19
Traveling Gear 2: 21d12 + 1d6 + 1d12 ⇒ (10, 8, 9, 4, 4, 11, 2, 9, 7, 5, 2, 2, 1, 5, 4, 7, 1, 10, 4, 9, 9) + (1) + (2) = 126
Traveling Gear 3: 1d12 + 1d6 + 1d12 ⇒ (12) + (1) + (4) = 17
Someone will need to tell me what goodies I have. My Standard of living is Frugal. It's probably pocket lint.
The next morning after a good hobbit meal Mar begins to guide the group down the road. "Let's see where the road takes us today my friends."
Travel: 3d6 + 1d12 ⇒ (3, 2, 3) + (4) = 12
I think I'm caught up now, and back from traveling.

CircadianRythms |

Hope you had a good trip! If you reroll the 2nd one I'll look it all up for you.
The journey is as expected, and Anariel is able to provide enough food that your rations are not gone into. Now that the rolls have been made, several weeks pass uneventfully; all your lost Endurance is restored.
At this point, I'd like everyone to make a Fatigue Test (roll Travel against TN 12; the Shepherd's roll on Explore will allow one of you to automatically succeed, but you can wait to see if someone fails before declaring who); along with that roll, the Lookouts and the Hunter are entitled to roll Awareness/Hunting.

Anariel |

Fatigue Test: 2d6 + 1d12 ⇒ (4, 4) + (9) = 17
Hunting Test: 3d6 + 1d12 + 2 ⇒ (4, 5, 3) + (10) + 2 = 24
Anariel is unfazed by the rigors of the road, and is flush with their victory and the Company's destruction of a place taken by Shadow.
While he is on the trail of several rabbits, a foul stench assails Anariel. He barely suppresses a growl; Anariel would know Orc-scent anywhere. He stalks silently, completely in his element, hunting their location. After some time, he finds the Orcs in the forest, shielding themselves from the day. Counting their number, Anariel returns to the Company as they take their midday meal.
"Orcs. Nine of them, perhaps a twenty minute walk from where we are. I was careful; they did not see me. We should not allow a band of Orcs to roam so close to the road, where they may prey upon any travelers! If we take them by surprise, we can end them swiftly. What say you, my friends?"

Anariel |

I will also tell you guys, for ambushes, we can roll Hunting, Battle or Stealth, but ALL of us have to succeed. If one of us gets a Great Success, we can help someone else succeed...two people on an Extraordinary Success. We don't all have to roll the same skill; I could do Hunting, Brandy could do Stealth, etc.

Mar the Dwarf |

Gear 2: 1d12 + 1d6 + 1d12 ⇒ (4) + (5) + (11) = 20 I hate typos like that. The trip was good. Work conference. I'm willing to try a Stealth check. What's the penalty if Anariel steals all our good rolls and some fail the check?
-Posted with Wayfinder

Brandoch 'Brandy' Marigold |

"Well, if we're going to try and sneak up on orcs, let's use our wits." Brandoch rubs his chin, then suggests, "Those of us with bows could fire at them first from farther off, then we could draw them out so the rest could descend on them from all sides. Seems a mite easier than trying to get everyone in sword's length with them."
Rolling Stealth, but I'd like to invoke my Clever trait.
Stealth: 1d12 + 3d6 ⇒ (11) + (4, 1, 3) = 19
Oof. Yeah, that'd fail without expending Hope or having my trait invoked.
Oh, right, Fatigue test.
Travel: 1d12 + 1d6 ⇒ (5) + (3) = 8
I'll take the hit.

The Shepherd |

Travel roll: 1d12 ⇒ 3
"I have to say I disagree, Brandy. Archers in the forest will face some difficulty from the tree cover. While they shelter from the light, we're at liberty and we can surround them."
Battle, Cunning trait: 2d6 + 1d12 ⇒ (4, 4) + (11) = 19
The Shepherd, it becomes clear, has no idea what he is doing.

Mar the Dwarf |

Fatigue: 2d6 + 1d12 ⇒ (6, 3) + (12) = 21
with the 12 is that a great success, and can I help someone with their failure?
"We can try to sneak up on them. Most dwarves aren't that great at it. Not like the elves or the men. Give us a tunnel or mountain and we can lead the way." Mar pulls out her axe and prepares for battle.
Stealth: 2d6 + 1d12 ⇒ (1, 4) + (8) = 13
-Posted with Wayfinder

Hanar |

Travel Fatigue: 3d6 + 1d12 ⇒ (4, 5, 6) + (11) = 26 I believe my Hardy trait comes into play here?
"I agree. We can't leave them there. Let's sneak up on the rotten bastards and kill them before they know what's happened."
Stealth: 2d6 + 1d12 ⇒ (6, 3) + (7) = 16 Great success! Someone else who needs it, feel free to succeed.
I have enemy lore - orcs, as well. If that comes into play somehow, please let me know.

Anariel |

Hunting: 3d6 + 1d12 + 2 ⇒ (2, 6, 3) + (9) + 2 = 22
Great Success! I also let someone else succeed. So so far, Hanar, myself, and perhaps Mar, depending on the TN, have succeeded. Shepherd and Brandy failed. Gaelderon and Galdhon still have to roll.

Galadhon |

Fatigue Roll (TN 12): 1d12 + 1d6 ⇒ (2) + (3) = 5 Ouch!
Awareness Roll (TN 14): 1d12 + 2d6 ⇒ (10) + (3, 4) = 17
Battle Roll (TN 14): 1d12 + 3d6 ⇒ (6) + (1, 1, 5) = 13 Gah!
Do we have a spare success for that Fatigue roll?
I'm also going to need help with the third roll. Anariel can point out that dry twig Galadhon is about to step on.

Brandoch 'Brandy' Marigold |

Would you allow Brandy's Clever trait to apply to the this situation, Loremaster, or nah? Assuming nah, but I'd like to confirm.

Mar the Dwarf |

Argh. Post got eaten. Have we gotten enough successes to sneak, battle, or otherwise get the drop on the orcs?

CircadianRythms |

Yes! You have successfully ambushed the enemy! You et an opening volley, they do not, and they also do not get to roll Battle for bonus dice!
So, anyone that wishes to, roll Battle, make your volley, then determine your stance.
There are four Orcs, one larger Orc with heavier armour, and four Goblins, smaller but with bows and knives.

Anariel |

Battle: 2d6 + 1d12 + 2 ⇒ (4, 2) + (11) + 2 = 19
I'd like to use Leadership for an auto success.
Opening Volley: 1d6 + 1d12 ⇒ (3) + (12) = 15
Potential wound! I'll shoot at the big Orc then go Ooen Stance.