
DM Ragnarok |

Also of note- everyone that wishes to contribute to the encounter must introduce themselves, with either Awe or Courtesy. After that you may roll other social skills.
If you fail, you will still be able to roleplay and be involved, but you will not be able to mechanically effect the overall outcome of the encounter.

Aeddan |

Already did introductions. Here is my roll
Awe: 1d6 + 1d12 ⇒ (5) + (6) = 11

Aeddan |

Thanks, consider 1 point of hope spent.

Aeddan |

Unabashed Aeddan related the tale in song,
♪ ”The Wooldland farmers were in a dire plight
The four companions unleashed their might
Surely by their hand the wargs did fall
The four hurried to warn the Mountain Hall” ♫
He continues his song detailing his companion's deeds.
song: 3d6 + 1d12 ⇒ (5, 4, 4) + (9) = 22
This all I've got skill wise to help.

Caunlaigdir |

Introduction
Awe: 2d6 + 1d12 ⇒ (5, 4) + (7) = 16
The elf removes his helm, letting his hair flow free and drift in any breeze carrying through the room, and faces their substitute host. "Well met, Beranald. I am Caunlaigdir of the Sindar, one of many present at the Battle of the Five Armies, and glad to call these my friends."
Insight: 1d6 + 1d12 ⇒ (1) + (2) = 3 :facepalm:
Discussion
He listens to Aeddan's song, impressed by how sweetly he presents the song. "Aeddan flatters us. We are simply doing what we must to present light as the shadow presses."
I don't want to make any rolls at this point because, well, I'm not sure what we want to try to get from this guy at this point! Randomly throwing dice could do far more harm than good.

DM Ragnarok |

Beranald listens to what you have to say, and smiles and taps his foot along to Aeddan's short song.
"Well spoken, Master Elf. I'll say, it's more'n a mite odd to see one of the Forest folk all the way out here; precious few of you Mirkwood-dwellers out this way for some time. Some of our folk talk of your people like they talk about Faerie stories...but, then, folk are quick to forget things like the Battle of Five Armies."
Beranald scratched his chin, thinking for a moment.
"Might be something you lads could help with. I'll be honest; Hartfast, the Lord of these halls, is not as...ah, welcoming as I am. Some of our folk call him the 'tallest Dwarf', begging your pardon Master Gori, but your folk have something of a reputation for their pride and their stiff necks, which can be fine qualities in measured degrees! M'Lord Hartfast, betimes, has too much of it. For all that, though, he's an ally you want."
Beranald pauses to sip his drink.

Ayluin |

Ayluin likewise takes a pull from his cup appreciating the crisp clarity of the water fresh from the river. After mulling over Beranald's words for some time, Ayluin speaks.
"Tell me, then, my friend Beranald; what task may we aid with? For as you know, Aeddan is well-respected by his people, and has served the Woodmen with distinction in many ways, from recovering lost heirlooms to routing Orc-Chiefs with our Company at his side. Just a short month ago, in the High Pass, we rescued a Halfling, one of the Little Folk, from ending up in a Goblin's stew pot! Through Goblin-caves we went, dark all around, until by skill and luck we found him, all in chains. We tricked and slew his his captors, freeing him; I do think our cleverness and courage will serve you well!"
Persuade: 3d6 + 1d12 ⇒ (3, 4, 3) + (8) = 18
Ordinary success; however, may I invoke the Story-telling trait for a second Advancement Point?

DM Ragnarok |

Aeddan, you do not have to come up with songs to use Song; it can also be using bits of verse from old songs to call to mind certain things. Feel free to use the skill as much as you like.
Beranald chews on his lip a bit, considering.
"Aye, we got some word of that here. No one's denying your courage, to be sure...it's just that this matter requires a bit of discretion. Not implying that you lack that, you see...just bringing up the fact. Can I count on your discretion, friends?"

Ayluin |

Ayluin smiled, amused. And why should he not be? He was of the blood of storied Numenor. His was a secret people, hunted by the Enemy; he dare not bandy about his true name for fear that the Enemy would know him, or those he loved, and bring about his ruin. What was a Dunedain's life, but discretion?
"We've no wish to bring embarrassing matters to light, friend Beranald. We only with to do what we may to aid the Free Folk of Wilderland. That is why we are here, and if we can continue do so, we shall. It is quite that simple. I have led men in battle since I was old enough to hold a sword. I have seen all that we are capable of, both the fair and the foul. I have the judgment to keep matters quiet when they must, and the experience to know when that time is."
Persuade: 3d6 + 1d12 ⇒ (1, 6, 5) + (2) = 14
Great Success! I don't think Storytelling is relevant this time sadly, but...maybe Leadership?

DM Ragnarok |

Don't think Leadership is relevant for this one.
Beranald spreads his hands in a mollifying gesture.
"I was meaning no offense, Master Gori, just making sure all was well understood.
Y'see, we've had to deal with a spot of trouble, from one of our own. Hartfast's father, Hartmut, left him a lovely golden cup when he died. The cup had originally been given to Hartmut by Gelvira, his lovely wife, and Hartfast's mother. Since his parents have passed on, Hartfast has treasured that cup...and it's been stolen.
The most upsetting part is knowing who stole it. Cilderic, one of our best warriors, took the cup. We're not sure why, but Hartfast trusted Cilderic.
I think he may want to carve out his own path for whatever reason. His brother was a thief, and exiled from our lands, but he kept a home in the Wolfswood, in an old abandoned fort. I'd bet that Cilderic stopped there, and then headed on to Trader's Island, a market to the south. You might still be able to catch him in the Wolfswood...if you are willing to take on this task.
What say you?"

Aeddan |

Aeddan looks around at his party, "I cannot speak for my companions but it would be an honor to serve Woodlandhall in this matter." He looks around again, "What say ye friends?"

Ayluin |

"You need not even ask, friend. Such aid as is in my power to give, is yours."

DM Ragnarok |

"Then I shall accept your help, and be glad for it."
Beranald reaches into his pouch and pulls out a sealed envelope, placing it on the table in front of you.
"That's a letter Widuven, a sword-trader on Trader's Island. He's wintered at Mountain Hall numerous times, and I call him friend. That should be enough to win whatever assistance he can give you, should your path take you all the way to Trader's Island.
A word of warning though, my friends; there are reports of brigands, and worse, in the Wolfwood. People talk of restless spirits. I've no more proof of this than rumour, but in these times it pays to be careful, eh?
You may take as much rest as you require, though I think leaving sooner rather than later will be to your benefit. If you have any other questions, I'm happy to answer them."
Beranald tells you precisely how to reach the fort used by Cilderic's brother.
If you wish to rest, you may, but none of you require it; you have no Fatigue and your tests will take no penalties. It is, however, time to plan your Journey.
Every character may roll Lore, if they wish, to gain bonus die for use on the journey. Every character must then choose a Role for the Journey.

Ayluin |

Based on our skills I feel like Aeddan should be our Hunter, Caunlaigdir our lookout, Gori our Scout and me our Guide

Ayluin |

Lore: 3d6 + 1d12 ⇒ (5, 3, 2) + (6) = 16
Ordinary success
Ayluin was passing familiar with the West Anduin Vales, and was already making preparations mentally. Of far more concern, though he was careful not to show it, was the mention of spirits; the Dead were special enemies of the Dunedain.

Aeddan |

Hunter works for me.
Lore: 1d12 + 1d6 ⇒ (5) + (6) = 11 I will use a hope point to make it a success
Aeddan smiled to himself as they prepared for the journey as he had fond memories of he and his hound taking many hunting trips to this area. With his hounds help he knew he would find the best game trails.

Caunlaigdir |

Seems reasonable. I gladly trust experience on the role choice.
Lore: 3d6 + 1d12 ⇒ (5, 6, 6) + (6) = 23 Extraordinary success, yes? Counts for all 3 advancement points on the one roll?
Reaching back into his memory, the Sindar finds detailed memories of having dealt with bandits in the Wolf's Wood before. These memories include details of the terrain and how the brigands tended to use them, reminding him of where to look to spot them, and how to recognize the differences between them and the natural shadows of the trees.

DM Ragnarok |

Unfortunately, each roll only counts for one advancement point. So you gain an Advancement for the Vocation skill group that's the Extraordinary Success point. Also, since Gori has yet to post I'm going to bot him...we may have lost him. I will re-recruit if so.
Gori Lore: 1d12 ⇒ 7
You all have put your heads together and determined a path. You make to leave. But some among you have learned a bit of wisdom in your time...that sometimes, aid unlooked for can help to ease a journey.
As you set out from Mountain Hall, waiting for you across the bridge is a startling figure. Ayluin, you know this Elf well.Caunlaigdir, you have seen his like before; in Thranduil, the Elven-king, his son Legolas, and some high Elven courtiers. Aeddan and Gori, it is likely you have never seen anyone like this; but to your eyes, this is an Elf-lord of old, the strength and beauty of the Firstborn burning within him.
Lord Elrond, as close to a leader as the Elves have after the fall of Gil-galad, has ever been as fine a lord as one could hope for. He has asked you to accompany the young Ranger, Ayluin, for a multitude of reasons. He foresees that Ayluin, and you, may have large parts to play in the fate of Middle-earth for many a reason. He has but hinted at these to you, but you know that Elrond believes your actions could influence the fate of all of Rhovanion.
And so it is that after returning to Imladris, after taking counsel with the wise and preparing yourself, you received word from Ayluin by raven that they had caught wind of an Orc war-band and would travel west. Knowing that Mountain Hall was the closest settlement, you made haste for the region, hoping to catch up with them and, if at all possible, put an end to as many foul Orcs as you possibly could. You have arrived at Mountain Hall just, as it seems, your friends are leaving.

Galadhon |

Tall and fair, Galadhon is clad in autumn gold and ember red, and bears a shining spear of bitter steel wound about with a garland of living flowers. Youthful he seems, Like a young lord of Men with no more than twenty summers, yet in the depths of his eyes are years without count, a memory of ages past.
His countenance, stern and lordly at a distance, melts into a broad smile upon seeing the ranger Ayluin. Now he seems no different than any carefree elf of the deep wood. "There you are, Master Ayluin! A pretty chase you have led me across mountain, field and fell. And now I find you wandering in Wilderland. Have you lost your way at last, Master Ranger?"

Ayluin |

At once, a matching smile wells up in Ayluin, and honest laughter, bright and bubbling and clear as the river that surrounds the group, issues forth. He steps forward, offering his hand to Galadhon.
"Elen sila lumenn' omentielvo!
The way of the Ranger is to be ever lost, Master Elf! Or so we tell others, all the while working to our purpose. We are, after all, no-good sneaks and layabouts, as any tavern keeper will tell you! Your sight as ever is most welcome, my friend. Here, allow me some introductions; my friends, this is Galadhon of Rivendell, a most excellent ally and enemy of the Shadow. Galadhon, we have among us Caunlaigdir of the Woodland Realm, Gori son of Oin, and Aeddan, one of high standing amongst the Woodmen.
I am most glad you have received my message and hope your strength has not yet run out, as it seems we have yet more a merry chase for you! Orcs and worse beside we have found here, and now it seems that strife has found it's way to Mountain Hall. One of their lords most trusted warriors has stolen a precious item, and we have been tasked with retrieving it. We make for the Wolfswood; if he is not there, he may have gone south, to Trader's Island.
The war-band may still be nearby; will you accompany us? It has been long since my sword has been drawn alongside yours, and for certain the Enemy may have grown bold knowing that the blades of the blood of Numenor and Noldor have been separate!"

Aeddan |

It is more than a coincidence that we meet this elf, Aeddan thought while he watched the exchange between the elf and ranger in silence.
He added with a grim smile, "Yes, good elf join us or move off the path. We have a task before us and we should not tarry, even for the chance meeting of old friends."

Caunlaigdir |

Smiling, the younger elf greets the elder with a simple nod, and a hand extended to a spot in the road amidst the companions. "I do not know you, but your task is clear enough and Rambler seems to feel no reason to hide himself from you. I am called Caunlaigdir. I hope that one who has bathed in the light can help keep the shadows at bay."

Ayluin |

Travel: 3d6 + 1d12 ⇒ (6, 6, 2) + (11) = 25
Even with the Eye, that is an extraordinary success! Phew, that was close

Galadhon |

"No chance meeting is this, Master Aeddan," says Galadhon. "For I come at the bidding of Elrond, Master of the Last Homely House. At his urging did I cross the Hithaeglir and the Great River, though it gladdened my heart to take to the road again and seek my friend. So I shall join you if your company will have me."
"Mae govannon, Caunlaigdir," says Galadhon. "Long has my heart desired to see the mighty woods of your home, so different from the pines and redwoods of Lindon. Perhaps our road will lead us thither at some point and you shall show me such trees as even my forefathers have not seen in ages of the world."
With grave courtesy he turns last to the dwarf and greets him in proper dwarvish fashion, with a low bow. "Greetings, son of Óin the Renowned! Galadhon, at your service. Your folk were well known to mine when I dwelt beyond the Ered Lindon, and I met your doughty father when he sojourned in the House of Elrond some sixty summers ago. I see his features in yours, if I may say so."
Travel: 1d12 + 2d6 ⇒ (4) + (5, 5) = 14

Ayluin |

"This Company will be far better off with your aid, Galdhon, then without. Now that we are all well met, it is my counsel that we make all haste! As Master Aeddan said, the longer we tarry, the more difficult our task may grow. Come now, friends, and you shall see why Rambler is a name I earned well!"
With that, Ayluin leads them off, loping down the trail with practiced ease, a joyous travel song issuing forth from his lips. His heart seemed lighter for the presence of Galadhon, one who understood the true shape of the world and the ever-present war against the Shadow.

DM Ragnarok |

The Wolfwood is a mere 30 miles away; you would normally make it in two days. Due to Ayluin's excellent skills as a Guide, however, you pick good trails and keep a good pace. You will make it to the Wolfwood tomorrow.
I would like everyone to make me Fatigue Tests (Travel Checks) as well. The TN, due to only taking one day, is merely 12.

Ayluin |

Travel: 3d6 + 1d12 ⇒ (5, 4, 6) + (4) = 19
Great Success; if one companion fails their Travel check they will instead succeed due to Virtue- Endurance of the Ranger.

Ayluin |

As the party travels along the road, Ayluin regards Galadhon.
"It seems, my friend, that it is not only by the will of Lord Elrond that we draw steel together. Beyond even the knowledge of the Wise, I deem, our fates may be bound! For I have uncovered a sword of surpassing excellence. Urfael, it is called, and it dates back to an age past; by the word of Lord Elrond himself, it was made by no lesser hand than Celebrimbor himself!
It, of course, possesses great power. I attempted to gift it to Lord Elrond; the blade was made by the hands of the Noldor, after all, and by one of the greatest among the history of your people! But he would not have it. He believed I was meant to find it; that such a weapon, made by the greatest smith of the Second Age, in the hands of a Ranger was a powerful symbol of unity against our Enemy.
I do not know what it means, Master Galadhon, but I sense a doom is upon us. To what end, though, I am not wise enough to see."

DM Ragnarok |

One thing I forgot as well; please pick your Fellowship Focus, everyone.
Essentially, that's your party "buddy" for the adventure. If they make it through without being Wounded or suffering a Bout of Madness, you regain a point of Hope at the end of adventure. Also, at my discretion, you may regain Hope that you spend on behalf of your Fellowship Focus.
Your Fellowship Pool is now at 5.

Ayluin |

Give Galadhon's sudden appearance I will choose him

Aeddan |

Roll: Hunter
Focus: Caunlaigdir
Travel: 2d6 + 1d12 ⇒ (3, 1) + (8) = 12
Will invoke his hardy trait to add his heart (5) to the roll

Galadhon |

Given that Galadhon's specific mission is to aid Ayluin, the ranger will be Galadhon's Fellowship focus.
Galadhon listens to Ayluin's words and says nothing for a time, pondering the significance of the dúnadan's find. At last he unships the shield he has been carrying and pulls back its plain white cover to reveal a shield of surpassing beauty and obvious antiquity. Silvery runes are etched on its surface in the ancient language of the West. He watches Ayluin for a time before saying "I recovered this last summer. It had lain in the lair of a long-dead wyrm in the northern reaches of Ered Luin. By its markings it is the bulwark of Ecthelion of the Fountain, lord of Gondolin, who slew the Balrog on the walls of that city. It, too, came to me out of legend as if by unlikely chance, though I do not think that chance is rightly the name we should put to such happenings."
"Still, If doom it be, then it will come of its own accord. We who abide on the Hither Shore can do little to hasten or delay the tale of years. Our is but to play our part."
"Tell me of him we chase, if you will, and of the precious thing he stole."

Ayluin |

Ayluin's eyebrows crept up towards his hairline, clearly surprised by the Elf-lord's find. Echtelion was a name well-known to those that had studied the lore of Middle-earth; he had defeated Gothmog, Lord of Balrogs, who had served Morgoth Bauglir. Gothmog's only equal in rank was he who was now the great Enemy of all who dwelt in Middle-earth; Sauron the Deceiver.
Still, Ayluin took the information in stride, heeding Galadhon's counsel.
"We know little of the man, to be sure. Cilderic, he is named, a stout warrior by reputation. He was a trusted lieutenant of Hartfast, the Lord of the Mountain Hall. Hartfast possessed an item precious to him, a golden cup, apparently. It had been a gift from his mother to his father, though both have now left the world. Cilderic stole the item; we know not what drove his betrayal, only where we might find the man."

DM Ragnarok |
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You do not need to use Hardy; you succeed on a 12.
You only need roll for your Journey Roles when I call for it; Explore is currently unnecessary, Gori. However, you may "save" that roll and use it when next it is needed.
Also of note; Traits do not allow you to invoke an Attribute Bonus. They will allow you to succeed on a roll you would otherwise fail on if it's applicable, gain an Advancement Point on certain skill rolls, or roll on something I would otherwise not allow you to roll for.

DM Ragnarok |

Per Caunlaigdir's post he is unavailable; botting him for a Travel roll;
Travel: 2d6 + 1d12 ⇒ (5, 6) + (4) = 15
A Great Success, and an Advancement Point!
Coming east with great haste, you approach a forest of thick, tangled trees. This would be the Wolfswood; a small, but a wild place, never tamed by the Woodmen. From Beranald's direction, you are able to make your way through the wood with relative ease, and before long, you come across an old, crumbling fort; the very one Beranald guided you towards.
A quick exploration of the area around the fort (Gori, we'll use that Explore roll, now) yields some information; it seems that no living creature has been into or out of this area for some time. The light is, however, beginning to wane, and this fort seems, especially due to Gori's skilled roving of the area, to be the best place to spend the night.
The outside of the fort is in disrepair, but inside it is in somewhat better condition. The air is dank and musty; it has been some time since the doors have been opened. There is a large main room as well as several side rooms. The doors to these rooms are closed but do not seem locked.
What do you do?

Ayluin |

Ayluin will take the time to properly search the area; he has a bit of curiosity. A constructed for in the area is indeed unusual; perhaps it was even constructed in an earlier Age.
Search roll?