| GM Tarondor |
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Waylon, of course, is a ranger.
"Vagabonds," says Jack. "Rootless wanderers. They come and go like the seasons. Like as not some are thieves and brigands."
At Tilly's request, Jack toes the backpack speculatively, then shoves it towards her. "Be my guest."
On examining the pack, Tilly finds well-made traveling gear and spare clothes. Down at the bottom, underneath blankets and other supplies, is a flask of fine silver. It contains a small amount of liquid. There’s also a little bundle of cloth, and wrapped in that bundle is a small amulet made of greenish glass, held on a golden chain. There’s a strange symbol on the amulet.
"Ha!" crows Jack. "I knew it! That doesn't belong to Deadeye! I knew the old faker was a robber all along! He got in bad with them dwarves, I'm betting."
| Waylon. |
Waylon holds his tongue at the innkeepers assessment of rangers. He looks at what is retrieved and is disappointed that he sees no ties to an area within the woods.
"I doubt the dwarves were the ones who did that to him." Waylon says as he considers the weapon that was used.
| Belle Boffin |
Belle recognizes the symbol on the amulet. “No, not dwarves… Gorlanc. That’s his symbol. He’s a sorcerer from the north. Rising to power, so it’s said.”
Would Belle have learned that from traveling with Gandalf, or in the Shire when learning to be a ‘Champion?’
| GM Tarondor |
| 1 person marked this as a favorite. |
"Eh, he seemed to be waiting for that caravan," says Jack. "Then made himself scarce when they showed up. Just sat in the shadows, smoking and listening. Got himself into a row with a dwarf and Edoric the caravan-master not long before you showed up."
| Waylon. |
"Does Edoric pass through here often? What caused their conflict?" Waylon asks the other man.
| Tilly Appledore |
Upon's Belle declaration that she knew what the amulet was, Tilly opened the flask of fine silver and took a careful whiff of the liquid within, hoping the smell could give her some clue as to what the liquid was.
Awareness (favoured skill) TN 16: 1d12 + 2d6 ⇒ (4) + (4, 6) = 14
1d12 ⇒ 8 + (4,6) = 18 <--- taking higher result.
| Waylon. |
Persuade: 1d12 + 1d6 ⇒ (9) + (3) = 12
That came off better then I thought it would. I should probably figure out how to expend my Experience. :P
| GM Tarondor |
| 1 person marked this as a favorite. |
The smell of the liquid is simply outside of Tilly's experience, but it is wonderful, like a distillation of springtime, with the scent of heather and moss and notes of apple. She doesn't know what it is, but senses that it is no ordinary liquor.
Jack frowns at Waylon. "He does. And I keep to myself and enter no man's quarrel."
| Tilly Appledore |
Not being able to determine what the liquid was simply by its smell alone, Tilly closed the silver flask (holding onto it for the time being) and then asked her travelling companions, "The liquid smells like distilled springtime, heather, moss and apple. Do you know what it is? I have a feeling it's no ordinary liquor." Tilly hoped that the innkeeper Jack wouldn't demand she give it to him.
| Báin son of Thrombur |
"Exceptional beverages are not outside of my experience, but I make no promises."
Báin will make quite a show of wafting the aroma to his nose, considering it for a while, and fin ally take a sip of the drink.
| Tilly Appledore |
Elvish! Tilly nodded at Báin. "Alright, then. We won't waste it and I'll carry it on me," sealing the flask and placing it carefully inside her pack.
| Jotun "Son of Jungarr" |
Jotun smiles in friendly fashion at the barkeep. "Well, there's much to be said for a man who doesn't involve himself in others' arguments. Still... certainly you have a good set of ears? Maybe you overheard something that could tell us why Deadeye was waiting for that caravan? And where they might have gone for that matter? Of course, I'm willing to pay for the pack you were so kind to let us take a look at..." The bardlander slips a few coins from his pouch and hands them over to Jack..
If the man seems willing to talk after the not-so-subtle bribe, Jotun asks a few pointed questions about the dwarf and Edoric, including the nature of the argument, whether it was within earshot of the rest of the dwarves in the caravan (or perhaps something more clandestine) and the direction in which the caravan headed and, if known, their destination. He is willing to pay a reasonable amount for the information, in addition to the initial coins he handed over.
Persuade: 1d12 + 3d6 ⇒ (9) + (3, 4, 6) = 22 vs DC 15
Hopefully that gets us something!
| GM Tarondor |
| 1 person marked this as a favorite. |
Jack's eyes gleam with avarice as the coins disappear into his tunic.
"Well, I do see things. I have eyes, after all."
"When Edoric's caravan arrived, Dead-eye listens to 'em awhile, as I said. Then after a time, he went out. Like he had to answer the call, you know. And maybe he did, for he was back after only a few minutes. But One of the Dwarves... I can't tell which one.. in the traveling company demanded to know where Dead-Eye had gone, and all but accused 'im of stealing from the caravan. Edoric talked the Dwarf down, and but he threatens Dead-Eye, telling him to beat it and begone.".
"Later on, Dead-Eye goes out again and that's the last I saw of him until now. I don't know what happened but maybe he got into a fight with Edoric or the dwarf."
| Belle Boffin |
Belle thinks about the explanation. “But it’s weird… the body was really cold. Unnaturally cold. Who brings an ice knife to a bar brawl? I’m an expert on neither bar brawls nor ice knives, but I dare say:
“Nobody.”
After a moment, she adds, “Because this wasn’t a bar brawl.”
| Báin son of Thrombur |
"It was definitely something more than a simple bar brawl Miss Boffin"
He tugs at his beard worriedly, "I'd hate to think we could have averted this tragedy had we been more proactive last night, but that ore has been dug either way. We keep running into mishaps and tragedies, and I believe conscience requires that we continue in our search for answers. There are some to save still, and perhaps some to be revenged."
| Jotun "Son of Jungarr" |
Jotun nods as Jack's tongue loosens. After the tale, he asks. "What do you know of this Edoric fellow? Does he stop by your inn very often? Any idea where the caravan was headed? Do they make the same stops and the like?" In his private thoughts, the barding wonders if perhaps the dwarf was correct in his accusation. That strange amulet could have been carried by the caravan, it was certainly exotic enough. Something that this Edoric was willing to kill for? Maybe he didn't know where DeadEye had hid it, or perhaps he hadn't noticed it had been stolen. If so, will they be targeted by Edoric now that they have it in their own possession?
Still trying to get a bit more information out of him. Where the caravan was likely headed would be nice, as well as any information on this Edoric. Maybe he's not what he seems...
| Tilly Appledore |
At mention of Bree, Tilly's brow furrowed. Possible trouble in Bree?
She looked at the body of Deadeye and tried to determine how long ago the Ranger had died.
Healing, favoured skill, TN 16: 1d12 + 2d6 ⇒ (1) + (6, 4) = 11
1d12 ⇒ 6 + (6,4) =16 <=== take this result.
| Waylon. |
Waylon listens in and begins considering where in the forest they should start looking. Jack seemed to have little liking for rangers so Waylon left the questions to the others.
| Tilly Appledore |
"I'd hate to think we could have averted this tragedy had we been more proactive last night, but that ore has been dug either way...."
"No, there's nothing we could've changed, Mister Báin. From what I can tell from the looks of the body, the Ranger was killed just before we arrived at the inn. Sadly and unfortunately, he's been dead for less than a day. In the dark last eve, we may've missed the blood, tracks and icy dagger. Although, we may've been able to stop the caravan from leaving at dawn and had a talk with Mister Edoric." Tilly's expression showed both sadness and frustration.
| GM Tarondor |
No forests involved. The road between the Forsaken Inn and Bree runs through the open plain of the Lone Lands. Have a look at the map link, slide 8. Zoom in and examine the road between Bree to the west and Weathertop to the east. The inn is about halfway between the two.
You can travel far faster than the caravan. You can easily overtake it if you wish.
| Tilly Appledore |
"Let's try to catch up with that caravan before it enters Bree!" exclaimed Tilly, a little louder than she'd intended for she was ready for real answers and less dead bodies.
Whose going to bury the dead Ranger? Is it bad if we leave it to the innkeeper Jack?
| Belle Boffin |
We cleaned his place and didn’t even get paid compliments. No regrets!
Belle agrees with Tilly, “Let’s waste no time! After that caravan!”
She sure hopes the caravan is slow and all out of ice-knives!
| GM Tarondor |
Waylon would know so much more about the Rangers than he probably wants to let on to his companions. But in order of preference it would be: A) returning his body to his people (impractical); B) burial in a marked grave or C) building a cairn of stones over his body, later to tell the rangers where he is. Given the rocky terrain, only the latter is really practical.
| Tilly Appledore |
Hearing Waylon's instruction on how to inter the Ranger's body, Tilly and the party collect larger stones from the surrounding grounds in which to build a cairn fit for the Man. She waited until Waylon said some words over the stone cairn before readying herself (as the others did) to go after the caravan.
Can we just expedite this part with a quick narrative such as above or do you wish us to go into more detail and make checks for the "burial", GM? As Waylon is a Ranger, he can send message at some point re where the Rangers can find Deadeye's place of rest.
| GM Tarondor |
You raise a cairn over Deadeye and are ready to depart!
Since you are trying to overtake Edoric's caravan, you can choose to try a Forced March (p. 111 of the Core Rules). You will go twice as fast but accumulate a point of Fatigue.
Which role will each of you take in the journey? Look-Out, Hunter, Guide, Scout? There can be only one Guide, but you can divide the other roles as you see fit.
Once you've chosen your Guide, the Guide should give me a Travel roll.
| Belle Boffin |
TN 14… but only an 8.3% chance I’ll roll the 12 that overrides the need for an unobtainable 14.
…
So… not Belle!
| Belle Boffin |
Stealthy Lookout: 1d12 + 3d6 ⇒ (10) + (5, 5, 2) = 22
Belle will use her art of disappearing to be the secret back-up lookout for Tilly!
| Tilly Appledore |
Since you are trying to overtake Edoric's caravan, you can choose to try a Forced March (p. 111 of the Core Rules). You will go twice as fast but accumulate a point of Fatigue.
I'm okay with a forced march so we can catch up. Is everyone else okay with it? How far ahead is the caravan at present, GM?
| Waylon. |
Waylon will scout I think, I do have the favored hunting even if my last show went poorly, but if I do the Scouting it frees Bain up to do the Travel roll and Jotun can hunt.
After finishing paying his respects, Waylon nods and says, "Lets go find this caravan."
I am fine with seeing how the forced march turns out.
| Jotun "Son of Jungarr" |
Jotun murmurs a prayer over the fallen DeadEye, but doesn't know enough about the Ranger to say anything aloud. The barding is eager to head after the caravan and eagerly agrees to a forced march in order to catch up with them.
Once the group falls into a rhythm of travel, he focuses on hunting for food and tracks as the others act on their own roles.
Based on the OOC discussion, Jotun will be just fine with taking the Hunter role. Just let me know if a roll is needed!
| GM Tarondor |
You generally only roll your Hunting/Scouting/Look-out if the Travel roll goes poorly.
The team presses ahead, marching quickly up the Great Eastern Road towards Bree, seeking to overtake Edoric's caravan before it disperses into town. The route is tiresome and thirsty work.
Báin, give me a Travel roll please.
| Báin son of Thrombur |
Given the urgency of the day's travel, Báin, knowing the value of properly preparing, took a long while checking everyone's preparations, and making recommendations for improvement.
"You'll want to cinch that a bit tighter there Ms. Tilly, lest some of your things come unstowed."
"Well done Mr. Waylon, you've the look of a man who has done this sort of thing before."
"Ms. Belle, best you see to filling that canteen completely before we head out. You'll be wanting for the water, and as it is now, the sloshing back and forth is loud, and will cause you use extra effort to stay upright."
After finally checking his companion Jotun, he nodded, and said to the group. "I think we are as ready to go as we shall ever be." He stuck his foot into the stirrup and hoisted himself up onto the back of his mount. He clapped her on the neck a couple times and whispered, "easy you, this isn't our first time traveling, but we do have some newcomers, for sure, so take an easy pace."
With that Báin declared it was time to move.
Travel: 1d12 + 3d6 ⇒ (12) + (5, 1, 3) = 21 vs 16
Unless I'm mistaken, a 21 vs 16, with a Gandalf Rune having been rolled is exceptionally successful!
| GM Tarondor |
The caravan is easily caught. It is summer in the Lone-Lands and the road is not much better than hiking swiftly through the hills and heather nearby.
Do you wish to approach stealthily? You could hide amid the hedgerows and small copses of trees and listen to the carters and drivers or you could shadow it from a distance (or both, with the stealthier members of the fellowship close by and the less stealthy shadowing from a distance). Or you could just amble up and start harassing them...
| Waylon. |
As they get closer Waylon says, "Do we want to approach and talk to them? I doubt they will say much if they killed Deadeye? Or we could try and follow them for a bit so that we can watch and listen and see what they give up unknowingly." Waylon scratches his head and says, "I cannot figure why they would kill a man in the manner they did unless he was perhaps looking in at their wares and saw something dark and sinister they wised to hide."
| Belle Boffin |
To the GM’s question, both!
Belle will gladly sneak alongside as her friends approach.
“I’m not much for talking to tough guys, but I’ll be close by… though none of you will see me!”
Stealth (Art of Disappearing): 1d12 + 3d6 ⇒ (12) + (2, 2, 4) = 20
| Tilly Appledore |
"Let's wait and watch. The small copse there is a good place to hide. No need to throw ourselves in harm's way so recklessly," she added as the wily and stealthily Belle disappeared from sight. Tilly remained watchful in case their presence was noted by a caravan scout.
| GM Tarondor |
So here’s how this is going to go. Spying is relatively easy, but getting details is harder. I’m going to give you th Surface Details about each member of the caravan, so that you can pick your targets.
The caravan will take four days to reach Bree. Each day, any of the companions may try their hand at spying. Doing so requires a Stealth test. Because this is not that difficult, you you gain +1 on the first day. You gain a +3 on days two and three as the Road passes the eaves of the Chetwood, and a +1 again on the last day as the caravan draws near Bree.
On a normal success, the companion may watch one of the people in the caravan. Watching a target means the companion gets the first impressions and close
associates of that target.
On a great success, the companion may watch an additional person or grant a bonus of +3 to another player hero’s Stealth test. On an extraordinary success, do both.
If the Stealth test fails, the companion can’t get close enough to the caravan to glean any useful information.
If the companion fails with an Sauron Rune , well, we’ll see.
Companions who don’t attempt a Stealth test are assumed to be shadowing the caravan from a safe distance; they don’t get to observe anyone, but can speculate about motives and offer suggestions to the spies.
_______________________________________________________________
SURFACE DETAILS
Edoric, The Guide - A big man with weathered skin and a well-worn cloak, leaning heavily on his spear. He walks with a rangy pace, eating up the miles.
Man 1 - A young man of no more than fifteen summers, all of them gentle. He seems to be the caravan’s scout and errand boy. He knows these roads well – he must be from the Breeland.
Man 2 - Bright clothes, ready smile. The soft hands of a scholar.
Man 3 - An old man, with a face like an aged crow, all beak and dark wary eyes. He’s bundled in furs despite the warm weather; he has many rings of gold on his old fingers. He’s the only member of the caravan to ride instead of walking.
Woman 1 - A woman from Mirkwood, dressed in simple traveling clothes and a heavy green cloak. She wears a scarf, even in summer.
Dwarf 1 - An old white-bearded Dwarf, carrying the tools of a smith.
Dwarf 2 - A burly Dwarf with a hideously scarred face.
Dwarf 3 - Young, tall for a Dwarf.
Dwarf 4 - Young dwarf. Light on his feet.
_______________________________________________________________
So, if you’re spying, tell me how you do it. What you hide behind, how you approach, etc. and give me a Stealth check for Day 1. If you’re not spying, tell me what you are doing and how you do it.
| Báin son of Thrombur |
Báin, who has no Stealth bonuses, at all, will not be doing any spying.
Instead, Báin will be focusing on keeping the animals cared for, and the humans fed. He will use standard traveler's tricks like dry wood and such, with a recessed pit for a smokeless and unobservable fire.