| GM Tarondor |
DM? Does Berelas plan to travel with us? I'm presuming none of those in the caravan are interested in doing so, as they didn't seem fond of us anyway. She was our prisoner and we've given her a reprieve, but wasn't sure if she was interested in seeing this through after that encounter with the shade.
Berelas does not offer to go to Rivendell with you if you do not compel her to go. She could be taken up on charges to the Reeve of Bree or you could simply let her go, or you could work towards some other end. Not for me to say.
| Waylon. |
I thought we needed her to carry the ring and thus needed to come wiht us to Rivendell? Is that not the case?
| Jotun "Son of Jungarr" |
She was only carrying the ring (at her request) because she thought she could control the shade. She obviously cannot, much to her dismay. Jotun will carry the ring for now, though if anyone else would rather do so, that's fine too. He's definitely not wearing it or anything, nor even trying to 'influence' it in any way. Just keeping it in a pouch or in his pocket.
| Tilly Appledore |
GM, do we have to rp the purchases/preparations we make in Bree before we leave for Rivendell? Or are you handwaving all that and saying we have what we need?
| Waylon. |
I would want to make sure we have enough water canteens and dried food to handle the trip if possible. If the weather is close to turning we would need to get some coats. Since we have already been camping out, the big thing would just be rations so we do not have to depend on hunting or foraging the whole way.
| Tilly Appledore |
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Alright. If the quantities are not quite right, someone can suggest more or less. These are additional supplies to what we already have in our own gear/packs. We can also refill our own water canteens before we leave as extra water isn't a bad thing.
-2 healthy/hardy pack horses, with saddlebags, +1 small wagon
-Journey Bread/Waybread/Cram x 40 (hardtack made of nut flour/meal, milk, honey, seed/nuts - wrapped in mallorn leaves to keep them fresher/ won't spoil on long journeys - will last indefinitely as they're somewhat hard to chew/eat but filling/sustaining.)
- 1 bucket of fresh apples
- 1 basket of fresh field mushrooms
- 4 earthen jugs of apple cider
- 20 costrels/flasks/canteens of fresh water
- 2 large hemp bags of potatoes
- 2 large hemp bags of onions
- 1 kg/2 pounds smoked fish
- 1 large clay jar of pickled eggs
- 1 large clay jar of pickled cabbage
- 4 Hemp ropes
- 4 sets of pitons for climbing
- 20 Torches
- 20 jars/clay pots of oil
- 4 warm cloaks for travelling plus 4 furs for sleeping on
- 2 hunting bows plus arrows (we'll want to try catching fresh meat)
- 2 axes for chopping wood for camp fires
- Flint & Steel for lighting camp fires
- 1 knife for cutting/peeling vegetables
- 2 iron skillets and 1 large cooking pot for cooking food in
Anything else, guys?
| Waylon. |
That seems like a good list. If we are going for that much a tent or two might be nice. But Waylon is poor. I Am not sure in this game how funds work for getting this much equipment.
| Jotun "Son of Jungarr" |
Jotun approves that list for sure! Well done!! As Waylon suggests, maybe some tarps/tents for shelter when we can find none. As for purchases, I'm thinking Jotun probably has funds, and Bain probably does as well.
| Tilly Appledore |
Looking to Báin, Tilly bobbed her head in earnest gratitude of his approval. "I've learnt a lot from the Small Folk in these parts. You have my thanks, Master Báin."
At the suggestion of tents or tarps, Tilly's eyes drew serious and she replied, "We could find sheltered corners of dells and make do with simple lean-to's and a camp fire against poor weather or cold night. We might get stuck on a stray shelf with a rock wall at our backs. If we huddle together with cloaks and skins/furs, we can again make do. We can find a tarp to cover the small wagon load to keep our supplies safe and fresh." (Not sure if tents were mentioned by Tolkien on these long, often hard, miserable journeys? Finding some sheltered places to spend the night (or constructing simple lean-tos) seems to be the general way. If push comes to shove, people could lay beneath the wagon for added, overhead shelter?)
| GM Tarondor |
The Gondorians had tents (see the Field of Cormallen), and the Rohirrim had tents (see the encampment at Dunharrow) and of course the hobbits had a Party Tent, so tents were well-known. However, no one in the Fellowship seems to have lugged a tent. I've lugged canvas tents myself and I can easily tell you why the Fellowship would have foregone them - they're heavy as heck. The space on backs and ponies was better spent taking food!
| Waylon. |
If we want to forgo tents for room we can. I am not sure how cold it will get in this trip since I think we are avoiding any high passes on the way to Rivendell.
| Jotun "Son of Jungarr" |
Nothing more for Jotun, the list that Tilly drew up seems great! He is ready to head out when the purchases are made. I'd suggest we camp a good distance from Bree, even if it's starting to get dark when our shopping is done, simply so that we don't bring the ring inside the city and potentially bring danger to the residents.
| GM Tarondor |
Back!
The team sets out on foot from Bree, ready to re-cross the dry and inhospitable Lone Lands towards the Last Bridge fifty leagues to the east. Mile after mile of desolation, brigandage and treeless hills lie before you while hearth and home lay behind.
Which roles do each of you take on this journey? Guide, Hunter, Look-Out or Scout? There can be only one Guide, who should be trained in TRAVEL.
| Jotun "Son of Jungarr" |
I'd suggest Bain take Guide, Tilly take Look-Out, Waylon take Scout and Jotun take Hunter.
| Waylon. |
Waylon sets off to scouting the way!
| Tilly Appledore |
Tilly accepted the role of look-out for the company, eager to prove herself in the task as they travelled the endless miles of their journey to Rivendell.
| Jotun "Son of Jungarr" |
I'm reminded of the time I took the family RVing through the southwest and intended to head south toward AZ after leaving the HOA campground in southern Utah. Two hours later I saw a sign telling me I was approaching Salt Lake City and realized I'd been going north that whole time... *sigh*
| Waylon. |
Awesome, I hear it is awful there this time of year!
| GM Tarondor |
Now normally I try to leave mechanics as far in the background as possible, but since we're all new to this system, that triggers an Event 1 hex up the road from Bree. It's 17 hexes from Bree to Rivendell...
Select Targets: 1d6 ⇒ 2 Scouts
Waylon! Give me an EXPLORE roll. Because it happens on a road, you may add one success die (1d6).
| Waylon. |
Waylon scouts ahead wary of the dangers along the route.
Explore+Road Bonus: 1d12 + 2d6 + 1d6 ⇒ (1) + (6, 5) + (1) = 13
That could have been a bit higher.
| GM Tarondor |
Okay, so on rechecking the sequence, I see it's not a bonus to your roll, but a second "Feat" die (d12) to determine the nature of the event. THEN you roll (without the bonus). Too keep things running along, I'll roll the event. Again, this is not something I'd normally be doing in front of you. But I think it's interesting for us all to see the system at work.
Journey Events: 2d12 ⇒ (8, 6) = 14
Okay, so we'll take the better result (an 8) and compare it to our chart. Had Waylon's roll succeeded, he would have discovered a short cut but isntead the road is long and difficult and everyone Gains 1 point of Fatigue. Please mark it on your character sheets.
__________________________________________________________________
At the end of the second day, you are miles east of Bree along the dry and dusty road running the breadth of Eriador from the sea to the Misty Mountains and beyond. At Noon on the second day you passed a party of taciturn dwarves from the Grey Mountains who said little and shared less. No other souls have you seen on all those weary miles.
__________________________________________________________________
Báin, give me another Travel check!
| Tilly Appledore |
GM Tarondor, with the roll of 8, if you add his roll 2d6 (6,5) for Explore which is 11, doesn't that equal 19 and is greater than the TN 16, which means Waylon was successful?
| Tilly Appledore |
Nevermind. I just saw that you said you roll without the bonus. I should read with more care. Apologies.
| Jotun "Son of Jungarr" |
Jotun focuses on putting one foot in front of the other as he glances up at the sky, hoping for some sign of clouds that might shield the group from the unrelenting sun. But there is none, and the day is hot and dry. He takes a bit of water, glad that they have the pack ponies to carry their supplies. How much more miserable would this be, had they not? He hopes that the rest of the journey is not as tiring as this first leg. Perhaps once they reach the forests...
I threw that point of fatigue in my signature, but not on the character sheet - at least not yet. Is there an easy way to modify those character sheets I'm just not seeing?
| Waylon. |
I have my sheet on my profile. Those sheets are nice, but filled out by a person who I think is now gone. So you might want to use your profile instead.
If I am going to scout, I should probably expend my experience on getting better at that. I just have to have some time to figure out how.
| GM Tarondor |
I couldn't modify my sheet either. Wait! How would the Fatigue affect my travel check?
It won't at first. But it raises your Load, making it easier to become Weary. -THAT- will affect your rolls.
When your Load exceeds your Endurance, you're Weary.
When you're Weary, you ignore 1's, 2's and 3's on the Success Dice (d6's).
| Tilly Appledore |
Sure, GM, if it helps to keep the game moving.
| GM Tarondor |
Báin - Guide
Tilly - Look-Out
Waylon - Scout
Jotun - Hunter
Báin's success on the Journey roll means that the event happens on the third day.
Target?: 1d6 ⇒ 5 Hunter - Jotun.
Event, Wild Lands: 1d12 ⇒ 5 Mishap
Jotun’s Hunting check, with Road bonus (TN 15): 1d12 + 2d6 + 1d6 ⇒ (7) + (5, 3) + (1) = 16 Failure - Add 1 day to the journey, Everyone gains 2 Fatigue. Target (Jotun) gains 3.
While hunting for the party's dinner on the slopes of Weathertop, Jotun misjudges the slope of a steep ravine and falls, injuring his leg. He limps slowly for the rest of the day.
Báin Fatigue - 3
Tilly Fatigue - 3
Waylon Fatigue - 3
Jotun Fatigue - 4
| GM Tarondor |
Jotun is now WEARY. This means that any roll of a 1, 2 or 3 on a Success die (d6) becomes a 0. Fatigue can only be alleviated at the end of a journey (as determined by the GM), not by a mere night's rest. So the only ways to deal with this are:
A. Deal with it and keep moving forward.
B. Return to Bree, rest and try again with some mounts and ponies to carry your gear.
C. Abandon some gear in the wilderness and keep moving.
What would you like to do?
| Jotun "Son of Jungarr" |
If Jotun can remove his armor and have the pony carry it, he'll do that. If not, he'll deal with it.
The journey is not going as Jotun envisioned. The sun feels like a scorching orb of fire in the sky, and his leg hurts horribly. In all, the barding is exhausted and desires nothing more than a soft bed, good food and strong drink - not necessarily in that order. Or maybe in that order. He changes his mind every five minutes or so...
| Tilly Appledore |
We got two pack horses to carry our gear before we left Bree. Why would we need more horses or ponies?