Chapter 2: A Fool's Hope

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Inferno
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Chapter 2: A Fool's Hope

#1 Post by Inferno »

Chapter 2: A Fool's Hope

"There never was much hope. Just a fool’s hope." -Gandalf, The Return of The King

Mirkwood Forest, Rhovanion, Middle Earth
Night. March 19, Year One of the Fourth Age
Damp, cold




And so it was that an unlikely company of young heroes set forth, charged by Gandalf the White to undertake a desperate quest to change the dire course of Middle Earth itself. The world was crashing down around them. But one small glimmer of hope remains. With no time to waste, the company say their farewells and enter the long gloom of Mirkwood Forest, led by Rumil of the Woodland Realm.

Tired of the riddles of wizards, Glasik the dwarf asks their guide with some consternation, "I hope you will be able to answer questions and give us information more directly than some people seem able to!"

Rumil the elf replies gently, "The elvish stronghold at the source of the Enchanted River was erected in the Second Age by King Legolas' grandfather Oropher; the father of Thranduil. It was the original Elven King Hall. My people abandoned it 2000 years ago to escape the encroaching shadow of Dol Guldur... of Sauron himself. What has happened there since, none can say."

All about them hangs the darkness, hollow and immense, and they are oppressed by the loneliness and vastness of the endless wood. The wildest imaginings that dark rumour had ever suggested to them falls short of the actual dread and wonder of Mirkwood.



"Our journey will be long and dangerous," states Rumil as they follow the Elf Path. "Do not stray from the path."

Clouds of black moths and great bats plague them, drawn by their flickering torchlight. They follow the thin trail west for hours without end; a gloomy tunnel of great trees, old and strangled with ivy and hung with lichen, and the unending gulfs of blackness beyond.

Then, imperceptibly at first, the immense smothering canopy above them begins to lighten.



Morning. They had walked through the night. And now a great tiredness threatens to take them all.


Actions?



Mirkwood Detail:



Wilderland:




PC Status:
  • Elbenarin: Male Dunedain Ranger 2: Move: 9", AC: 3, HP: 28/30
    Elbenwin: Male Dunedain Ranger 2: Move: 9", AC: 3, HP: 27/30
    Folco Boffin: Male Hobbit Thief 3: Move: 9", AC: 3, HP: 21/21
    Gilda 'Gilly' Ironfoot: Female Dwarvish Fighter 2: Move: 9", AC: 4, HP: 26/28
    Glasik Ironfoot: Male Dwarvish Fighter 2: Move: 9", AC: 4, HP: 24/24
    Gilwennen: Female Elvish Fighter/Magic-User 1/1: Move: 9", AC: -1, HP: 8/8, Spells: 0/1 1st lvl
    Naruthirdor Nowe: Male Elvish Magic-User 2: Move: 12", AC: 10, HP: 6/8, Spells: 1/4 1st lvl
    Rumil: Male Elvish Fighter/Magic-User 1/1: Move: 12", AC: 4, HP: 7/7, Spells: 1/3 1st lvl
    Therone: Female Elvish Fighter 2: Move: 9", AC: -1, HP: 22/22
    Tinuwen: Female Elvish Fighter/Magic-User 1/1: Move: 9", AC: -1, HP: 7/7, Spells: 2/3 1st lvl
PC Magic:
  • None currently.
Player Resources:
Last edited by Inferno on Sun Oct 13, 2019 2:27 am, edited 1 time in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Rex
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Re: Chapter 2: A Fool's Hope

#2 Post by Rex »

Rumil of Mirkwood

"I can take first or last watch, I need some rest time to prepare myself if possible."

Rumil will cast his last Cure Light Wounds on Naruthirdor before resting.

Cure Light Wounds Naruthirdor [2d4+1] = 7+1 = 8

+8 HP, is at max now

wolfpack
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Re: Chapter 2: A Fool's Hope

#3 Post by wolfpack »

It is best to sleep close together in the middle of the trail with double guard shifts.

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rredmond
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Re: Chapter 2: A Fool's Hope

#4 Post by rredmond »

"Double guard shifts are logical in these dangerous times," Naruthirdor agrees. "Thank you cousin," he says to Rumil after the CLW, "I had almost forgotten the hurt with all else that is going on. I too will need a first or last shift," he announces to the party, "perhaps an elf on each shift, for 5 shifts, then we can have a mix of races and their senses on each shift."
If we get an uninterrupted nights sleep, everyone will get 3HPs+CON bonus back? If that's the case then... Naruthirdor searches the ground and trees around him for any animals that he may befriend and get some information from about the surroundings. If he finds one he'll suggest to Rumil "I can take the first shift, if that's okay." Otherwise as long as he has time to regain spell slots, he cares not when he sleeps.
This is a game about killing things and taking their stuff so you can become more powerful in order to kill bigger things and take even better stuff.
Alethan: I'm good with NOT pressing our luck this time.
mjulius: That's how I know I'm home.
Pulpatoon: The whole point of PbP is to take the scheduling pressure off the game. We're just chatty because we're so eager!
Scott308: ...everyone should be reminded of just how wonderful the people they play games with here can be in real life.
Leitz: Quality and quantity wise, I think US is the best I've seen.
Paladin: I can promise terror, glory, and riches...or a quick and brutal death.
Inferno: Come on! That's was Vicar's Head, a completely different doomed village!
Rex: I can move to the wait list to let someone else into the game.

ravenn4544
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Re: Chapter 2: A Fool's Hope

#5 Post by ravenn4544 »

Elbenarin attends to his minor wounds before setting up his minimal camp. He offers to the group, "I can take any watch you'd prefer.."

First Aid (Wis 15) [1d20] = 8

wolfpack
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Re: Chapter 2: A Fool's Hope

#6 Post by wolfpack »

Elbenwin starts setting camp

It is best if my Brother and I are on separate shifts. Our training prepares us to notice the slightest nuance that could trigger an attack

ranger surprised only on 1 in 6

He will then sit with the elves and speak to them in Sindarin.

I am sorry for the loss of your kin and the wood elf kingdom. With the fall of Gondor I can only imagine my home of Dol Amorth fell as well, we must complete the wizards quest so that the remnants of our people may yet live and be free from the necromancers grip.

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Urson
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Re: Chapter 2: A Fool's Hope

#7 Post by Urson »

Therone

Therone nods at Elbenwin's words, tears welling in her eyes. She readies a spot to sleep.

I have no opinion about guard duty. I will serve whatever shift I am needed on.
FA FO

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Re: Chapter 2: A Fool's Hope

#8 Post by OGRE MAGE »

With his belly still bulged from too much of the elven waybread, Folco plops down in the trail once rest is called for.

"I need no study time, so I am happy to take watch with anyone who needs a partner. Just wake me when it is my time. We hobbits are excellent at watching.......and listening."

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Re: Chapter 2: A Fool's Hope

#9 Post by Scott308 »

Glasik Ironfoot
Rex wrote:Rumil the elf replies gently, "The elvish stronghold at the source of the Enchanted River was erected in the Second Age by King Legolas' grandfather Oropher; the father of Thranduil. It was the original Elven King Hall. My people abandoned it 2000 years ago to escape the encroaching shadow of Dol Guldur... of Sauron himself. What has happened there since, none can say."
See? A straight answer! And you know why? No damn wizard being all mysterious.

When they get to the campsite, he joins the discussion on watches. I am fine with which ever watch, as long as my sister gets to select her watch before me.
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson

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Re: Chapter 2: A Fool's Hope

#10 Post by ChubbyPixie »

Gilwennen gazes around the section of path they have claimed as their campsite, her expression difficult to read. She glances at her sister, then crouches to touch the ground and listen for a moment before claiming a spot to lay her things. “I will take first or last watch, as required,” she says.

wolfpack
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Re: Chapter 2: A Fool's Hope

#11 Post by wolfpack »

I suggest the following in 2 hour shifts

Myself/Gilwennen
rumil/falco
Elbenarin/Tinuwen
Therone/Naruthirdor

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Rex
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Re: Chapter 2: A Fool's Hope

#12 Post by Rex »

Rumil of Mirkwood

"Yes we could go that route, but myself and Tinuwen will not be able to get the appropriate rest to make use of our magic. Perhaps I can switch with you Elbenwin and Tinuwen could switch with Therone, It would leave the first and last watch a bit weaker in prowess, but we haven't asked our Dwarven allies for their place yet and they are exceptional warriors so one on each the first and last watch would I think easily make up for the deficit."

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Re: Chapter 2: A Fool's Hope

#13 Post by rredmond »

"It would have some logic to have the two warrior mages together. If we include all our party in 90 minute shifts, I would suggest the following order, myself and Elbenwin first, Glasik and Gilwennen second, Gilly and Folco third shift, then Elbenarin and Therone, lastly Tinuwen and Rumil can finish out the morning. I believe this should give Gilwennen time enough for her spell recovery as well," Naruthirdor offers.
This is a game about killing things and taking their stuff so you can become more powerful in order to kill bigger things and take even better stuff.
Alethan: I'm good with NOT pressing our luck this time.
mjulius: That's how I know I'm home.
Pulpatoon: The whole point of PbP is to take the scheduling pressure off the game. We're just chatty because we're so eager!
Scott308: ...everyone should be reminded of just how wonderful the people they play games with here can be in real life.
Leitz: Quality and quantity wise, I think US is the best I've seen.
Paladin: I can promise terror, glory, and riches...or a quick and brutal death.
Inferno: Come on! That's was Vicar's Head, a completely different doomed village!
Rex: I can move to the wait list to let someone else into the game.

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Rex
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Re: Chapter 2: A Fool's Hope

#14 Post by Rex »

Rumil of Mirkwood

"That seems a good plan if everyone is agreeable."

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Scott308
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Re: Chapter 2: A Fool's Hope

#15 Post by Scott308 »

Glasik Ironfoot

The burly dwarf shrugs. That's fine with me. As long as you guys figure out how the casters get enough rest to be able to get their spells, I'll sleep until someone wakes me for my shift. The dwarf finds a decent spot for his bedroll and begins preparing to bed down until he is needed on watch.
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson

wolfpack
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Re: Chapter 2: A Fool's Hope

#16 Post by wolfpack »

Elbenwin settles in, his new sword across lap for his shift.

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Re: Chapter 2: A Fool's Hope

#17 Post by Inferno »

Mirkwood Forest, Rhovanion, Middle Earth
Morning. March 20, Year One of the Fourth Age
Day Two. Dark, damp, cold




Deep within the shadow of Mirkwood, the rising sun only slightly illuminates the trees that loom all around the company. Their trunks are huge and gnarled, their branches twisted, their leaves dark and long. Ivy grows on them and trails along the ground.

Naruthirdor sees no animals on the elf path. The quiet here is deep.

Having walked through the night, the company succumbs to exhaustion. They rest and recover their strength, taking turns keeping watch against the mysterious darkness that surrounds them. The watches pass uneventfully, and as the twilight gloom of day descends into pitch blackness, the company take up their desperate quest again. By torchlight they journey on, plagued by moths, bats, fear and doubt.

Shimmering eyes can be seen deep inside the vast, oppressive wood, watching them as they walk through the seemingly endless night of Mirkwood.

Before dawn, they reach the bank of the Enchanted River, of which they had been warned. A shroud of fog rides atop its slowly moving waters.



A once magnificent bridge that crossed the ensorcelled stream is shattered. Beyond it, the elf path continues west until it is swallowed up by the darkness. The river flows southeast toward the Mountains of Mirkwood.


Actions?


The Company's Journey:



Wilderland:




PC Status:
  • Elbenarin: Male Dunedain Ranger 2: Move: 9", AC: 3, HP: 30/30
    Elbenwin: Male Dunedain Ranger 2: Move: 9", AC: 3, HP: 30/30
    Folco Boffin: Male Hobbit Thief 3: Move: 9", AC: 3, HP: 21/21
    Gilda 'Gilly' Ironfoot: Female Dwarvish Fighter 2: Move: 9", AC: 4, HP: 28/28
    Glasik Ironfoot: Male Dwarvish Fighter 2: Move: 9", AC: 4, HP: 24/24
    Gilwennen: Female Elvish Fighter/Magic-User 1/1: Move: 9", AC: -1, HP: 8/8, Spells: 1/1 1st lvl
    Naruthirdor Nowe: Male Elvish Magic-User 2: Move: 12", AC: 10, HP: 8/8, Spells: 4/4 1st lvl
    Rumil: Male Elvish Fighter/Magic-User 1/1: Move: 12", AC: 4, HP: 7/7, Spells: 3/3 1st lvl
    Therone: Female Elvish Fighter 2: Move: 9", AC: -1, HP: 22/22
    Tinuwen: Female Elvish Fighter/Magic-User 1/1: Move: 9", AC: -1, HP: 7/7, Spells: 3/3 1st lvl
PC Magic:
  • None currently.
Player Resources:
Last edited by Inferno on Sun Oct 13, 2019 12:27 pm, edited 1 time in total.
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

wolfpack
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Re: Chapter 2: A Fool's Hope

#18 Post by wolfpack »

Perhaps we should create a makeshift bridge by weaving branches together and paying it across the broken section.

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Rex
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Re: Chapter 2: A Fool's Hope

#19 Post by Rex »

Rumil of Mirkwood

"We turn south here and follow the river, we won't be on the elf path anymore. Remember, don't touch the water of the river under any circumstances and keep alert the darkness is strong here."

Edited post since I am supposed to know the way.

ravenn4544
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Re: Chapter 2: A Fool's Hope

#20 Post by ravenn4544 »

Elbenarin studies the river bank and the woods before them on this side of the river. "What do we know about this wood - what if we do indeed continue along this side of the bank to spare us the risk of the enchanted water? What risk to take?"

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