The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

Songs of the Wilderland: The One Ring (IC/OOC)

CapfalconCapfalcon Tunnel Snakes RuleCapital WastelandRegistered User regular
edited January 2013 in Critical Failures
Whether by fate, planning, or pure luck, a strange group wintered in Rostegoble. While the Woodsmen are not wealthy folk, they welcome travelers who can pull their weight, as there are always work that needs to be done in the winter months, including hunting for food, repairing snow damage, and even the proverbial "Singing for your Supper." As the winter months passed, the company members grew to know one another and agreed to travel together for a ways once the bitter winter ended. Before long, the warmth of the first days of spring melted the snows, and the company made ready to leave. Before they left, a few of the Woodmen asked the company to help them gather in some food on one of the many hunting expeditions setting out. Having spent the entire winter enjoying the hospitality of the Woodsmen, the company could hardly have refused...

I'm looking to start a The One Ring game for four to five players. Characters should conform to the standard rules for character creation. In addition to creating a standard character, each character should have the destination in mind that they were traveling towards and what they spent the winter months doing with the Woodsmen. The destination should be important to the character, but should not be of dire urgency that would prevent the character from spending time traveling with with the other Company members for a few months.

If there are questions about the rules, I would be more than happy to answer them. To get what is a common question (in my experience) out of the way, one of the things that often gets confused is the use of traits, so here is my understanding of them. Traits are a general fuzzy category of "things that you're good at". An example is "Boating" - if you have that trait, it implies that you know how to row and sail, and that you can keep a boat in good repair and judge whether craft are seawothy. Traits come into play in three ways:
1. If you you can convince me that one of your traits applies to the current roll, you can automatically succeed without rolling. This will count as a simple success, so you may want to roll anyway so you can achieve better levels of success.
2. If something is inevitable/impossible, you can get a roll anyway if you can convince me that one of your traits applies. For example, if I say that the river is too narrow and twisted with branches to bring a boat down, you can ask me for an Athletics roll to power your way through since you are an expert at Boating.
3. Finally, if you have a trait that pertains to the current task, it's much more likely that I'll give you an Advancement Point if you do very well or very poorly. You have to roll, though - you never get an Advancement Point for using a trait to auto-succeed.

Helpful Links:
Character Sheet Generator (Includes the Man of the Lake culture.)
Wilderland Map

Capfalcon on
«1

Posts

  • poshnialloposhniallo Registered User regular
    I have this game, and I'd love to play, but I've never done any online RPing. How much should I be expecting to post? I don't want to sign up and then wimp out later.

    I figure I could take a bear.
  • TalonrazorTalonrazor Registered User regular
    Saving a spot. I I will be doing a healer type character. I will create it soon.

    sig4.jpg
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    poshniallo wrote: »
    I have this game, and I'd love to play, but I've never done any online RPing. How much should I be expecting to post? I don't want to sign up and then wimp out later.

    Once every two days (on a regular basis) should be fine. More often is, of course, better, but that should be enough to keep things moving.

  • poshnialloposhniallo Registered User regular
    Capfalcon wrote: »
    poshniallo wrote: »
    I have this game, and I'd love to play, but I've never done any online RPing. How much should I be expecting to post? I don't want to sign up and then wimp out later.

    Once every two days (on a regular basis) should be fine. More often is, of course, better, but that should be enough to keep things moving.

    Then I'd like to sign up too - that's no problem. I have pootled around with that character creator lots, and am happy to play any kind of character.

    I figure I could take a bear.
  • SolarSolar Registered User regular
    YES YES YES YES ME PLEASE

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    So, I've had five people say they were interested, but, before we get started, I'd like to see some character sheets and a rough background so I can start planning future adventures.

  • poshnialloposhniallo Registered User regular
    Capfalcon wrote: »
    So, I've had five people say they were interested, but, before we get started, I'd like to see some character sheets and a rough background so I can start planning future adventures.

    Any kind of character is OK?

    I figure I could take a bear.
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Yep! Just follow the guidelines in the OP, and you're golden.

  • SolarSolar Registered User regular
    I will get to work on a character right now. Just to let other people know (I don't think we want to step on each others toes, and I always like to mesh backgrounds with other characters), my idea is to play a Barding Warden with the Dragon-Eyed background, a valiant swordsman with a strong desire to battle the shadow. Where he was going and why is more tricky, I'll have to decide more on that later.

  • SolarSolar Registered User regular
    edited January 2013
    Name: Vanir, Son of Vanulf
    Culture: Barding of Dale Standard of Living: Prosperous
    Cultural blessing: Stout-hearted
    Calling: Warden Shadow weakness: Lure of Power
    Specialties: Old lore, Woodwright, Shadow-lore
    Distinctive features: Adventurous, Eager
    Body: 5 Heart: 6 Wits: 3
    Body (favoured): 7 Heart (favoured): 7 Wits (favoured): 6

    -Common Skills-
    • Awe: 2 Inspire: 2 Persuade: 3
    • Athletics: 1 Travel: 2 Stealth: 0
    • Awareness: 1 Insight: 2 Search: 1
    • Explore: 2 Healing: 0 Hunting: 0
    • Song: 2 Courtesy: 2 Riddle: 0
    • Craft: 2 Battle: 2 Lore: 2
    -Weapon Skills-
    • (Swords): 2
    • Dagger: 1
    • Spear: 1
    -Rewards-: Grievous Longsword
    -Virtues-:
    -Gear-
    • Spear damage: 5 edge: 9 injury: 14 enc: 2
    • Dagger damage: 3 edge: G injury: 12 enc: 0
    • Long sword damage: 5/7 edge: 10 injury: 16/18 enc: 3
    • Mail shirt enc: 12
    • Cap of iron and leather enc: 2
    • Shield enc: 3
    Endurance: 28 Starting Endurance: 28 Fatigue from Encumbrance: 22 Fatigue from Travel: 0 Total Fatigue: 22
    Hope: 14 Starting Hope: 14 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0
    Armour: 3 Headgear: 1
    Parry: 3 Shield: 2
    Damage: 0 Ranged: 0
    Wisdom: 1 Valour: 2
    Experience: 0 Total Experience: 0
    Fellowship: 0 Advancement: 0 Treasure: 0 Standing: 0
    Vanir has heard too many songs for his own good, or so his mother says. The young Barding warrior would be like his brothers, staying at home to defend the new Kingdom of the Dales, had he not listened to so many fireside stories of the ancient heroes that once stayed the hands of evil, learn of far of places such as Dol Amroth where the Legendary Prince Imrahil holds court, or the grim and deadly Rangers of Arnor. The old tales of valour and glory are made even brighter in the heart of Vanir by the heroic deeds of his own King, as well as such events as the Battle of Five Armies. The servants of the Shadow are the greatest enemies of the free peoples of Middle Earth, and the greatest heroes always battle them fiercely. As such, Vanir wishes to do the same.

    The Dale is too quiet. The Dragon-nemesis of his grandfathers has been slain, and Vanir believes he must look further afield to find his own tale of glory. He has resolved to go and see the great western ocean, visiting the legendary havens from which the elvish folk leave the world of men forever, but knows it will be a long and arduous trek, an act of great significance amongst his kin. Such a thing is no concern to Vanir, who feel the more adventures that happen along the way, the better. After all, when he returns he will be the one telling his own stories before the hearth, and he needs som good ones!

    So far, Vanir has not gone too far. Travelling to the lands of the Woodsmen, he fell in with their company and wisely spent the winter with the, where he developed a love for woodcrafting. A strong sword arm and a fine voice for song are both valued amongst the Woodsmen, and Vanir has found his time here happy. When he is asked to accompany them on a hunting trip, he is only too happy to lend his aid, though he laughingly admits hunting has never been his strong point!

    A vital and healthy man with a eager and friendly demeanour, Vanir is fair to look upon and listen to, and though his youth and relative inexperience becomes quickly clear his irrepressable sense of adventure, natural skill at arms and courteous ways quickly earn him friends wherever he goes.

    Solar on
  • TalonrazorTalonrazor Registered User regular
    So this is a new game for me. I am working on a healer type guy, a Wilder woodsman who is a wanderer and healer. Limited skill with bow and axe. Is that something that is valuable? Or should I focus on more martial character?

    sig4.jpg
  • poshnialloposhniallo Registered User regular
    edited January 2013
    Here is my character sheet, but I'm still writing background. I gave him an axe and a leather corslet - is that OK?

    Name: Dorrn son of Dorr

    Culture: Dwarf of the Lonely Mountain Standard of Living: Rich
    Cultural blessing: Redoubtable
    Calling: Wanderer Shadow weakness: Wandering-madness
    Specialties: Smoking, Trading, Folk-lore
    Distinctive features: Cunning, Secretive
    Body: 7 Heart: 2 Wits: 5
    Body (favoured): 9 Heart (favoured): 3 Wits (favoured): 8

    -Common Skills-
    • Awe: 0 Inspire: 2 Persuade: 0
    • Athletics: 0 Travel: 3 Stealth: 0
    • Awareness: 0 Insight: 1 Search: 3
    • Explore: 4 Healing: 0 Hunting: 0
    • Song: 1 Courtesy: 1 Riddle: 2
    • Craft: 3 Battle: 1 Lore: 1
    -Weapon Skills-
    • (Axes): 2
    • Dagger: 1
    • Short sword: 1
    -Rewards-:
    -Virtues-: The Stiff Neck of Dwarves
    -Gear-
    • Dagger damage: 3 edge: G injury: 12 enc: 0
    • Axe damage: 5 edge: G injury: 18 enc: 2
    • Leather shirt enc: 4
    • Buckler enc: 1
    Endurance: 30 Starting Endurance: 30 Fatigue from Encumbrance: 4 Fatigue from Travel: 0 Total Fatigue: 4
    Hope: 8 Starting Hope: 8 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0
    Armour: 1 Headgear: 0
    Parry: 5 Shield: 1
    Damage: 5 Ranged: 0
    Wisdom: 2 Valour: 1
    Experience: 0 Total Experience: 0
    Fellowship: 0 Advancement: 0 Treasure: 0 Standing: 0


    Dorrn is an older dwarf, with braids and rings in his beard and his hair. He is a trader, of knicknacks and geegaws and fine little things. In his packs and bags might be found spices from the South and maps of the East, or bracelets and trinkets of dwarf-work or elven.

    He is, also, a trader in words and whispers, sights and sounds. He has of late been wandering near Dol Guldur and Lothlorien, trying to learn something of the perils these two great powers might pose for Dain and the Lonely Mountain. He has spent the winter here in Rhosgobel, trading tales with other travellers.

    Now he is hoping to cross Mirkwood and head for the Mountain, and the home that he hardly remembers.

    poshniallo on
    I figure I could take a bear.
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    That's fine. If you're just getting an axe, though, a shield would be a good idea, though.

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Talonrazor wrote: »
    So this is a new game for me. I am working on a healer type guy, a Wilder woodsman who is a wanderer and healer. Limited skill with bow and axe. Is that something that is valuable? Or should I focus on more martial character?

    If you want to be a healer, that's fine, but you should also get more out of combat stuff if you don't want to be a fighter (i.e. being a loremaster who's knowledge helps him mend wounds, a self sufficient woodsmen who knows how to take care of himself and others, etc) or go with the martial character who can patch up allies after a fight. Healing is really helpful, but it's not something that you'll be able to do all the time.

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    And everything looks good, @solar !

  • TalonrazorTalonrazor Registered User regular
    Ok, here is what I got. Can someone with a bit of The One Ring experience take a look at him and tell me what you think? I am going after a great hulk of a man who is a skilled woodsman that wanders from settlement to settlement employing his trade as a leechmaster. He is modeled after the Dentist in True Grit. I would love for him to have that bear-suit if possible.

    vlcsnap-7449937.png
    Name: Umberjon of Kane, the Leechmaster

    Culture: Woodman of Wilderland Standard of Living: Frugal
    Cultural blessing: Woodcrafty
    Calling: Wanderer Shadow weakness: Wandering-madness
    Specialties: Herb-lore, Leechcraft, Folk-lore
    Distinctive features: Gruff, Hardy
    Body: 3 Heart: 4 Wits: 7
    Body (favoured): 6 Heart (favoured): 5 Wits (favoured): 9

    -Common Skills-
    • Awe: 0 Inspire: 1 Persuade: 0
    • Athletics: 2 Travel: 0 Stealth: 2
    • Awareness: 2 Insight: 0 Search: 0
    • Explore: 3 Healing: 4 Hunting: 2
    • Song: 1 Courtesy: 0 Riddle: 1
    • Craft: 1 Battle: 1 Lore: 0
    -Weapon Skills-
    • (Bows): 3
    • Dagger: 1
    • Long-hafted axe: 1
    -Rewards-:
    -Virtues-: Herbal Remedies
    -Gear-
    • Long-hafted axe damage: 5/7 edge: G injury: 18/20 enc: 3
    • Dagger damage: 3 edge: G injury: 12 enc: 0
    Endurance: 24 Starting Endurance: 24 Fatigue from Encumbrance: 3 Fatigue from Travel: 0 Total Fatigue: 3
    Hope: 14 Starting Hope: 14 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0
    Armour: 0 Headgear: 0
    Parry: 7 Shield: 0
    Damage: 0 Ranged: 0
    Wisdom: 2 Valour: 1
    Experience: 0 Total Experience: 0
    Fellowship: 0 Advancement: 0 Treasure: 0 Standing: 0

    sig4.jpg
  • SolarSolar Registered User regular
    Right, I decided to change my reward from the Spear of Bladorthin to a grievous longsword. The reason for this is that the spears are quite unique and important items which are very cool but would require explanation as to why Vanir has one, whereas I would rather he had a longsword of fine craft that was owned by his ancestors before Smaug arrived on the scene. That's a little bit more personal and makes more sense, I think,

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Most of it looks fine, @talonrazor, but I'm a bit confused as to why you increased your bow skill but then got the axe instead...

    Also, the leather shirt is pretty reasonable armor even if you don't want to be too encumbered. Otherwise, you're fine.

  • TalonrazorTalonrazor Registered User regular
    Capfalcon wrote: »
    Most of it looks fine, @talonrazor, but I'm a bit confused as to why you increased your bow skill but then got the axe instead...

    Also, the leather shirt is pretty reasonable armor even if you don't want to be too encumbered. Otherwise, you're fine.

    I wasn't too sure if I should just dump all my points in bow and thus wanted a bit of axe. Also, how do I pick up a starting bow? The character gen did not let me grab it. Starting equipment was a tad confusing.

    sig4.jpg
  • wiithepiiplewiithepiiple Registered User regular
    edited January 2013
    I'd like to play. I've made a hobbit who's pretty standard fare: avoids fights, good at not being seen, good at talking his way out of problems, likes treasure, etc. He can fulfill the lookout role in travel and can be the "party face", but probably doesn't like talking to anything that's too big and scary. He's not the greatest in combat, preferring to shoot his bow from a safe distance.

    The character, Barro Harifellow, is from The Shire, looking to wet his beak on some of the vast treasures Bilbo and other adventuring types talked about. He's not the adventuring type, though, and while he talks a good game, he will certainly get cranky if he misses his second breakfast. Wont to smoke, talk, and relax, he's gotten good at avoiding conflict and responsibility. He's following a variety of legends of vast treasure in the east, most notably Smaug's jewel-encrusted underbelly, which sources say hasn't been recovered.

    EDIT: Here's the sheet.
    Name: Barro Harifellow

    Culture: Hobbit of the Shire Standard of Living: Prosperous
    Cultural blessing: Hobbit-sense
    Calling: Treasure-Hunter Shadow weakness: Dragon-sickness
    Specialties: Smoking, Story-telling, Burglary
    Distinctive features: Clever, Elusive
    Body: 2 Heart: 6 Wits: 6
    Body (favoured): 3 Heart (favoured): 8 Wits (favoured): 9

    -Common Skills-
    • Awe: 0 Inspire: 1 Persuade: 2
    • Athletics: 0 Travel: 1 Stealth: 3
    • Awareness: 3 Insight: 2 Search: 3
    • Explore: 0 Healing: 0 Hunting: 0
    • Song: 2 Courtesy: 3 Riddle: 2
    • Craft: 0 Battle: 0 Lore: 1
    -Weapon Skills-
    • Bow: 2
    • Short sword: 1
    • Dagger: 1
    -Rewards-:
    -Virtues-: Small Folk
    -Gear-
    • Bow damage: 5 edge: 10 injury: 14 enc: 1
    • Short sword damage: 5 edge: 10 injury: 14 enc: 1
    • Dagger damage: 3 edge: G injury: 12 enc: 0
    Endurance: 22 Starting Endurance: 22 Fatigue from Encumbrance: 2 Fatigue from Travel: 0 Total Fatigue: 2
    Hope: 18 Starting Hope: 18 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0
    Armour: 0 Headgear: 0
    Parry: 6 Shield: 0
    Damage: 0 Ranged: 0
    Wisdom: 2 Valour: 1
    Experience: 0 Total Experience: 0
    Fellowship: 0 Advancement: 0 Treasure: 0 Standing: 0

    wiithepiiple on
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    edited January 2013
    Talonrazor wrote: »
    Capfalcon wrote: »
    Most of it looks fine, @talonrazor, but I'm a bit confused as to why you increased your bow skill but then got the axe instead...

    Also, the leather shirt is pretty reasonable armor even if you don't want to be too encumbered. Otherwise, you're fine.

    I wasn't too sure if I should just dump all my points in bow and thus wanted a bit of axe. Also, how do I pick up a starting bow? The character gen did not let me grab it. Starting equipment was a tad confusing.

    You can get any gear you want, since the encumbrance will take care of itself.

    EDIT:

    If you want to put your sheet up on the Sheet Generator, the info for the online sheet database is:

    Group: "Penny Arcade"
    Password: "wang"

    Capfalcon on
  • CheeselikerCheeseliker Registered User regular
    Argh. Too slow. Good luck to you all.

  • DBZpantomimeDBZpantomime Registered User regular
    Hey! I'm saving a spot and gonna kick some but with my dwarf.

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Alright, I've been studying for my midterms, and it's tomorrow. So, we can get rolling after class tomorrow.

  • DBZpantomimeDBZpantomime Registered User regular
    edited January 2013
    Alaric is a dwarf with the typical rolling stone lifestyle. He is direct to the point of bluntly hurting feelings, and because of his background of slaying orcs, hardened. As a slayer he gets very caught up, some would even say reckless, but he gets the job done. His past is still being fleshed out, and I'll give more on that soon.
    Name: Alaric

    Culture: Dwarf of the Lonely Mountain Standard of Living: Rich
    Cultural blessing: Redoubtable
    Calling: Slayer Shadow weakness: Curse of Vengeance
    Specialties: Fire-making, Tunnelling, Orc-lore
    Distinctive features: Fierce, Hardened
    Body: 7 Heart: 3 Wits: 4
    Body (favoured): 9 Heart (favoured): 4 Wits (favoured): 7

    -Common Skills-
    • Awe: 0 Inspire: 2 Persuade: 2
    • Athletics: 2 Travel: 4 Stealth: 0
    • Awareness: 0 Insight: 0 Search: 3
    • Explore: 2 Healing: 0 Hunting: 0
    • Song: 1 Courtesy: 0 Riddle: 2
    • Craft: 3 Battle: 1 Lore: 0
    -Weapon Skills-
    • (Axes): 2
    • Short sword: 1
    • Dagger: 1
    -Rewards-: Grievous ( Great Axe)
    -Virtues-:
    -Gear-
    • Short sword damage: 5 edge: 10 injury: 14 enc: 1
    • Dagger damage: 3 edge: G injury: 12 enc: 0
    • Great axe damage: 11 edge: G injury: 20 enc: 4
    • Mail shirt enc: 12
    • Cap of iron and leather enc: 2
    Endurance: 31 Starting Endurance: 31 Fatigue from Encumbrance: 15 Fatigue from Travel: 0 Total Fatigue: 15
    Hope: 9 Starting Hope: 9 Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0
    Armour: 3 Headgear: 1
    Parry: 4 Shield: 0
    Damage: 7 Ranged: 7
    Wisdom: 1 Valour: 2
    Experience: 0 Total Experience: 0
    Fellowship: 0 Advancement: 0 Treasure: 0 Standing: 0

    DBZpantomime on
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    ydpDJ.png

    As several hunting parties gather inside the gates of Rhosgobel’s wooden palisade, a crowd gathers to celebrate the occasion of the first hunt of the season and wish for a bountiful day. Children laugh and scream as they chase each other through the assembled throng. Some stoop down to grab for the last handfuls of the fast-fading winter snow, eager to have one last fight before the snows leave for the year. Dogs bark in excitement, eager to be off.

    The woodsmoke adds a pungent texture to the crisp morning air. In front of the gates, the chiefs of the village’s most prominent families draw their conversation to a close and bid each other good hunting. As they return to the parties they are leading, the gates are unbarred and swung open to the sound of hunting horns and the cheers of the settlement. The cheering continues as the Woodmen depart on the first Great Hunt of the year. You take your places in the procession, following Amalric, the leader of your party. Once you are outside the palisade he leads you east, towards the forest of Mirkwood.

    The day is overcast and dew is thick on the grass as you approach Mirkwood. The world has the feel of having not yet fully woken up. Amalric, the leader of the party, and Evoric, his younger brother, seem in good spirits. They speak of nothing but the hunt and are competing with ever more outrageous claims of what they will be bringing back to the village at the end of the day. The hounds are racing ahead, chasing each other through the meadow, periodically returning as though demanding that you try to keep up with them.

    Heva, a stout warrior wearing what must be rather uncomfortable chainmail armor, seems to be enjoying herself on the hunt so far, though not as much as the brothers. To be fair, NO ONE seems to be enjoying themselves as much as the brothers. Heva seems to be looking out more for any dangers of the woods rather than animals to hunt. Thorismund. a blacksmith and tanner with hulking arms, is mostly keeping to himself, as he is still mourning the loss of his wife to sickness brought on by the previous winter.
    Alright:

    @DBZpantomime
    @wiithepiiple
    @Talonrazor
    @poshniallo
    @Solar

    Let's get this rolling. You've met all these people before during the winter, so feel free to act how you want

  • SolarSolar Registered User regular
    Vanir breathed deeply, the fresh morning air sweet and cool to his chest. Though the Mirkwood's reputation was grim, this morning it seemed rather beautiful, the damp leaves lush and fresh, the earth soft and loamy. Even the overcast clouds above had a strange, wild beauty to them, swirled with subtle, ever-changing streaks of blue-grey. After the darkness of a winter spent inside, albeit in friendly company, Vanir was happy to be outdoors again, and travelling into the Mirkwood on a Great Hunt of the Woodsmen would make for a fine fireside tale.

    Unsure of exactly the ways of hunting, the Barding Warrior resolved to watch his fellows closely, and ensure that he did not cause them any problems. The good health and spirits of Heva, her brothers, Evoric and Amalric seemed too high to damp with such concerns, and Vanir hoped that success on the day's events would ease Thorismund's sad thoughts. Nevertheless, much as his companions seemed at ease, young Vanir kept a watchful ashen eye out.

    "Though Winter has it's own beauty, I confess that spring has always been my favored season. Truly, it is good to be out and about on such a morn, and in such good company as well!"

  • wiithepiiplewiithepiiple Registered User regular
    edited January 2013
    Barro steps down the stairs, robed in a fluffy red robe, smoking only the finest herbs the inn has to offer (barely up to his standard), his hair wet from the bath. He spent most of the morning warming his water over the fire, coloring his cheeks a rosy red. Kicking off his matching slippers by the fire to warm his feet, he yells to Vanir, "Shut...the...DOOR! I know you love the smell of snow and icicles, but you're freezing up the place!"

    "Thank you again for your wonderful service, Timand. You've always treated me extra nicely," taking the warm loaf of spiced bread and piping hot tea from the cook's assistant. He leaves him a small tip for the child and shares some of the food, bending his ear to fanciful stories of his (they're his as far as he knows) adventures, punched up a bit for thematic effect of course.

    After the kid is beckoned back into the kitchen, Barro stores a slice of the leftover bread in his chest pocket as he goes upstairs to prepare for the hunt. You actually have to be present at these sort of things for people to believe your stories.

    wiithepiiple on
  • DBZpantomimeDBZpantomime Registered User regular
    Alaric's belly is full from a good breakfast of ham, eggs, bread, and ale. Whenever he can get it, ale is the perfect end to a meal. There have been stretches of time in his history where traveling and hunting and all consuming revenge meant the luxury of a fine, well rounded breakfast was a fantastical dream.
    Today Alaric is in good spirits. He's in his element--hunting. Traces of the town's celebration can be detected on the wind, but the scent fades as they ride. The damp earth and dewy trees masks the smell of animals. He watches the leaves, eyes sharp and dark.
    He is aware of the turmoil within Thorismund. Who could not be?

    To Vanir, Alaric says, "Yes. Though I am partial to the winter nights by the fire, and the good company there, this day is a reminder that we have our new beginnings. New adventures are on the wind."

  • SolarSolar Registered User regular
    "I hope so, good Dwarf. For I left my homeland in search of such adventures, and wherever they may be found, so will Vanir Son of Vanulf!" He knew he was displaying a foolish bravado of youth, but Vanir could not help it. His eagerness to head forth and uncover the mysteries of the day was too strong to let him hold back on such exuberant outbursts. With a warm breakfast in his stomach and his grandfather's ancient blade at his side, said to have lasted since an earlier age, he felt confident and strong, ready to match any challenge. If Dragons could be slain by mortal Men, then anything was possible!

  • wiithepiiplewiithepiiple Registered User regular
    edited January 2013
    A sound can be heard from the bushes as a squirrel darts between the horses' hooves. "Get back here you mangy orc dropping! I swear they've gotten faster. I must be getting old." Barro bursts out of the brush carrying an engraved bow and a half empty quiver. "Oh...you saw nothing..." He goes back into the forest for a few moments, comes back with a small donkey and a hurriedly filled quiver. "Wonderful day for a hunt! What do you say we share all of the game we kill today? I wouldn't want you two to feel jealous."

    wiithepiiple on
  • poshnialloposhniallo Registered User regular
    edited January 2013
    I updated my background and character sheet a little up the top of the thread.

    Dorrn, smoking a pipe of inconvenient size, walks near the center of the group and the brawny smith Thorismund.

    Eventually he empties out his pipe, stows it, and readies a plain axe of nondescript ancestry. He keeps an eye on the boys Amalric and Evoric, wondering if these striplings are paying enough attention.

    To the blacksmith, he says nothing, knowing that silence will often draw out tangled words.

    To the young warrior Vanir he smiles, hoping that the Man's exuberance will bring him no trouble.

    To his countryman Alaric he nods respectfully, rightfully seeing a powerful Dwarf who can be relied on.

    At the hobbit, he laughs. What else can you do, when there are halflings underfoot?

    poshniallo on
    I figure I could take a bear.
  • TalonrazorTalonrazor Registered User regular
    Sorry guys, I didn't even realize this started. I don't have the books yet and I don't want to hold everyone back by not knowing the rules. I will probably have to drop out. Sorry everyone!

    sig4.jpg
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    That's ok. When you get them, give me a heads up, and we can work you back in.

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Evoric looks back at the dwarf and Bardling. "That is why we have the Great Hunt! To shake off the sleep and dreams of winter and see the whole world born anew! It's even said that the party that has the best hunt will be blessed with luck in the new year!" His older brother, Amalrick, chimes in with a laugh, "I hope the rest of us don't drag poor Barro here down!" The brothers laugh at the joke, and even Thorismund lets out a single guffaw. Heva rolls her eyes, but she can't entirely suppress the smile on her face.

    Soon enough, the hunting party reaches the eaves of the forest. There, the two brothers leash the dogs to prevent them scaring off prey prematurely, while the hounds strain at the unwelcome restraint. The dirt trail looks rather well kept and leads deeper into the forest. Both sides of the trail are thick with undergrowth that would hinder movement of both hunters and prey. Here, the Woodsmen dismount and start looking for tracks in the underbrush.

    Everyone who is looking for tracks, give me a Hunting check.

    Remember that skill checks are 1d12 + 1d6 per rank of skill. Be sure to note any sixes you get.

  • wiithepiiplewiithepiiple Registered User regular
    edited January 2013
    Visibly reddened by the joke at his expense, he thrusts his nose in the air, avoiding eye contact for the rest of the trip. He takes a quick glance around to look for tracks. "Yep, it's dirt, twigs, and leaves. What are we looking for again exactly?"
    Rolled a 2.

    Fyi, there's a pretty cool die roller on the character sheet. If it wasn't awesome enough...

    wiithepiiple on
  • poshnialloposhniallo Registered User regular
    Dorrn, knowing he's no hunter, prefers to keep an eye on the weather and the group.
    Is this right? I'm new both at the game and Orokos. Or do you want us to just use the character sheet roller?

    Hunting (no skill at all): 1d12 4

    Can my Explore skill help out in this situation generally? (I don't mean this roll.) I might make a good lookout for Trouble (note that capital T) instead of blundering around in the woods.

    I figure I could take a bear.
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Generally, any online die roller is fine, as long as you can see what each individual die rolled. Remember that 11 is Sauron and 12 is Gandalf.

    Right now, you're just looking for tracks, but when you get on the hunt, there will be more options for skill use.

  • SolarSolar Registered User regular
    Vanir let the woodsmen search for tracks, rather than risk fouling up their chances of finding any with his own blundering. Instead, he strode to the top of a nearby rock, using ancient, moss encrusted perch to try and get a better view of the surroundings. It always payed to keep an eye out in unfamiliar territory, and besides the woodland was quite beautiful. "Blessed with luck sounds good to me! Even the most valiant still fall prey to fate, as they say."

  • DBZpantomimeDBZpantomime Registered User regular
    Alaric watches the hobbit's upturned chin and chuckles deeply. "A small man's still a man."
    He turns to Vanir, saying, "Indeed. Nothing like Fate's twisted sense of humor."
    A rustling in the trees draws Alaric's attention away, but it is only a dove.

Sign In or Register to comment.