Showing posts with label The North. Show all posts
Showing posts with label The North. Show all posts

Sunday, August 11, 2013

045- The longest day on Middle-Earth

This session picked up at the height of a cliffhanger from last session. Arnadil, the company's moody but fearless leader had fallen off the mast and seriously injured his pelvis. Kasper, the squire with spells, has managed to climb up to another mast with only one hand working. The rest of the company is running around trying to hit a winter drake hatchling which is having fun ripping off the ship's rigging. It was dark, in the middle of an unnatural snowstorm, and the company were caught in this while binge drinking, following the death of their friend: Araliniel the seer.

Act 45, Scene 1 - Slipping right through the fingers

One thing that got clear for both parties was that this combat wasn't going anywhere fast. Thannolf began negotiations. The drake asked all to lower their weapons, and in turn the snowstorm immediately subsided. The drake pointed out that their ship was getting in a terrible shape, and that they would need it to escape the angry Lossoths from Mulkan. He pointed out that his army would also be there in a few hours to collect his treasure. He proposed to stop thrashing the Raven against both Southron stones and the gondolin sword. 

Saturday, May 18, 2013

Thannolf the Northerling

Biography

Birthday : 7th of Lothron (May)


Basic Stat block:  ST 11, DX 11, IQ 10, HT 12, Per 12



Early Life (Age 0 - 12)

Thannolf was born in the foothills of the Ettinmoor while the war of the ring was raging in the south. It was a dark time for Northmen as orcs and trolls descended from the mountains to raid settlements with increased regularity. Following the defeat of Sauron, the influx of orcs in the North became a real threat. Thannolf's community relocated to the West in the ruins of Fornost: the ancient capital of the Arthedains. With the arrival of travelers from the south, a fever started to spread, causing them to die or scatter away. Thannolf was separated from his family during a night raid by orcs when he was 12 y.o. He wandered south, and never found his kin again. 

Skills: Area Knowledge (North) [8 pts], survival (woodland) [4 pts], survival ( tundra ) [ 4pts], brawling [4 pts], weather sense [2 pts], 
Languages: North-tongue (Native, illiterate), Westron (Broken), 
Trait: Light sleeper, Luck, Dislike (Orcs), Empathy



Years of Wandering ( Age 12 - 13 )

He spent the first year of wandering on his own, fending off hunger, loneliness and wolves. He discovered a special affinity with animals: he could understand them even though they didn't speak the same language. He befriended a pack of wolves which stopped stalking him and coexisted with him for the rest of the summer. When winter came, the hunger became too much for the beasts: Thannolf had to leave their territory. Winter was a miserable time of deprivation and isolation. He eventually returned to Fornost to find a deserted place. He met with soldiers of Gondor who provided him with shelter and food against his services as guide and kitchen hand. When Fall came, the soldier marched back to Tharbad. Thannolf found himself alone and jobless in a foreign city.

Skills: Survival (woodland) [8], running [2], hiking [4], 
Language : Westron (Accented, spoken only)
Traits: Animal Empathy, restrictive diet (vegetarian)


Years of Soldiering ( Age 14 - 16 )

He was employed sporadically as a runner for the Commander of Tharbad, where he gained a taste for possessions. Earning money, trinkets and fine clothes went straight to his head. He seeked more earning opportunities, became bolder. He wanted to gamble for profit but the manager of the Alehouse, Lady Arda, refused to let him in. He was soon in the habit to steal from the army stores to resell on the black market. Eventually, he realized that living off crimes in a small community was dangerous: he took up an appprenticeship with the riverine sailors. With the sailors, he learned the ropes of river navigation and learned too soon to enjoy one too many drinks each day. His fellow sailors liked him, although they didn't trust him all that much: Thannolf was always ready to pick up extra work for a handful of coins.

Skills: carousing [2], gambling[2], streetwise[4], savoir-faire (military)[1], soldier[2], knife[4], brawling[4], head butt(brawling)  [2pts], knee strike (brawling) [1 pt], ,wrestling [2], smuggling [2], profession (sailor) [2], knot making [1], area knowledge ( West Gondor ) [4], lock picking[1], pickpocket [1], searching [4], Acting [4], Body Language [4], Acrobatics [4], Fast-Talk [8], Detect Lies [2]
Trait: Greedy, Compulsive carousing ( self-control: 9 ), Social Stigma (Northmen), combat reflex


Recent Events ( Age 16 )

Thannolf was caught stealing from the army store once more while on shore leave in Tharbad. He was thrown into jail until the new Captain of the Watch demanded to talk with him. 

Trait : Social Stigma (criminal)



Notes on playing Thannolf

Thannolf has had a hard life. He developed a near obsession with acquiring things. He likes to be able to afford the nicest booze, clothe items and other possession. If he sees a more valuable dagger than his, he will endeavour to get his hands one it. he is not fundamentally dishonest, but may freely choose to be if it helps in his pursuit for more stuff. Nearly all of his decisions comes down to whether this will be profitable for him or not. Another trait of Thannolf is that he has the disadvantage compulsive carousing. He must do whatever he can to party and drink alcoholic beverages each day. He is not alcoholic: his need is not a physical addiction but rather something that he has to indulge regularly. Resisting the urge to party requires a Will check, skipping a day temporarily gives him the disadvantage bad temper. 

It makes sense for Thannolf to join with the Palantir Commission because 1) it gets him out of jail, 2) will take him back to the great North and, 3) these guys are treasure hunters... Right?


What Thannolf knows about the Great White North

Thannolf's grand-father was from the Forodwaith, beyond the mountains of Angmar. He has heard tales of how terrifying the great white north can be: giant beasts, night terrors and snow wraiths. He speaks natively the North tongue and has some knowledge of the Ice Bay of Forochel from stories and tales. He knows the Lossoth people for the fierce nation of survivors that they are as some of their blood still flows into his veins.
Thannolf may teach North Tongue to his fellow Company members, but he himself osn't much of a teacher. 

Saturday, March 9, 2013

016 - The road to and through the Shire

Walking in the wake of a winter drake

October 15th to 28th (map)

The company resumed their long journey to Annuminas on the morning of October 15th. Provisions were purchased for the coming 10 days. With the early light of Fall, they set out across the Gwathlo river, heading north to Sarnford: a fording point into the Shire.

The road was reasonable, and the weather cool. Finbert expressed his concerns that it was unusual and worrisome to see this much frost and snow on the ground south of the Shire at this time of year. His concern kept on growing as the accumulation on the ground began to increase. His chief concern was that the apple season may have been shortened, but to each its own fears.

Wednesday, March 6, 2013

015 - Sniffing the air for a winter drake.

This encounter reports on a solo session with the campaign's new addition: Irina Took. It was meant to be both a send-off and a playtest. It worked out great: we used the invention rules (see last part), had some role play and lots of exploration of what can be done with a ST 6 hobbit without an ounce of aggression in her (and a 25lb bow).




October 20th FA 15

It snowed in and around the Shire since early-September. Folks in the Shire are worried: there is something queer about this weather, but no one can imagine the real reason for all that snow. Irina knows, and she'd rather not spread the word.

She met in Bree with the Shire's bounders and Dunadain rangers in early September. The rangers are pretty sure that the hatchling of a winter drake has descended from the Blue Mountains. Since then, it has been prowling in the low-lands for food and a hoard. There are reports in the Northfarthing of missing livestock coinciding with snow squalls and general bad weather. The colleagues agreed to be on the look out for white-outs and any other traces of a prowler. This is the reason why Irina was on the road to Tharbad on that quiet morning. The plan was simple: if a drake shows up, she will melt in the woodlands and shadow the beast, if possible. 

There was, however, no snow squalls to be seen all around. Rather, a deafening silence. Irina could hear the snow flakes falling in the ground with an almost audible tinkling sound. Amid the creaking of her own footsteps, she first heard the sound of voices beyond the crest of the next hill. Irina scanned the surroundings and found a path through fallen trees and tall grass to scoot out of sight without leaving an obvious dotted trail of footsteps in the snow [She succeeded with a wide margin a hard Survival check].  She snuck under an evergreen where she could observe the road, unseen. 

Three northmen walked by her, discussing enthusiastically about the sheeps that they were to steal from the Shire's outlying herds. Irina knew that this chance encounter had to be dealt with. When the men noticed the footsteps on the road, they began to look for the trail that would take them to Irina. However, their tracking skills were no match against Irina's master work at sneaking out [their margin of success was less than Irina's, which was a bit lucky to begin with]. The oldest of the northmen explained to what looked like his sons that such a strange disappearance of footsteps could only be the work of the Shire's Bounders. All seemed to get nervous, searching around for the outline of a shadow menace, ready to duck oncoming arrows. After much discussions, they decided to leave the road and enter the woodlands. 

Irina decided to shadow the sheep rustlers. She could follow the men very closely without arousing suspicions [quick contest Per vs Stealth, which Irina won with a critical success!]. Irina followed them for an hour, waiting for an occasion to do something. Being a Hobbit, she had no intention to really hurt them. She considered harassing them with pot-shots with her bow until they turned around. In the end, she chose an unexpected solution. She figured out that, having cultural familiarity with "The North", and being herself a very charismatics person, she would attempt to befriend the men and divert them from their original goal. She began to sing a song that she knew was widely known among the northmen, and approached them from behind [singing check success with +3 margin] in the least threatening manner. The men were initially worried, but soon took down their guards when they saw a jolly middle-age hobbit female singing one of their favorite song [the reaction roll was done at +6, +2 for voice, +1 for fashion sense, +3 for the song... and got a Very Good reaction level]. Disarmed by a smile and a song!

Things could have gone bad, but they didn't. The northmen were unwilling to confront the jolly hobbit standing in their way, and lied about their motives by telling her that they were hunting. Irina, smilling at the inadequate "hunting" equipment of the sheep rustlers, offered to take them to a deer feeding ground and help them find meat. She knew of a spot [Area Knowledge success], and lead them to a place teeming with deers. On site, she found some the deers feeding trails [Naturalist check]. The northmen were not hunters by any stretch: they were loud, smelled too much and probably couldn't hit a deer with their spears. She instructed them to stay in place while she scouted ahead. 

Irina sneaked into position, but the deer bolted just before she could get a fully aimed shot [Per vs stealth failed by 1]. The shot was a 20 yd, with a Move 6 target. Irina managed a hit on the leg as the deer disappeared in the thick evergreen underbrush. The deer was weaker, but still fast. Irina patiently tracked the animal [Easy tracking check in the snow], moving silently until she found the wounded beast again. The deer was still, and she slipped quietly at 15 yd without being noticed. She took her time, aimed for the vitals and got a clean hit on the unsuspecting target. The deer fell to the ground [unconscious and stunned, not dead]. Irina, reluctantly, finished the beast with a swift slip of her hunting knife. 

The northmen were brought in, picked up the deer. The new friends walked back to the road. The northmen are unlikely to come back to steal sheeps now. It is more difficult after making a personal contact with a local. Beside, they know that they are no match to her hunting and shadowing skills. The older northmen offered her a beaded necklace as token of thanks. The harvest was not as big as planned, but should be as tasty. 

Irina headed for Sarnford, back to the shire. On the road, she could see a number of horse footsteps and a the tracks of a heavy cart. It looks like a group of human just snuck by while she was hunting. 

Other Notes: Before the encounter. We worked out why a hobbit would ever want to leave the Shire and travel with the Palantir Commission. We established that she nearly died of a fever in the spring. This near death experience triggered the Took's itch, a malady that flips the desire of hobbits to stay home on its head. She had a series of disagreements with her husband on the topic, and they decided to amicably go their own way. Irina is older (45), and there are lots of Bounders around to take over. She needs to see new places. 

Herb lore and GURPS' invention rules
We also gamed the preparation of two herbal brews from earlier on in the summer: Irina's brain explosion and Irina's Sniffle buster. The brain explosion gives the highest of 2 d6 FP for an hour, but cause a crash 1 hours later by the highest of three d6. She found out about the right plant: the root of a pond rush [herb lore], which she knew where to find [Area Knowledge], and harvest [naturalist]. She brew a few doses [herb lore, again]. Her attempt to dry the roots so that she could prepare the herbal mixture off season, however, failed [Hard check -4]. We use the invention rules for her to create the Sniffle buster tincture. She followed a similar process as for the brain explosion infusion, but then had to make a prototype and test it for a few weeks. She found a major bug (drowsiness), and a minor bug (tastes like dung, so she is adding honey...). She found only a small patch of source material, unfortunately, well outside the Shire.  When the first snow arrived, the live plant died and she ran out of fresh material. 


Wednesday, February 27, 2013

014 - The sword under the river fortress

Oct 14th, FA 15

Kasper, Galdor and Finbert entered the Alehouse and stretched their feet. The two Gondorian knights have been displeased with the company's leadership from the beginning, and wanted no part in the chit-chat with the commander of the city. In fact, Galdor's interest in the Palantir is really only in hope that the glamour of bringing home a national treasure would earn him enough reputation so he would not have to train as a man of law anymore. Kasper, in turn, was drawn to become Galdor's squire mainly to escape the drab routine of a Gondorian beacon posting in Anorien. Neither had much interest in getting all excited over a crystal ball, nor be told what to do by a gentile career watchmen. Finbert was in the Alehouse for a more direct reason, there has to be food in a place like this, and life owed him a meal or two since that they set out for Annuminas. 

Tuesday, February 26, 2013

013 - An audience with the Commander of Tharbad

Oct 14th, FA 15

The company finally reached Tharbad in the waning lights of mid-October afternoon. The air was heavy, but the freezing rain had seceded for the time being. Tharbad, once a mighty city, appeared like a walled enclave build on the bank of the Gwathlo river. From their point of view, only an imposing wall with matching fortifications could be seen. There were no suburban farming, no traffic in and out of the city. Maybe a dozen of workers laboring on the fortification itself. The road met the wall at a drawbridge that was yet to be functional, and a large barbacane structure with its porticullis left up. A small group of watchmen met the company as they arrived.