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Reading Room - Archived Games (data may be deleted) => Chronicles of the North [LotR CODA] => Chapter 8: Home Fires Burning => Topic started by: tomcat on Oct 17, 2006, 05:58 PM

Title: To heal relations...
Post by: tomcat on Oct 17, 2006, 05:58 PM
The night passed quietly save for the constant sound of the cascading falls, yet the Company still found it easy to rest. They had worked very hard the day prior - Edrahil tending the sick, while the rest of the group saw to the moving of the fallen out of the grotto. A total of four litters had been prepared and with the morning, the Sindar mage thought it safe to move the sick back to the Dunlending settlement. They would also return the bodies of those who had passed.

Again the sun rose brightly into a vibrant, blue spring sky. The Company gathered their things and broke camp.Tying items off to the rope, Fengel and Durgil started the climb and once to the top, hauled up the line to retrieve the beddings and other things that had been used for the camp. The Dúnadan noble wiped at his brow and looked up to the rising sun... it was going to be a hot day. Not far away, Fengel began to secure the litter yolks to the horses.

Still below, Dirnhael and Seriand, along with Galudir and Nain grabbed up the two surviving youths and began the arduous task of carrying them up the thin, and winding stairs. Edrahil looked about one more time within the glade and Elven home to make sure that nothing had been left. He had gathered up a large assortment of the Ephanial blooms along with the left over brew he had prepared the day before. The Company would either need to instruct the Dunlenders in the treatment using the flower, or they would need to postpone their moving on until the sick could be taken care of in the village. The mage wondered how that would sit with his friends. He also wondered how the Dunlenders would accept the Company's return... and would they trust each other?

With nothing left to collect, Edrahil began to move towards the stairs and to his friends up above. As he did, he heard a soft singing that was just louder than the falls. He looked back over his shoulder and took pause; behind him stood a small gathering of misty apparitions in the shape of his kin, and they all smiled. Without a sound, they nodded, then turned and faded into the surrounding ferns - the music disappeared with the ghostly shapes. The Elf nodded back to no one there and then grabbed the rope to make his climb.

The Company marched back east, down out of the mountain's lowland and into the valley with the large clear blue lake; on its eastern shores, the Dunlending settlement sat with thin wisps of smoke rising and people tending their daily duties. As the party moved around the south end of the lake and began to enter the immediate surrounds of the village, the hillmen took notice. There was a rush of action as the men folk gathered in the center of the town and with their leaders, and weapons in hand, they moved to block the oncoming Company.

With the sick and fallen in tow, the Company walked up to meet the Dunlending warriors who held spears out in a threatening manner - the warrior chief again painted in clawed-face. Within the throng of hillmen stood their elders, who seemed to be both controlling the rank of men but also prodding on their threats. The claw-faced warrior drew forth a crude looking blade and strode out before all and took a posture for combat... he would make sure that it was not his folk that suffered again from this meeting.



OOC: Okay... you guys have to do something with your human relation skills. Remember, there is only one individual amongst the Dunlendings that speaks the common tongue well enough to understand.

So, I prefer having RP'ing to resolve these things not dice rolls, but with your posts, you can give me a test roll with a description of what you are trying to achieve. With the settlement's current disposition, no test result less than 12 will have much effect. Of course, bringing back their people should earn some points... we'll see how you handle it.

Re-building any relations is probably going to be an extended test, but I have to think about how I want to do it. We'll see how this RP's out, and what initial test types and rolls you give me (Look at your character sheets and the CRB for all potential social skills). Also, I need whoever is talking to make a TN 10 Language: Westron test when you talk. DOS will offer more bonuses to the Dunlenders for understanding what you are trying to convey.

Understand, I do not necessarily need a post from everyone each trying to communicate, but you guys should maybe pick one or two people to do the talking and offer OOC teamwork. Your call...
Title: Re: To heal relations...
Post by: GandalfOfBorg on Oct 18, 2006, 04:22 AM
Language: Westron - 11*+7=18
OOC: If this makes any difference...
Debate (Oratory) - 8*+5=13

This is a point of honor to Durgil, an action he believes most deeply in.  Dismounting, Durgil retrieves one of the survivors from the litter.  With a person in his arms showing that he is no threat while so encumbered, he walks right up to the man with the knife.  In a manner that will hopefully pull on the man's sense of duty and sense of family, he speaks, "We have found your missing members.  Some are living, but most were lost when we discovered them.  There is a means for us to help the others, but you must let us or at least one of us through... please."

OOC: With the survivor in his hands, should any violence occur, he will put that person's safety above his own, meaning he will stand resolute and not shy from any attacks made against him (ie. slaps, punchs, stabs, pokes, etc.).
Title: Re: To heal relations...
Post by: tomcat on Oct 18, 2006, 07:47 AM
The warrior Hurd watched as Durgil dismounted, retrieved the young girl, and then presented her to he and his folk. The Dúnadan's words were incomprehensible to the Dunlending, but instant recognition flashed across his face when he saw the child. Holding his sword with one hand, in a posture to strike, he advanced to Durgil and quickly reached out, grabbing the girl's arm and causing the noble to slightly jump.

Pulling forcefully, Hurd dragged the girl free of Durgil's grasp and he backed quickly away into the throng of Dunmen behind him. The crowd gathered around the warrior and his apparent daughter who had been missing for days, and then they looked to the Company. Hurd put his head close to his little child's mouth waiting to feel her breath and relief became visible on his face, but only for a moment. He picked up the child and handed her to another of his kin, who quickly separated from the crowd and began to run her limp form back to the village.

At the same time, Hurd and the two elders once again walked towards the Company, all the time they tried to peer around Durgil, his friends, and their horses to the litters that sat behind all. Durgil noticed that Hurd's weapon was no longer raised in an offensive posture, but neither was it sheathed. The Dúnadan noble still waited to get some kind of response to his plea, from the Dunlenders, but naught had yet come.

Title: Re: To heal relations...
Post by: Stefan on Oct 18, 2006, 08:39 AM
Nain dismounts and carries the surviving boy, who hs been on his litter, forward stopping next to Durgil.  He didn't really care so much about the humans relationship to one another but he knew that he would appreciate the gesture were it his clan members who'd gone missing.  His unconscious body was light in the dwarf's arms but he felt the weight of the sickness that he carried inside.

"Be careful with this one, he's not doing as well as the lass."
Title: Re: To heal relations...
Post by: sdrotar on Oct 18, 2006, 09:30 PM
Dirnhael watched as Durgil and Nain returned the children to the Dunlendings, content to look over the proceedings; his hand near enough to Vorandur to snatch it from it's sheath at a moment's notice.

At one point, he caught the largest man looking at Seriand and Fengel, who had temporarily taken the warrior hostage days before. Dirnhael privately wished it was something they had not done - he would not have done such a thing himself - but he had to admit that their doing so allowed the Company to escape, and with no bloodshed on either side.

When the man's eyes locked with Dirnhael, his features softened somewhat, as he tried to reassure the man in some way. Certainly, there would be no reason for the Company to return, and bringing them their lost children would only make their intent more clear, would it not? Dirnhael hoped the Dunmen hunters would see things as they were...

He reached his arm back, gesturing to the litter behind them. He heard an audible gasp from the group, but he was optimistic that the Dunmen would see that they treated the Dunlending dead with respect, and meant to honor them by returning them to their home.
Title: Re: To heal relations...
Post by: Palandil on Oct 19, 2006, 06:23 AM
Fengel stood tall upon Heostor along side Dirnhael.  He too looked at the large warrior but this time Fengel's eyes were softer conveying his sorrow for their losses.  He hoped that the warrior would not remain angry, but he was ready to defend Dirnhael and his companions if need be.
Title: Re: To heal relations...
Post by: GandalfOfBorg on Oct 19, 2006, 07:39 AM
OOC: If there are any left...

Durgil once again returns to the litter to retrieve the/any of the remaining survivors.

OOC: Otherwise...
"Nain, help me with the litters," he asks his Dwarf companion.  They both unharness the litters from the horses, give a signal for his friends to back away behind the litters, and returns to the throng that has now gathered.  "On those," he points to the covered litters, "are the remains of those who did not survive.  May they have some peace."  With that he lowers his head, solemnly.
Title: Re: To heal relations...
Post by: BrianM on Oct 19, 2006, 10:54 AM
Edrahil stood by the litters while his comrades initiated contact with the Dunmen. He was dismayed by the rough treatment the two surviving children received, and hoped that they would be allowed to rest once more in the structure where the sick were housed.

The elf sought out the elder who had spoken a few words of Westron at their last encounter.

[ooc assuming he spots him ...]

When their eyes met, Edrahil approached slowly, holding a single bud of Ephanial before him. "This plant will help to heal those who have the sickness. The two children that we found have been treated with it already. I will teach your healer how to use it, so that other deaths can be prevented."

[ooc Edrahil is really good at pursuading people with awesome displays of power, but I don't think that will work here, so he's going to let his words sink in and see how the elder reacts]
Title: Re: To heal relations...
Post by: tomcat on Oct 19, 2006, 05:11 PM
The air between both parties eased slightly and the elder that stood near Hurd, in his heavy accented tongue, spoke to Durgil, "You found our people? Where? We have ranged the hillsides in search, save the haunted ruins and turned up no clue? Do you ally with the spirits that torment us?"

The man's words were clipped, as if he wanted to be angry and still untrusting, but the revolutions before him were irrefutable. Looking around the horses, he continued, "Yet you honor our dead..."

Finally, the old man thought about the comment from the Dúnadan and the Elf regarding the means to aid the sick. He wondered if it was true, but he still could not fathom the Company's intent. The elder looked to Hurd, and the warrior gave an unknowing glance leaving the leader with a decision to be made.



OOC: I do not know who the chosen spokesman is, but here is what we are going to do to expedite the scene... this is going to be a series of Persuasion tests that will be modified by Inspire and Debate affinities (+1 for each if the speaker has the skills) plus the social test modifiers.


The goal here is to move the Dunlending disposition to a 10 success (the Dunlendings will change their point of view and befriend the Company), or –10 failure (the Company is forcibly driven from the village).

What we will do is for each DOS, it will either improve or degrade the Dunlendings disposition based on the following:

Extraordinary Success: +5
Superior Success: +3
Complete Success: +2
Marginal Success: +1
Failure: -1
Complete Failure: -2
Disastrous Failure: -3

Example: Edrahil is the chosen speaker to conduct the first test - he has a +11 to Persuade (Charm). The TN would be 7 +7 +3 -5 +3 = 15. He rolls Roll (1d12) +11: 4, +11 Total: 15 (Marginal Success), so Dunlendings disposition would be raised by +1 to -1. The tests would continue from there until the characters are forced away or accepted.
Title: Re: To heal relations...
Post by: GandalfOfBorg on Oct 20, 2006, 04:58 AM
OOC: Unless someone thinks they can do better....

Persuade TN - 7+7+3-5=12 (based on what you wrote above)
TN 12 Persuade - 9*+5+2 (affinity bonuses)+ 3 Courage=19  SUPERIOR SUCCESS

"We discovered your kin in hidden place not far from here -- the remains of ancient Elvish dwelling.  It is here we also found the means to restore your kin.  We are not in league with anything evil, nor are what you call "spirits" evil -- if fact, they were trying to help."

OOC: I'll start with this before giving out any more info to see where this takes the conversation and situation.
Title: Re: To heal relations...
Post by: Stefan on Oct 20, 2006, 05:01 AM
OOC:  Nain sure won't be the one talking to them.  Any more than is necessary that is.  Do the human's take the race penalty still?  they are both Human after all, and we know that they're all alike.

IC:
After gently handing the youth over to his parents Nain moves to help Durgil with the litters carrying the dead.
Once they are brought to the front of the party where the parties have come together he stops and speaks to the Elder.

"Where do you prepare the dead?"
Title: Re: To heal relations...
Post by: tomcat on Oct 20, 2006, 05:14 AM
OOC: Cool Matt! You got it perfect... that Superior success will move the Dunlendings disposition to +1. This reduces the Unfriendly / Hostile TN penalty to +5 for the next test. Question... did you check off on your online character sheet the Courage point, if not I will do it for you and that was your only available Courage.

;D Yea.. those humans are all alike Stefan! You are correct, the different race penalty does not apply if Durgil (or any other man) does the talking.



The elder listened to Durgil as he looked at the bloom in Edrahil's hands. The hard lines on his face began to soften, "You tell me that the flower you hold can help heal my people?"

The Dúnadan noble knew he had pierced through the hatred that seemed to stand between them, but still there was more trust to garner.

Hurd no longer maintained his aggressive stance and to Nain's question he pointed to the mountain ridgeline. The Dwarf could tell the Man did not understand the words, but had interpreted his meaing. The Dunlending warrior looked to the elder with a questioning gaze, as if to get permission for his act.
Title: Re: To heal relations...
Post by: GandalfOfBorg on Oct 20, 2006, 07:37 AM
OOC: Ooops, no I didn't.

TN 10 Persuade - 12*+6*+6*+2*+5+2 (affinity bonuses) = 33  EXTRAORDINARY SUCCESS [EDIT] Remember, the cascading d6 works like it used to - for each natural 6 you can roll again. I went ahead and rolled those dice and added them in... needless to say, very nice roll!

"Yes, sir.  My friend here," indicating Edrahil, "has great skill in the arts of healing.  If you so permit, he can teach and/or aid your healer or whomever you wish in the ways of using this plant to ward off the dark sickness, where and how to cultivate the plant, and whatever other knowledge you deem noteworthy."

"Please believe me that we understand and share your plight; it hasn't been just your lands that have succumbed to this sickness.  My people have and still do, including one dear to me -- my mother, who was lost when it first came.  It was by the noble efforts of some of my companions that they are now able to heal."
Title: Re: To heal relations...
Post by: sdrotar on Oct 21, 2006, 08:15 AM
Dirnhael watched intently as Durgil spoke. The young noble was accustomed to such dialogue; Dirnhael was not, and had little wish to become so.

It seemed that Durgil was making progress, but Dirnhael continued to scan the horde of Dunmen in case one of them didn't seem quite as comforted by the young man's words.
Title: Re: To heal relations...
Post by: Nikitas on Oct 21, 2006, 11:13 AM
Galudir kept silent but lent his hand to whatever labor was directed toward him. Normally the rogue would be the first to treat with the barbarians, it was his primary occupation in his band. But he remembered the promise he made to the dwarf, that he could speak to the Dunlanders in their tongue. Given the distrust so far, Galudir reasoned it would be best that he did not expose himself as a liar.
Title: Re: To heal relations...
Post by: tomcat on Oct 22, 2006, 05:05 PM
OOC: With Durgil's success being so extraordinary, I am going to award a +7 instead of the +5 that I have on my chart. So, the Dunlending's disposition is now a +8 and the Hostility / Unfriendly penalty is now a -2 making anymore Persuasion tests a TN 3 and rather irrelevant. The Company may now enter the village accepted as healers and teachers.

Great job Matt!



The Company stood there waiting for some kind of reaction from Durgil's plea to aid these people, but the old man just stood there. Hurd, standing next to him, rattled off something in the Dunnish tongue and the elder replied, and then spoke again in the Westron tongue.

"He wonders what you bring... his wife has now taken ill as well, yet you returned his daughter. He wonders if you truly bring aid." The leader stood there trying to read Durgil, to see if there was anything in the noble that belied his spoken words, but nothing could be seen - he could only see truth in his eyes.

With a nod, and a sidewords statement to Hurd, the old man said, "Please... help us."

The crowd of Dunlending men separated as their leaders led in the Company and the litters bearing their fallen. Together they all strode across the field and into the town and there Elf, Men, and Dwarf saw to the healing of the sick as the days of spring passed.



OOC: All right everybody congratulations! We have come to the end of Chapter 8 and experience points shall be doled out. Feel free to add any final posts that you would like, but the actual mechanics of Edrahil healing these people, or teaching them, will be done through an introductory narrative to the next chapter. The only thing I want to know from you all is how philanthropic is the company and how long will you stay to lend a hand?

Although, I do want to work out the mechanics of Durgil and the plague that has taken a hold in him... as of the day the company rides into the settlement, Durgil would be overtaken by fevers and illness (+0 Vitality mod means the next day he would be sick). So I want that stuff rolled out before we move into the next chapter.

If you have an Advancement, please post your picks on this thread so that I can edit your character PDF's. You certainly can edit your online sheets. I will be adding to the Characters thread a table for XP like we had before, but your online character sheets will show it as well.

You guys have already tested to see if there was any corruption, but I am also awarding the following (I have added these to your online character sheets already):

Durgil - 2 renown, Edge: Friends (Dunlendings of north Hollin - limited to this tribe only)
Edrahil - 1 renown, Edge: Friends (Dunlendings of north Hollin - limited to this tribe only)
Dirnhael, Nain, Fengel, Seriand and Galudir - 1 renown
Title: Re: To heal relations...
Post by: tomcat on Oct 22, 2006, 06:26 PM
OOC: I am kind of worried about Durgil surviving this one... just looked over his stats and Courage availability.   :-\

As I said, the magic of Middle-earth is gonna step in a bit here on this one... so I am restoring some Courage. I wish you two luck on the rolls!

Here are the plague mechanics as a reminder.

PLAGUE MECHANICS:

After being infected, a charater or NPC will have a period of days equal to their Vitality modifier that the virus incubates. The Plague then causes the loss of Vitality until the person dies (at 0 Vitality), slowly weakening as it fills their lungs with fluids. Fevers are a symptom along with dehydration.

1) Sick character loses 1d3 Vitality per day, may make a Stamina Test TN 20 to negate the Vitality loss. Though they may successfully avert the loss, they are still carrying the sickness. The character may spend no more than half of his Courage points on any test. When a character is reduced to 0 Vitality, they expire.

2) Healers may make a Healing (Treat Sickness) TN 15 per day, which grants:
- an additional Stamina Test TN 15 to avert that days Vitality loss; Though they may successfully avert the loss, they are still carrying the sickness.
- allows victim to make a Stamina Test TN 20 to rid themselves of the plague (see below*)
- sick character need only make one roll for both tests above and may apply results based upon the modified die roll
- If Healing test is a Superior Success, reduce above tests by 1
- If Healing test is a Extraordinary Success, reduce above tests by 3
- Each Healing test is a full days care

3) For each loss of 1/5 of a character's Vitality penalizes them 1 wound level

4) With Ephanial, all tests are reduced by 5; the Ephanial plant is brewed and administered as a broth

5) *The plague requires an extended Healing test to cure. When the Healing (Treat Sickness) TN 15 test is successful and then the character makes the additional TN 20 Stamina test, if it also is successful, the character gains back 1 Vitality point. When the character has been restored to his original Vitality, he will be cured of the plague.

6) After being cured, the character needs to roll 1d3 and permanently reduce their Vitality. This is a 'scarring' from the disease.
Title: Re: To heal relations...
Post by: GandalfOfBorg on Oct 23, 2006, 05:25 AM
OOC: I can only assume that Edrahil is going to help, so I'll assume ephanial will reduce my TN to 15, unless otherwise changed.

TN 15 Stamina - 11*+3+3 Courage (2 left, I've marked it) = 17

As the day wears on with Edrahil tending to the sick, the rest sit with the elders discussing many matters.  Though now better accepted by the tribe, the some of the companions are still walk on eggshells and look slightly uneasy with the environs.  Just before the evening meal being prepared by the women of the village, Durgil, who had been feeling not quite right, is talking to one of the elders about how the sickness had invaded his land and the loss of his mother.  In moment of sudden dizziness, he staggers.  Barely catching himself in delerium, he thinks that this bout could be still from the trip and lack of food.  Edrahil comes over to him to check him out, but it is the elder that pronounces it, "So too has it gotten you, my friend."
Title: Re: To heal relations...
Post by: Stefan on Oct 23, 2006, 05:42 AM
Nain nods in response to Hurd's pointing and takes the litters with the bodies to the place where they will be prepared for burial. Not knowing their customs he is reticent to do more but he keeps watch over them till the humans come to deal with them to make sure that the predators and scavengers are detered.  Once the dead are buried Nain spends his days trying to help the people with crafting.  Teaching the people what he can and learning from them whenever possible.  The ways of the Dwarves were better, of course, but these people had some tricks that were interestingly different than what he knew.


OOC: Assist with/teach Crafting (Tailoring +8, Tanning +6, Brewing +6, Weaponsmithing +17 and Armorsmithing +13) and Stonecraft (Fortification) +13 to begin building a short wall around the town given time.
Title: Re: To heal relations...
Post by: BrianM on Oct 23, 2006, 10:08 AM
Edrahil worked diligently, tending to the sick and at the same time teaching the village healer how to brew and administer the Ephanial plant. At the end of the first day of effort, the elf looked forward to a brief rest from his labour. He was satisfied with the effort, and new that many in the village would survive. Hopefully the spread of the disease could be prevented. It was then that Durgil was brought to the hut where the sick were being housed. As soon as Edrahil saw the fever, he knew that the young Dunadan had been infected. The irony was not lost on him that it was Durgil's influence that had alowed them back into the village to tend to the sick.

Thoughts of rest aside, Edrahil prepared to use all of his skill to save his friends life.

[ooc]

Tending Durgil

Cast Healing spell ...
Willpower Test TN 10
Willpower +3, Resolute +1, Strong-willed +2, The Art +2
Roll(1d12)+8: 7,+8 Total:15 (success)

Stamina test for Healing Hands ability ...
Stamina Test TN ??
Bonus +1, Resolute +1, Tireless +4
Roll(1d12)+6: 1,+6 Total:7 (hmmm ... I assume this fails)

And finally, the Healing test ...
Healing (Treat Sickness) TN 15
Bonus +8, Healing Hands +5, Spell +8, Ephanial +5
Roll(1d12)+26: 6,+26 Total:32 (extraordinary success)

[ic]

The effort of tending Durgil was great, and the weariness showed on Edrahil's face when he was done. There was nothing else the elf could do this day. Placing a hand on Durgil's forehead, he said, "Rest now, my friend. You are strong and you will defeat this, just as you have vanquished so many foes before." With that, Edrahil rose and left the hut.

He walked from the village back to the fountain created by his kin so long ago. There he sat and meditated, allowing the place to heal his own wearied body.
Title: Re: To heal relations...
Post by: sdrotar on Oct 23, 2006, 02:00 PM
Dirnhael had seen Edrahil's gifts many times before, but they never ceased to amaze him. As the days went by, the bleakness that had surrounded the village seemed to fade, and the colors of hues of the land of Hollin returned along with their spirits.

He had grown very concerned about Durgil, and visited as he rested often. He could not imagine what he would say to Ioreth when he returned, if he did so without her dear brother...

Curiously, the Dunedain struck an odd kinship with Hurd, and the two warriors sparred from time to time, each teaching the other from their experience. The Dunmen may not have been as civilized as those in Fornost, but they were people of the earth; people that Dirnhael could relate to.

He was comfortable waiting until Durgil was hale again before they left. Besides, they had made friends - and friends in these days were hard to find.
Title: Re: To heal relations...
Post by: GandalfOfBorg on Oct 24, 2006, 05:31 AM
OOC: If I understood correctly, the next Stamina TN will be
20 - 5 Ephanial - 3 Healing Extraordinary success = 12

TN 12 Stamina - 6*+3+3 Courage = 12

The night passes with Durgil haunted by turbulent dreams -- memories of his mother dying, finding the sick and dead Dunlendings, thoughts of his father and sister.  When morning broke, so did the illness within Durgil.

OOC: If not, the bell has begun to toll.
1d3 - 3 Vitality lost
2 or 3 Wound Levels lost, depending on how you round.
Title: Re: To heal relations...
Post by: tomcat on Oct 24, 2006, 06:19 PM
OOC: I am going to interpret the rolls here in orderso that we can see how Durgil fares...

1) Sick character loses 1d3 Vitality - Durgil rolled: 1d3 - 3 Vitality lost, 2 or 3 Wound Levels lost, depending on how you round.

2) Characters may attempt a TN 20 Stamina test to avert the loss, Ephanial will be counted to reduce test to TN 15 - Durgil rolled: TN 15 Stamina - 11*+3+3 Courage (2 left, I've marked it) = 17 SUCCESS (no Vitality loss above)

3) Healers may make a TN 10 Healing (Treat Sickness) test (Ephanial reduces test by 5), this either gives another opportunity for the character to make Stamina test above or to rid himself of the sickness altogether - Edrahil rolled:

Cast Healing spell ...
Willpower Test TN 10
Willpower +3, Resolute +1, Strong-willed +2, The Art +2
Roll(1d12)+8: 7,+8 Total:15 (success)

Stamina test for Healing Hands ability ...
Stamina Test TN 8
Bonus +1, Resolute +1, Tireless +4
Roll(1d12)+6: 1,+6 Total:7 (hmmm ... I assume this fails)

And finally, the Healing test ...
Healing (Treat Sickness) TN 10
Healing +8, Specialty +2, Spell +8
Roll(1d12)+18: 6,+18 Total:24 (extraordinary success)

4) Durgil may now roll TN 15 Stamina test to rid himself of the plague - he rolls: If I understood correctly, the next Stamina TN will be
20 - 5 Ephanial - 3 Healing Extraordinary success = 12

TN 12 Stamina - 6*+3+3 Courage = 12 SUCCESS

So... all of my fears were for naught! After a feverish day, Durgil would wake the following day feeling a bit weak still but under no threat of the plague taking him! Very  nice work guys!   ;D
Title: Re: To heal relations...
Post by: tomcat on Oct 24, 2006, 06:25 PM
OOC: All right... feel free to add any last posts to this chapter that you would like, but I will have the new chapter up tomorrow. Galudir may be a character that needs a little spotlighting as to why he may wish to follow the Company first to Khazad-dum and then on to Wilderland. Of course, money could be that very reason...   ;D
Title: Re: To heal relations...
Post by: Nikitas on Oct 24, 2006, 09:04 PM
OOC: Yeah, I can't think of anything to add to the end of the chapter. I have been wondering about the Galudir thing, and I suppose in the short term he would follow the company to see if they will pay him. Maybe along the way he will develop other loyalties to keep him around.
Title: Re: To heal relations...
Post by: GandalfOfBorg on Oct 25, 2006, 04:31 AM
The elders, seeing the courage the companions had to bring back the sick villagers under threat of violence and pestilence, grew to appreciate the fortune of the encounter a few days ago.  The ill feelings of what had traspired had all but washed away.  It took another day or so for Durgil to completely recover, giving the group time to get to know the Dunlendings better (and vice versa) along with deciding what to do now, especially where it concerned the newcomer.
Title: Re: To heal relations...
Post by: tomcat on Oct 25, 2006, 07:11 AM
QuoteIt took another day or so for Durgil to completely recover, giving the group time to get to know the Dunlendings better (and vice versa) along with deciding what to do now...

OOC: Actually this brings up a hitch before I can type up the first post for the next chapter... what does the Company want to do now? Head for Khazad, take the mountain pass, or continue south to the Gap of Calenardhon (Rohan)? I know that you all wna tot pay respects for Lunduf, but what is the path of choice after that? I am assuming that it is through Khazad-dum (grumble grumble... never been good about describing Dwarf realms  :D ) so let me know please.

Doug
Title: Re: To heal relations...
Post by: Wiseman on Oct 25, 2006, 09:51 AM
Seriand's previous transgressions were enough to convince him that he, and the rest of the company, would be better served by him keeping his distance from the community, particularily Hurd...

Once it was obvious that relations had been peaceably established the elven scout stealthily snuck out of the village and spent the next few days (weeks? how long do we stay?) in the forest surrounding the village.  Every waking moment was spent looking for signs of the Enemy that he had been hunting for the better part of his adult life.

The woods were difficult to read to the untrained eye but Seriand had spent nearly his entire life in wooded areas and he was able to keenly search about them without disturbing much, and that is exactly what he did, wander through the nearby woods searching for any sign that the Enemy was, or ever had been, nearby.
Title: Re: To heal relations...
Post by: tomcat on Oct 25, 2006, 10:02 AM
OOC: Welcome back Shawn! Long time no see...

Seriand would definitely find ancient evidence of the Enemy, from the battles of Eregion.
Title: Re: To heal relations...
Post by: Wiseman on Oct 25, 2006, 02:57 PM
OOC: I'm trying to be available.  Works been interesting as of late.

Would Seriand find anything fun or of value? :)
Title: Re: To heal relations...
Post by: sdrotar on Oct 25, 2006, 05:02 PM
Quote from: tomcat on Oct 25, 2006, 07:11 AM
QuoteIt took another day or so for Durgil to completely recover, giving the group time to get to know the Dunlendings better (and vice versa) along with deciding what to do now...

OOC: Actually this brings up a hitch before I can type up the first post for the next chapter... what does the Company want to do now? Head for Khazad, take the mountain pass, or continue south to the Gap of Calenardhon (Rohan)? I know that you all wna tot pay respects for Lunduf, but what is the path of choice after that? I am assuming that it is through Khazad-dum (grumble grumble... never been good about describing Dwarf realms  :D ) so let me know please.

Doug

I assume we'd probably go back to the original plan and head towards Khazad-dum, unless anybody has any other suggestions...
Title: Re: To heal relations...
Post by: Stefan on Oct 26, 2006, 04:31 AM
I'm fairly certain that everyone knows my vote but just in case, Nain is very much looking forward to visiting Durin's folk.
Title: Re: To heal relations...
Post by: BrianM on Oct 27, 2006, 10:31 AM
OOC

Hi all,

I won't be able to post for the next couple of days or so, likely not until Monday, so feel free and jump in for Edrahil if required. He will go along with whatever plan the group comes up with.

BTW before this chapter completely closes out, can a note be added about the fate of the two young people rescued from across the lake? I know thet there are general statements about the improving health of the village, but Edrahil took particular interest in those two, as they were kind of brought back from the dead in a fashion.

Oh wait I see that the daughter was saved (my fault for not reading ahead too carefully) ... I will catch up with the beginnings of Chapter 9 after the weekend.

Thanks,
Brian