Turn 3 Results
ganonso
Compulsive Quest Starter
- Location
- PACA France
Turn 3 Results
[X] Orcs V2
-[X] Warn the Breemen: Iorthondaer son of Baranir
-[X] Train Sorcerers/Smiths: High Chieftain Ghulgash
-[X] Seek a Captain: High Chieftain Ghulgash
-[X] Try and Understand Carn-Dûm: High Chieftain Ghulgash
-[X] Dark Woods: Nelineniel daughter of Swestadis
-[X] Begin Rebuilding: Lindir Fallen Loremaster
Warn the Breemen: 83+40(Renowned Diplomacy): DC: 70(Challenging Diplomacy Test): 123 Great Success
In the forests of forgotten Arnor, the Dunedain remain, vigilant guardians of the ancient paths. They are a hidden folk who have renounced the rights of their kingship for reasons you can't fathom but suspect have to do with the hatred the Lord of the Nine has for them. Those of their kin who chose the Shadows have not the same obligation to hide. Under your orders, Iorthondaer comes to Bree and he does it in the pomp and fashion Men are so fond of. Black fabric on bright silver mail, he comes on the road as a traveler and many take him as a prince of Gondor journeying through the wild. He is not stopped. You doubted he would. Orcs bearing weapons elicit a response either from Rivendell or the Rangers. Yet he is a Man and even if they despise him, none of the great of the Free People would attack without provocation. He comes to the mayor of the town and tell of the threat in the north, pretending to have been waylaid by scouts of the coming band. This is but half a lie as he indeed fell upon skirmishers and slaughtered some of them.
The folks of Eriador are not prone to violence and they disdain the affairs of the world. They would not for anything come in open arms to the rescue of Minas Tirith or Edoras for they know not of other realms save through distant memories. Still they are hardy when pressed and they are not given to cowardice. They will stand in their homes and sound the call to gather. Militia take pitchforks and blades in hand and stand with hunters and woodsmen, forming around the household of rich merchants. They patrol the road and for a year you have ensured a stand off between their forces and those of Deadman's Dike. The question will be what your erstwhile vassals will do next year.
Train Sorcerers/Smiths: 75+40 (Renowned Magic): DC: 90 (Difficult Magic Test): Great Success
Choose 1
Gruithadis Daughter of Urneth learned the old lore from concealed libraries deep in the mountains, leading expeditions to ancient barrows. She is ruthless having given some of her companions as steeds for the Houseless she communed with. One of the spirits she consorts with was of the Noldor who refused the call to the west, fearful of ancient crimes committed in the caverns of Doriath. From him, she learned the secrets of the forge even if she will need more than a lifetime to learn the lore of the ancient Elves. Crafting/Lore/Magic/Subterfuge
Roth son of Golf is a shaman from Rhudaur, speaking to what he proclaims as the spirits of the woods and rivers. You were somewhat surprised he told true and even more the spirits he commune with are not all of the Houseless. Some are of the rare breed of Elves who faded completely without being subject to death and thus never received summons westwards, some are of the lower order of the Maïar. Indeed Roth journeys even to the boughs of the Old Forest where he receives the hospitality of the lord of this land. Lore/Magic/Woodlore/Tracking
Mihic daughter of Langbash is not from these lands as her band travelled through the mountains in the time where Smaug the Golden held the Lonely Mountain. She admits having been tutored in the arts of the forge in the depths of Dol Guldur. Not from the Lord of the Rings of course or even the Nine but her line of apprenticeship descends from them nonetheless. She killed her old chieftain in a duel and brought her tribe back in your lands where she thought she could beat you. She was mistaken and is content to wait your death from old age while making a name for herself among her kin. Magic/Crafting/Strength/Warfare
Seek a Captain: 84+20 (Accomplished Military): DC 70(Challenging Military Test): 104: Great Success
Gelluiven son of Ribron was trained in secret camps in the mountains of Angmar where the descendants of the servants of the Witch-king still eke a living. He can trace his descent from the King's Men of old Numenor as his ancestors were brought from southern havens in the train of Morgomir of the Nazgul. Beyond war, he was trained in the lore of his house and the knowledge of the lost isle. He came to your banner as he is the third son and has no head for the subterfuge and intrigues of his clan. Strength, Warfare, Command, Lore
Leolid daughter of Daufhild gave herself to war. She took the path of the berserker, giving voice to the rage of a people the Wise still despise for their service to Angmar. She was trained in the old ways of her kin. When she is not taken by the red mist and in the first line of the battlefield, she is a huntress and a pathfinder with few peers. She has gained red renown among your people since she, in the grip of a fierce winter where old alliances were sundered, bit the throat of a wolf chieftain who tried to devour her. He follows her still with all his pack having sworn to serve her in payment for his life Strength, Warfare, Woodlore, Tracking
Barzud son of Anzbash had to master uncommon skills in the warrens of the mountains. While he is an able warrior in his own right, he is recognized as a gifted speaker who can unite tribes by the power of his voice and the skill of his speeches. Some would think it makes him weak but he defended his home fiercely against invaders. He was cunning enough to mount an ambush against the gallant sons of Elrond as they travelled with a retinue of Dunedain. While the ambush failed, he acquitted himself valiantly and survived with most of the attacking force. You wonder what the lords of hidden Rivendell would think if they knew he attacked them to turn them away from the camp of his tribe. Strength, Warfare, Diplomacy, Subterfuge
Dark Woods: 54+40 (Renowned Woodlore) DC:70 (Challenging Woodlore Test): 94: Success
Nelineniel of the Edain moves at your urging in the forests of Angmar. She takes men from her people and of the Rhudaurim wise in the ways of the woods. They bring back news of great trees having weathered the centuries whose timber would be excellent for building. The great dark forest is also full of herbs holding life and death. Still it's not what interests you for the forests are far from empty of life. You expected the great packs of wolves and don't fear them as your people long held alliance with their leaders. Still they apparently signaled to Nelineniel they are ruled by a great one who dies not, a werewolf of the line of Draugluin. Even then keep from certain glades where the song of the woods is hatred to every creature of flesh. You will tread carefully for you remember not all servants of the Discord were of fire and shadow.
Rebuilding: 94+40 (Renowned Lore): DC 80(Difficult Lore Test): 134: Great Success
Lindir studies the ruins of the great tower, floating like mist around the crumbled stones. It brings memories to him, memories of ancient books cared for in a home whose location is clouded from his mind. He remembers lessons about the towers of Numenor who caressed the heavens and places whose grandeur are now ruined. For Fornost is a tomb and Tharbad a ruin. Osgiliath is a silent witness to how Men have no need of the Dark Lord to slaughter each other. Gone is the beauty of Minas Ithil where your old master now rules atop a throne of corpse-white stone. Gone are their beauty but not forgotten and not forgotten what inspired them. Remembered in songs who hurt your ears when you were young. Nargothrond and Gondolin now below the sea and Doriath of the thousand caves and beyond the western world Tirion and Eldamar. And of course the home of your people whom Lindir is now a part of. The Dark Tower raising in glory and in the north west the peaks of the Thangorodrim and the spires of Angband.
The Tower of Dark Sight can be raised again but it can be raised in different ways.
Carn Dûm: 49+40 (Renowned Magic): DC: 80: 89: Success
This year you decide to concentrate not on the vastness of Carn Dûm's central keep but on one of the outlying forts. You remember this one having been torn apart under the fire of Gondorian engines in the final days of the war. You order your guards to investigate the remains. They bring back fragments of stone statuary you would have been better to have never seen again. You remember them now, arrayed in rows before the gates of the citadels. Three-headed statues adorned with runes of fright and spells of terror, made to give great cries of alarm if their gaze spotted an intruder. What interests you is the rumor through Lindir they were an art of lost Numenor before being repurposed to the service of the Eye. This could be useful.
Discovered: The Watchers of Car Dûm
[X] Orcs V2
-[
-[X] Train Sorcerers/Smiths: High Chieftain Ghulgash
-[X] Seek a Captain: High Chieftain Ghulgash
-[X] Try and Understand Carn-Dûm: High Chieftain Ghulgash
-[X] Dark Woods: Nelineniel daughter of Swestadis
-[X] Begin Rebuilding: Lindir Fallen Loremaster
Warn the Breemen: 83+40(Renowned Diplomacy): DC: 70(Challenging Diplomacy Test): 123 Great Success
In the forests of forgotten Arnor, the Dunedain remain, vigilant guardians of the ancient paths. They are a hidden folk who have renounced the rights of their kingship for reasons you can't fathom but suspect have to do with the hatred the Lord of the Nine has for them. Those of their kin who chose the Shadows have not the same obligation to hide. Under your orders, Iorthondaer comes to Bree and he does it in the pomp and fashion Men are so fond of. Black fabric on bright silver mail, he comes on the road as a traveler and many take him as a prince of Gondor journeying through the wild. He is not stopped. You doubted he would. Orcs bearing weapons elicit a response either from Rivendell or the Rangers. Yet he is a Man and even if they despise him, none of the great of the Free People would attack without provocation. He comes to the mayor of the town and tell of the threat in the north, pretending to have been waylaid by scouts of the coming band. This is but half a lie as he indeed fell upon skirmishers and slaughtered some of them.
The folks of Eriador are not prone to violence and they disdain the affairs of the world. They would not for anything come in open arms to the rescue of Minas Tirith or Edoras for they know not of other realms save through distant memories. Still they are hardy when pressed and they are not given to cowardice. They will stand in their homes and sound the call to gather. Militia take pitchforks and blades in hand and stand with hunters and woodsmen, forming around the household of rich merchants. They patrol the road and for a year you have ensured a stand off between their forces and those of Deadman's Dike. The question will be what your erstwhile vassals will do next year.
Train Sorcerers/Smiths: 75+40 (Renowned Magic): DC: 90 (Difficult Magic Test): Great Success
Choose 1
Gruithadis Daughter of Urneth learned the old lore from concealed libraries deep in the mountains, leading expeditions to ancient barrows. She is ruthless having given some of her companions as steeds for the Houseless she communed with. One of the spirits she consorts with was of the Noldor who refused the call to the west, fearful of ancient crimes committed in the caverns of Doriath. From him, she learned the secrets of the forge even if she will need more than a lifetime to learn the lore of the ancient Elves. Crafting/Lore/Magic/Subterfuge
Roth son of Golf is a shaman from Rhudaur, speaking to what he proclaims as the spirits of the woods and rivers. You were somewhat surprised he told true and even more the spirits he commune with are not all of the Houseless. Some are of the rare breed of Elves who faded completely without being subject to death and thus never received summons westwards, some are of the lower order of the Maïar. Indeed Roth journeys even to the boughs of the Old Forest where he receives the hospitality of the lord of this land. Lore/Magic/Woodlore/Tracking
Mihic daughter of Langbash is not from these lands as her band travelled through the mountains in the time where Smaug the Golden held the Lonely Mountain. She admits having been tutored in the arts of the forge in the depths of Dol Guldur. Not from the Lord of the Rings of course or even the Nine but her line of apprenticeship descends from them nonetheless. She killed her old chieftain in a duel and brought her tribe back in your lands where she thought she could beat you. She was mistaken and is content to wait your death from old age while making a name for herself among her kin. Magic/Crafting/Strength/Warfare
Seek a Captain: 84+20 (Accomplished Military): DC 70(Challenging Military Test): 104: Great Success
Gelluiven son of Ribron was trained in secret camps in the mountains of Angmar where the descendants of the servants of the Witch-king still eke a living. He can trace his descent from the King's Men of old Numenor as his ancestors were brought from southern havens in the train of Morgomir of the Nazgul. Beyond war, he was trained in the lore of his house and the knowledge of the lost isle. He came to your banner as he is the third son and has no head for the subterfuge and intrigues of his clan. Strength, Warfare, Command, Lore
Leolid daughter of Daufhild gave herself to war. She took the path of the berserker, giving voice to the rage of a people the Wise still despise for their service to Angmar. She was trained in the old ways of her kin. When she is not taken by the red mist and in the first line of the battlefield, she is a huntress and a pathfinder with few peers. She has gained red renown among your people since she, in the grip of a fierce winter where old alliances were sundered, bit the throat of a wolf chieftain who tried to devour her. He follows her still with all his pack having sworn to serve her in payment for his life Strength, Warfare, Woodlore, Tracking
Barzud son of Anzbash had to master uncommon skills in the warrens of the mountains. While he is an able warrior in his own right, he is recognized as a gifted speaker who can unite tribes by the power of his voice and the skill of his speeches. Some would think it makes him weak but he defended his home fiercely against invaders. He was cunning enough to mount an ambush against the gallant sons of Elrond as they travelled with a retinue of Dunedain. While the ambush failed, he acquitted himself valiantly and survived with most of the attacking force. You wonder what the lords of hidden Rivendell would think if they knew he attacked them to turn them away from the camp of his tribe. Strength, Warfare, Diplomacy, Subterfuge
Dark Woods: 54+40 (Renowned Woodlore) DC:70 (Challenging Woodlore Test): 94: Success
Nelineniel of the Edain moves at your urging in the forests of Angmar. She takes men from her people and of the Rhudaurim wise in the ways of the woods. They bring back news of great trees having weathered the centuries whose timber would be excellent for building. The great dark forest is also full of herbs holding life and death. Still it's not what interests you for the forests are far from empty of life. You expected the great packs of wolves and don't fear them as your people long held alliance with their leaders. Still they apparently signaled to Nelineniel they are ruled by a great one who dies not, a werewolf of the line of Draugluin. Even then keep from certain glades where the song of the woods is hatred to every creature of flesh. You will tread carefully for you remember not all servants of the Discord were of fire and shadow.
Rebuilding: 94+40 (Renowned Lore): DC 80(Difficult Lore Test): 134: Great Success
Lindir studies the ruins of the great tower, floating like mist around the crumbled stones. It brings memories to him, memories of ancient books cared for in a home whose location is clouded from his mind. He remembers lessons about the towers of Numenor who caressed the heavens and places whose grandeur are now ruined. For Fornost is a tomb and Tharbad a ruin. Osgiliath is a silent witness to how Men have no need of the Dark Lord to slaughter each other. Gone is the beauty of Minas Ithil where your old master now rules atop a throne of corpse-white stone. Gone are their beauty but not forgotten and not forgotten what inspired them. Remembered in songs who hurt your ears when you were young. Nargothrond and Gondolin now below the sea and Doriath of the thousand caves and beyond the western world Tirion and Eldamar. And of course the home of your people whom Lindir is now a part of. The Dark Tower raising in glory and in the north west the peaks of the Thangorodrim and the spires of Angband.
The Tower of Dark Sight can be raised again but it can be raised in different ways.
Carn Dûm: 49+40 (Renowned Magic): DC: 80: 89: Success
This year you decide to concentrate not on the vastness of Carn Dûm's central keep but on one of the outlying forts. You remember this one having been torn apart under the fire of Gondorian engines in the final days of the war. You order your guards to investigate the remains. They bring back fragments of stone statuary you would have been better to have never seen again. You remember them now, arrayed in rows before the gates of the citadels. Three-headed statues adorned with runes of fright and spells of terror, made to give great cries of alarm if their gaze spotted an intruder. What interests you is the rumor through Lindir they were an art of lost Numenor before being repurposed to the service of the Eye. This could be useful.
Discovered: The Watchers of Car Dûm