12-30-2019, 10:01 PM
Blackmail the leader at the place.
[i]I rolled for a quest - not exactly a very heroic one. Let's see what the place is.
Newly-restored landmark
Deviant rogue
Okay, so a deviant rogue somehow took posession of a newly restored landmark and we should get him to change his mind about something by means of confronting him with the realities of life - I refuse that my heroes actually blackmail somebody. So let's say a band of rogues, masquerading as refugees from Lake-Town, has taken position in one of the old watchtowers near the greenway. Elrond does not wish to treat them unfairly, but since they arrived, several nasty things have happend to travellers passing there. So our heroes are send to impress upon these people that they either play nice, actually help travellers and generally behave, or the might of Rivendell will evict them.
Under Eriathorn's skillful guidance, the heroes set off. It is already late in the year and the mountains have become difficult to pass, but down here in the Angle, between the valleys of the Hoarwell and the Loudwater, the weather is still pleasant and the sun shines warm still. Expecting only a short journey, our heroes have not burdened their horses with much - their normal armour and weapons, certainly, what they need for a few nights on the road, some tools that always come in handy, like rope and a bucket, but neither much bulky clothing nor many rations. If this needs more time than expected, Eriathorn can always hunt up some game for them.
To capture the difficulties of the journey, I will use a Mythic roll.
PC positive
Celebrate
New ideas
So the first thing is actually positive for the heroes - they meet a group of travellers on the road who think it is a great idea that the tower is once more manned.
Galwenion soon spots the waggons making their way up the East Road. “They must have come over the High Pass”, he speculates. “Probably part of the dwarves’ attempt to rekindle trade with Eregion, now that the orcs have been dealt such a blow, although I can see only men.”
They soon are close enough that Theolin calls out to them. They exchange a few pleasantries, as travellers on the same road are bound to do, but Eriathorn’s attempt to warn them of the new danger on the road is met with cheerful indifference. “At least with bandits, there won’t be orcs and trolls and similar nasties around”, the leader of the merchants declares with a shrug. “We have hidden the most valuable things and set aside a sum for roadside extortions. We won’t be bothered much.”
Feeling that this is their best chance to catch the bandits in the act, our heroes decide to travel with the caravan. Theolin, with the help of Melea, is delegated to convince the travellers of this plan.
The test is routine - TN 10.
Melea supports him (mostly by looking nice and sweet and harmless) - her TN is 10-5=5, her Persuade +5. [\i]
14 = 3[d6]+6[d6]+5
That's 9 above TN = superior success, giving Theolin an addittional +2.
Theolin's TN is 10, his Persuade is +5, too.
13 = 1[d6]+5[d6]+7
[i]That's a complete success!
Theolin easily convinces the travellers that they are harmless enough, but can provide valuable help if needed. His good natured openness and Melea's sweet smile even manage to mask that Galwenion has, as usual, his hood over his head and that Eriathorn looks somewhat doubtful - he does not want to draw any of his enemies to the group, but he agrees that simply masquerading as travellers and waiting what will happen will be the easiest (if risky) way to proof that the rogue is involved.
Extravagance
Oppose
Inside
They travel on for some time, Theolin chatting, Melea more quietly talking with an extraorinarily garbed merchants who is not quite convinced that it is a good idea that the heroes come along. The other two meanwhile keep their eyes open and talk little.
Do they spot anything?
(50/50) Yes, but...
Introduce a new NPC
Waste
Travel
Some way ahead, there is a strange lump on the road, that slowly resolves itself into the shape of a traveller, slumped down on the side of the road, but still faintly moving. As soon as he realizes, Galwenion exclaims sharply and gallops towards the person, Theolin hard on his heels. Eriathorn, more cautious, takes a moment to warn Melea, than drops his reins as well.
Is it a trap?
(50/50) Yes
Well, who guessed. Let's see who spots the ambush beforehand. Eriathorn has Observe +6, Galwenion +5, Theolin +3 and Melea +4, TN is 10.
13 = 5[d6]+2[d6]+6
14 = 5[d6]+4[d6]+5
12 = 5[d6]+4[d6]+3
10 = 4[d6]+2[d6]+4
Apart from Melea, who is still too far back, it seems, all spot the various men in the bushes before they can attack - they will not be surprised. Melea, won't be surprised, either, but she also will not be able to participate in the fight for another 2 rounds.
The opposition has +2 swiftness, there are 1d6+2 bandits.
8 = 6[d6]+2
13 = 6[d6]+5[d6]+2
The group has +3 | +4 | +2 | +7 (Melea gets +3 for her Wary edge)
10 = 4[d6]+3[d6]+3
15 = 6[d6]+5[d6]+4
10 = 6[d6]+2[d6]+2
10 = 2[d6]+1[d6]+7
Galwenion goes first, then the bandits, all others after that. Galwenion, who has quickdraw, immediately wipes out his bow and shoots - at -4, since on horseback. That still leaves him with +8. The bandits set the TN at +11, with an additional +3 for cover =14.
10 = 1[d6]+1[d6]+8
Galwenion brings up his bow and lets fly an arrow, but he misses as his arrow diappears in the hedge. His horse, a human one he borrowed to be more inconspicous, startles at the sudden swish of the bow and crow-hops to the side.
His horse spooks, since he fumbled. He probably wants to get down anyway, so it will be an Acrobatics Test (+4, TN 10) to see how well he lands.
11 = 5[d6]+2[d6]+4
He manages, and now has to cope with incoming. The first 2 will try to shoot him (at +4, TN 14).
9 = 4[d6]+1[d6]+4
9 = 2[d6]+3[d6]+4
Two arrows impact on the hard surface of the road while the elf swings a leg over the pommel and glides down the side of horse.
Two others will shoot at each of the other riders (TN 13 and 12 respectively), while the last two have some cunning plan that makes it necessary to sneak towards the caravan.
10 = 2[d6]+4[d6]+4
10 = 5[d6]+1[d6]+4
8 = 3[d6]+1[d6]+4
14 = 4[d6]+6[d6]+4
One shot potentially hits Theolin.
9 = 3[d6]+4[d6]+2
5 points are absorbed by his chain mail shirt, but 4 get through. That is still well within his current wound level (he has a very ruddy health 13).
An arrow Theolin can’t dodge impacts heavily in the man’s shoulder, but fortunately the mail shirt the warrior always wears absorbs much of the damage. The arrow gets stuck in the mail, just scratching the skin. As a superb rider on a horse used to combat, Theolin easily stays in the saddle, but he is decidedly unhappy.
Melea comes next - knowing that going ahead will not be a good idea, she tries to assemble the caravan into some kind of defensive position. Do the merchants want to fight?
(50/50) No
Does any one of them have any idea what consists a good defensive waggon ring or similar (Melea has only a vague idea - warfare isn’t her forte)?
(Likely) Yes
That will occupy them for the next couple of rounds - I will assume that they are familiar enough with their Waggons and draft animals to accomplish it without explicit tests.
Next Eriathorn will spring into action. He has four actions, the first two of which he will spend to get down from his horse and draw his weapons -he is a decent rider, but fighting with two swords in a very athletic manner is best done on the ground. He also uses the time to take a quick look around to identify the leader (Observe +6, TN 15 - the bandits all look the same, only his manners would give him away).
11 = 2[d6]+3[d6]+6
With no obvious leader in sight, the ranger simply closes ranks with Galwenion and attack the nearest opponent.
Is that the leader?
(Unlikely) No, and...
The leader is apparently not even involved in the fight at the moment. I have several rival ideas why this would be the case, so let’s take a prompt.
Abandon / Enemies
Hmm, seems he has decided to cut and run in the face of professional opposition - quite probably to warm his master.
14 = 1[d6]+5[d6]+8
14 = 5[d6]+5[d6]+4
11 = 1[d6]+3[d6]+7
12 = 3[d6]+2[d6]+7
Eriathorn whirls around, both blades flashing, striking at the two archers who attacked Galwenion - they feebly try to parry this with the swords they are drawn, but they are no match for the ranger. Both get wounded as steel cuts through their leather coats.
They don’t get to roll - both need their second action to change weapons. They have health 8, so they drop out of their current health level, even with armour 2.
Theolin meanwhile gallops on, intending to run his attacker through with his spear.
(Spear +8, charge +1, TN 11)
14 = 3[d6]+2[d6]+9
22 = 6[d6]+5[d6]+2[d6]+9
Theolin buries his spear deeply in the shoulder of his attacker, throwing him back onto his behind. With a proper war lance, that archer would breath his last, the rider thinks with quiet satisfaction, wheeling his horse around to retrieve his weapon.
There is no question that the archer is knocked back - he drops three levels to wounded, even with the feeble all-purpose spear the Rider carries.
Can Theolin retrieve his spear?
(50/50) Yes +Event: Truce / A representative
With a quick twist and turn, Theolin pulls back his spear, frightening the prone man nearly to death as the iron-shod hooves of Nightfirn, Theolin’s big warhorse dance over his head. Finally noticing that their leader obviously has abandoned them, the remaining bandits quickly exchange glances, then on of them pulls out a handkerchief (with much good will it can be described as white) and calls out for a ceasefire. Eriathorn will certainly heed it, and Galwenion wanted not to fight at all, but to get quickly to the man on the road anyhow; Theolin, however, is in the grip of his battle fury and wheels his charger around again, ready to attack anew. The other two, by now used to this phenomenon, close ranks around him and try to talk him out of it, pointing out that the bandits are in the process of throwing down their weapons. Eriathorn quite wishes that Melea was here, as she usually has the best chances of bringing Theolin out of it, but she is still some way back with the caravan, and when a horseman is preparing to charge, you do not have much time.
Eriathorn has +6, Galwenion will help with +5, the TN is 15 (we decided on that number as realistic for two friends trying to influence him, rather to make it an opposed roll).
12 = 1[d6]+6[d6]+5
The helper rolls against TN-5, so he succeeds and gives Eriathorn +1 for his subsequent role.
The steady presence and quiet words of the elf help - the silverquick archer would never be so calm if there was any active enemy around.
15 = 3[d6]+5[d6]+7
Still, Eriathorn only barely manages to talk Theolin down - the horseman distrusts the sudden surrender. While he no longer attacks, he is still ready to do so at any moment’s notice, and he glowers fiercely at the bandits.
Meanwhile Galwenion bends over the unconscious man who was the bait, checking his condition carefully. Eriathorn calls for Melea - while all members of his party have at least basic first aid knowledge (you can’t be around Galwenion without learning at least the basics), only she has some proper training and will be far better at helping the man with the spear wound.
She approaches somewhat cautiously - Theolin’s glower is not really encouraging - but soon is doing her best for the downed man. The two with lesser sword cuts are left to their own comerades’ mercy, while the one speaking for the bandits talks to Eriathorn.
13 = 4[d6]+2[d6]+7
Care / Possessions
11 = 4[d6]+1[d6]+6
Melea is not skilled enough to improve her patient’s health immediately, but she manages to still the blood flow and packs the wound with herbs to ward off infection. She then turns to Theolin, repeating the process with his much lighter scratch.
Galwenion looks up, somewhat puzzled - he has found out a few things that seem rather particular: The man on the road is completely and very dangerously exhausted,but is clutching something wrapped in leather to his chest in a death grip.
Is he still alive?
(50/50) Yes
This requires more than just bandages - Galwenion closes his eyes to center himself, then motions Melea over. “Take care of his outward injuries”, he asks softly. “I will see what I can do to call back his spirits, which have already begun to depart.” The young woman nods and calls for the merchants in the caravan to set water to the boil and bring a board or something to transport the man.
Do the merchants want to help?
(50/50) Yes
The friendship of the road still holds and quickly the things Melea asked for are prepared. Relocating the man to a warm, comfortable waggon, using potions and bandages she has brought, she starts to treat the numerous small injuries the man has - consistent with running long and hard and stumbling often, breaking to hedges and wing exposed to the elements for too long.
Her TN is 25 (her speciality is illness, so not applicable), but the resources spend will give her a +5 bonus. Still, she will need all of her skill, and maybe even a bit of the power she holds within her.
17 = 1[d6]+5[d6]+11
(I will spend three courage to make the target number, representing the stubbornness in fighting back against death when the man’s breathing ceases, the gentle care she uses to bath his injuries and last, the little bit of grace she herself posesses).
25 = 3[d6]+4[d6]+18
Even with all these advantages, Galwenion has to expand much of his own grace (2 Courage for +6) to call the man back from the brink of death, and even then, he only manages to bring him back enough to stabilise him completely - no longer in danger of dying, but still incapacitated and only on the start of a long road of recovery. The elf slumps down wearily and takes the cup a concerned merchant hands him. “He will live”, he tells the man hoarsely, then closes his eyes and drinks.
Meanwhile outside:
Move towards goal
Oppress
Plans
Open / Tactics
Was using the exhausted man as bait the plan all along?
(50/50) No, and...
It appears that the bandits did not actually arrange the trap - rather, they found the man on the road themselves, but since the caravan came as they still were discussing what to do, they decided to use the opportunity.
Were they really fugitives?
No, but...
It also turns out that the story of them being fugitives from Lake Town was somewhat false - at least, their status of fugitives has nothing to do with the dragon or the fights, and more with the fact that Bard has banned them for looting, filching and similar crimes.
Is their leader one of them (or something different)?
(Likely) Yes, and... +Event: Dominate / Illusions
They only wanted to continue their way of life here, causing only minor harm, but it appears that since a few weeks, their leader has somehow changed and now seems to have further plans.
(Interesting! - I am not sure yet whether something masks as this leader or controls him, but the event certainly was a nice clue - even though I interpreted it as something happening somewhere else).
While the bandits do not mind the occasional crime, they never wanted it to become this bad, and being used for somebody else’s plan is very much not something they want. After all, they wanted to live free - otherwise they would have accepted Bard’s offer that they serve their time as guardsmen instead. So the are surprisingly willing to help investigate and end this manipulation of their leader - if they can get a promise to be allowed to live. Theolin, who is as good natured normally as he is fierce in battle, will agree to this, but the more cautious and stern Eriathorn stipulates that any man who has killed another will have only stand trial. The bandits have little to fear then if the trial is fair, but the ranger will have to work to convince them that they will not be summarily judged.
(Persuade +6 against TN 15, Thelion will help with +5) Their status and similar bonuses are used already to lower the target number - if they did not appear personally trustworthy and influential, they would not even be talking.
Theolin speaks first, assuring them in his still faintly accented Westron that if it is a question of opponents slain in battle, he will speak for them, and that to his knowledge, elves do not have any punishments then humans - and if all else fails, he will swear them in as soldiers of Rohan. Provided, of course, the accused in question are not cold-blooded murderers.
16 = 6[d6]+5[d6]+5
He not only succeeds, he is so convincing that he gives Eriathorn +2. It seems that some of the younger bandits, having now experienced a life on the road, are rather reconsidering their decision and could be persuaded to join up.
16 = 5[d6]+3[d6]+8
Eriathorn can not add much to the Rohirrim’s eloquence, but he guarantees with his word the fairness of the trial and that they will be judged comparable to the justice of men. The bandits, now convinced that this is the best way forward, give their word to behave and start to make camp - after all, the Waggons are already drawn up into a waggon fort, the injured need rest and here are many questions to be answered.[/i][/i]