Re: In-Game Thread: WILDERLAND: The Old Forest Road Expedition
(08:18, Today: Lachriel rolled 8 using 2d6 with rolls of 2,6. Guiding..
A 6! She's done it!
Olewyn, the trouble the dice owe you will have to be paid back at some future time...)
Lachriel carefully guides everyone back to the Old Forest Road. She has to go around big spiderwebs a few times, but she manages to lead everyone safely.
All the people working on the towers agree that if the treasure can be found and therefore kept away from the goblins, then, well, obviously preventing a unified goblin/spider alliance would be in the best interests of the already-extant Man/Elf/Dwarf alliance. They also agree that your adventuring party is just the group to do it!
But they also agree that you look worn out. Best to go heal up in Lake-Town. So, you go back to the east end of the Road, and hop on a boat back north.
(Well, it turns out we didn't need Take Courage-- but who knew? If Lachriel had failed her Guiding roll, I probably wasn't gonna have her burn Fate, and then you absolutely would have needed more health.
But that's not what happened, so everyone return your Toughness and Fate to their maximums.
BUT ALSO... You survived dealing with more danger! So you get a new XP point!
So let's see... Goblins-at-riverside plus First Spider plus Spi-Gob battlefield plus Dagger plus Lachriel's first song... Aubree, Marthine, and Olewyn can level up now!
IF you so choose! You can also save up your XP more. (What if someone rolled all-sixes again but didn't have 3 xp to burn to get a Critical Name?!?!)
But if you do so choose, then remove 5 xp, and then either:
--raise your max Toughness by 1, or
--raise your max Fate by 1, or
--Get a new Trait you don't already have, or
--Get a new Skill you don't already have in a Trait you do already have.
If you get a new Magic skill, just talk to me about what you want.
Doodad, buddy, it's gonna take you just a little longer, but if everyone gets 4 xp between now and the next Haven visit, you'll be leveling up and they'll be twiddling their thumbs.)
Everyone rests in the Elven Quarter, eats more honey-cakes and sweetbreads and has coffee in the mornings, and receives healing befitting heroes.
Aubree talks to various Elvish and Dwarven craftsmen, and soon she has a sort of stretchy stone-thrower that she calls a "sling-shot."
(Aubree, add your slingshot to your gear list. It starts with Ammo 3/3, a bag full of excellently-rounded stones and dwarf-made metal bullets.
Oh, and everyone top off your Ammo for all weapons to 3/3.)
Aubree also takes the note to various learned people in Lake-Town, most of them dwarves. They conclude the following:
The way to find the treasure is to start at the tallest of the Mountains of Mirkwood. They aren't really tall mountains like the Misty Mountains, they're really just very big hills, so that's not so bad.
Then one goes west, and looks for "the bushes above the spring."
There's reference to "the cauldron," but the author used an old dwarven word for it that has magical connotations. When this is explained, Lachriel says it's a big cauldron-shaped rock that she knows the location of.
Then, however, the message got torn off, and the rest is missing. "It's a start," says Lachriel. She feels that it's enough to start looking based on what is currently known.
"There also may be other goblins looking in those hills," says Lachriel. "What if one of them turns out to have the bottom half of the note?"
(Okay, let me know when you're ready to go out again!)