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Old 03-30-2004, 11:47 PM   #292
piosenniel
Desultory Dwimmerlaik
 
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Bringing This Forward:

Originally posted by Elora:

Here's the plot outline, which I thought might be helpful. This outline is a guide which we'll use to move our story along and keep on track.

1.) Meetings
  • Characters arrive at Prancing Pony and word of the search party to be formed reaches those at the inn courtesy of Falowik and the Master of Buckland's Second, Doderic Brandybuck.
  • A party is formed of the disparite races, and the beginnings of both friendship and conflict begin. Not everyone will get along amicably. Each joins the party for their own reasons. Meneltarmacil is chosen as leader, and in that some differences emerge.

2.) Journey into the Wilds
  • The party sets out, provisioned, to search the surrounding lands, heading west and north towards the Hills.
  • The party follows the Brandywine River, observing the ban on travel through the Shire, uncovering a disturbing lack of trail and signs. Doubt as to whether Falowik really saw what he did begins.
  • Whilst in the open land of the downs, the party undergoes it's first night attack. In the dark, chaos and confusion reign supreme. Doubt arises as to whether the source of aggression comes from within the group or from the mysterious men that were said by Falowik to have attacked Eodwine.
  • Falco suspects Falowik and his "cohorts" are responsible for the night attack but says nothing for the moment as he lacks proof. He resolves to watch even closer.

3.) Foul deeds will out
  • They reach Deadman's Dike and discover old signs of camp amid the ruins of Fornost. Disturbing evidence comes to light of those that made use of those ruins. (the remains of missing scouts, Rangers and messengers but not Eodwine)
  • The extent of danger is realised too late for the party to withdraw and summon more assistance. It is now ominously evident that they are dealing with something far more sinister than rougish bandits, although what precisely is still unknown to them all.

4.) Wandering the Ruins of Men
  • The party strikes west now, making for the Emyn Uial (Evendim Hills). They begin to discover the true extent of the menace in the north, but still do not know if Eodwine is alive or dead.
  • A schism splits the party. One group thinks it would be wiser to return to Bree now whilst they still can and muster a force. The other refuses to leave Eodwine out there, the memory of the discovery at Fornost too vivid in their minds. The party decides to push on.
  • The enemy has detected the party's presence at Fornost (Deadman's Dike) and now hunts them in a concerted, organised method.
  • Those who press on, push towards Annuminas and Lake Nenuial. There they find the central settlement camp of the mysterous villian. The Emyn Uial are infested with a warren of murderous fiends. It is worse than even their darkest fears. The group is beset and the schism worsens under the pressure.

5.) Valour in Desolate Places
  • A few believe that Eodwine must be located, somewhere in the ruins of Annuminas, despite the peril. They locate him with much difficulty, given the terrain and the danger, and unaware of whether he is dead or alive, resolve to bring him out and make a hard strike against the brigands and evil Men that are responsible for so much violence in the north.
  • They launch a raid, a small number against many, alone in the wilderness. Their aim is to retrieve Eodwine and incur lasting damage to the villians however they may. Not everyone in the group agrees, some have grave misgivings such that they ponder about turning back even then to seek more help. This goes far beyond the Master of Buckland's writ.
  • The raid very nearly ends disasterously. The party is split, some managing to escape and others forced to take temporary shelter in the Evendim Hills around Annuminas. The enemy hunts them with a vengeance. They flee back, through the hostile lands with either an alive and very injured Eodwine or his body, in a desperate flight, attempting to meet each other again. The only thing likely is that they will each meet their deaths.

6.) The Longest Road is that taken home
  • Not all may emerge, depending on skirmishes and encounters with an enemy now intent on not letting word of their presence and numbers reach the Thain.
  • Those that do survive flee to Bree in desperate flight. The Master of Buckland, aware of strife roused, is ready to receive their report.
  • Once in Bree, their part of the venture is over. Injured, weary and heart sore after so much evil, The Master of Buckland stands them down with thanks. With his allies, he can move against the threat within the Evendim Hills.

__________________________________________________ _______________

Where are you in the game at this point?

~*~ Pio
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