(OOC Information and guidelines - forgive me this will be incomplete for a while)
The Expedition to Loneland is a travelling roleplaying event. Even though our travelling group is more or less full we will be welcoming any random roleplay along our way.
Our roleplaying guidelines
Mobs and npcs
Even if we aggro and kill mobs on our way, because of game mechanics, rping the presence of all the mobs and the npcs of the game outside major settlements (like Forsaken Inn) is not suggested unless we are not following a main road/path.
If we stray from the road we can rp the presence of mobs, if we want. Feel free to start an encounter (like seeing a wolf lurking, tracks of a troll or whatever else you want). It is helpful when the person starting such an encounter (like rping seeing a creature, being attacked by a creature and so on) gives enough information (oocly) about it in order for the rest of the group to be able to react to what is happening.
Killing creatures that are beyond our strength (like nazgul and dragons, taking trolls in a one to one fight for example) is out of the question. Please note that the number of creatures fought should be reasonable too regardless of how many mobs we actually have around in game.
Within Iorvinas we will roleplay the presence of some unfriendly mobs. Friendly npcs should not actually be there.
Time and distance
According to Tolkien's maps the distance
from Bree to the Iorvinas entrance should be something like 100 miles
A light horse carrying no load but its rider covers 50 miles per day, if the terrain is normal and there is a road.
This means that it should take at least 4 days to go and return to our destination following the route the game allows.
Encounters
To add randomness in our trip it is suggested that we use /roll to settle out our encounters rp wise.
If we all agree to use this method:
The winner of a player versus player encounter is the one who has the highest /roll
Each player can /roll to determine if an attempt (to kill a wolf, to find tracks, to find water for example) will be successful according to how difficult our player thinks this is to his/her character (over 20 for something easy, over 50 for something difficult, over 80 for something very difficult).
Attending
It is understandable that the members of the party might not be able to show up on every single night we are roleplaying traveling. The route and our arranged stops would be known both oocly and icly. It is suggested that you prepare a story/excuse for your absence beforehand and inform the rest you are not going to make it. In any case you can make up a story to help you keep up with the group next time you show up.
To help everyone keep up I will be updating our chronicle so the members of our group can know what went on during their absence.
The Party so far: Gungur, Rinni, Guvadan, Drunn, Togir, Favarth, Amaryellis, Timmothy, Flynagin
Story
There was a rumor about the presence of dwarves in the Lonelands, their presence was linked with the possible existence of rare ores in the area.
Master Gungur, a dwarf weaponsmith, has decided to fund an expedition to find out if this rumor is true and if it's possible to establish a mine in the alleged location, one that would be a great aid to the village of Bree.
Rinni found the right men for this expedition, a few sellswords and of course a healer.
Lore
The idea for this expedition is based on the game quest chain
http://lotro-wiki.com/index.php/Iorvinas
where it is implied that the orcs were searching for something under the ground, using the tools provided by the dwarves.
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In this expedition we acknowledge the existence of Dourhands-evil dwarves following the story line of the game.
Date and Time
The expedition will start on Friday 9th August, 20.00 uk time. It will continue on Friday for as long as the party decides.
(-Favarth notified he might be on much later than arranged, as something came up)
Day 1
The departure of the company was delayed as the healer claimed sudden illness. Togir a miner dwarf was brought along to examine the ores. Aradrian, a self claimed cook, offered his services. Upon being denied he followed the company all the way to the Forsaken Inn despite master Gungur's firm and constant refusal to take him along. At the Forsaken Inn and after scouting around, the presence of orcs in the area was confirmed. The company decided not to travel during the night.
Day 2
The company found the entrance to Iorvinas. After dealing with a woman who was seeking some sort of vengeance against Rye, they ventured into the cave inside, leaving Flyn, Tim and the girl to guard the entrance. As Drunn, Guvadan, Gungur and Togir fled from the dourhands within the depths of the cave, Flyn and his friends had to deal with the orcs that were drawn to the entrance of the cave during the night. By the morning the company was back at the Forsaken Inn without their mounts, without ores and with Drunn and Favarth missing

