The One Ring- Against the Shadow

Game Master CircadianRythms

List of Fellowship Undertakings

EW's Travel Rules

Fellowship Pool: 7 (6, +1 for Hobbit)

Party Treasure:
  • Anariel- 5 Treasure
  • Brandy- 10 Treasure
  • Galadhon- 10 Treasure
  • Hanar- 10 Treasure
  • Mar- 10 Treasure
  • The Shepherd- 10 Treasure
  • Overflow- 5 Treasure


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Male Elf (High Elf of Rivendell) Valour 3 / Wisdom 3; Endurance: 30; Hope 12/14; Parry 10

"You are welcome to our fire, traveler. Who are you, that wander in the wilderlands so far from hearth or home?" asks Galadhon.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Shepherd has a sour expression on his face, but remains quiet. If the rest of the Company is intent on letting this boor into their camp, he won't cause trouble.


Parry 5 +2 Shield | Armor 5d +1 | Damage Hand to Hand 6 Female Dwarf | Fellowship Focus - The Shepherd | Endurance 32 | Fatigue 27 | Hope 10 | Redoubtable, Mountaineering, Trading, Folk-lore, Honorable, Steadfast | Axes 2, Short Sword 1, Dagger 1
Common Skills:
Courtesy 3 Craft 3 Explore 2 Healing 1 Inspire 1 Hunting 1 Lore 1 Persuade 3 Riddle 1 Inspire 1 Search 2 Song 1 Stealth 2 Travel 3

Mar looks disgusted at at the behavior of the man, but tries to hide it. She hands over some of her supper to him. "What brings you to these parts sir? Are you traveling alone?"

Courtesy: 3d6 + 1d12 ⇒ (6, 5, 3) + (7) = 21
I think it makes sense.


Great Success, Mar; take your A.P. if you're eligible.

"M'called Shanker. I get around, here and there. There's always work for those clever enough to find it. I was around the mountains, looking for salvage. Just came down a day or so ago. Bought this here pipeleaf from a caravan! Poor fools."

Shanker lets out a somewhat cruel laugh.
"They have no idea that the Goblins have come back to the mountain. I didn't even see the little bastards until I was back out of the pass. I don't think they'll be getting a very warm welcome..."


Male Elf (High Elf of Rivendell) Valour 3 / Wisdom 3; Endurance: 30; Hope 12/14; Parry 10

"You let the Little Folk walk into an ambush?" asks Galadhon, rising suddenly like a storm on the mountain peaks. "Why would you not warn them of their peril? Do you know what the goblins will do to them?"


He shrinks back from you, Galadhon, suddenly fearful.
"Peace, master! I didn't know about the Goblins until I had left and it would have been too dangerous for me to go back! What good what it do if I ended in an Orc's cook-pot? He had mighty warriors with him, what more could I do for him than they could?"

He hastily puts his boots back on, packing up his meager belongings and making his way away from your Company.

This is cause for both hope and concern; given where you are, the people you seek are no more than a day or two at most ahead of you, but there will be danger nearby.

You speed your travel the next day; not enough to fatigue you, but knowing the danger that the Halfling and his companions might face, you cannot help but hurry.

After your long journey, you arrive in a region marked by ancient walls and ruined arches.

Most of these walls fell long ago and there are hardly more than two or three stones still piled on each other, but it is clear from marks in the ground and the old lines of the path that a town once stood here.

The road leads to what must have once been a wide square in the heart of the town; from the marks of firepits, other travelers have made camp here in the past, and there is a mountain-brook nearby to provide water. It looks like a good camp-site; however, Anariel, you know that something is not right. You have walked the tombs of Fornost and braved the barrows of Eriador. Now, as has happened in the past, the hair on the back of you neck stands up.

You sense the presence of the Dead.

Everyone may make a Lore roll to see if they know any information about the town. Anariel, you may make a second Lore roll to determine if you can learn more about what you are sensing.


Male Man (Dunedain) | Fellowship Focus- Galadhon | Endurance 28 Fatigue 15 Hope 13 Parry 7 (+2 Shield) | Valour 3 Wisdom 2 | Lore of Arnor, Storytelling, Leadership, Keen-eyed, Hardy | Long Swords 3 Bows 2
Common Skills:
Athletics 2 Awareness 3 Battle 2 Courtesy 2 Explore 2 Healing 1 Hunting 3 Insight 2 Inspire 2 Lore 2 Persuade 2 Search 1 Song 1 Stealth 2 Travel 2
Character Image | Dagmor Image

Lore 1: 2d6 + 1d12 + 2 ⇒ (6, 2) + (2) + 2 = 12
I have Old-Lore if that's relevant.

Lore 2: 2d6 + 1d12 ⇒ (6, 5) + (7) = 18
Great Success and an A.P.!


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Lore: 1d6 + 1d12 ⇒ (5) + (7) = 12

The Shepherd keeps a close eye out for goblins, but puts his pack down once the camp site is reached.
"We shouldn't be too far off from our wayward Hobbit, now."


Parry 5 +2 Shield | Armor 5d +1 | Damage Hand to Hand 6 Female Dwarf | Fellowship Focus - The Shepherd | Endurance 32 | Fatigue 27 | Hope 10 | Redoubtable, Mountaineering, Trading, Folk-lore, Honorable, Steadfast | Axes 2, Short Sword 1, Dagger 1
Common Skills:
Courtesy 3 Craft 3 Explore 2 Healing 1 Inspire 1 Hunting 1 Lore 1 Persuade 3 Riddle 1 Inspire 1 Search 2 Song 1 Stealth 2 Travel 3

Lore: 1d6 + 1d12 ⇒ (3) + (4) = 7
Do they look Dwarven?

"These ruins are all over the mountains. Hopefully we can find the missing company soon."


Male Elf (High Elf of Rivendell) Valour 3 / Wisdom 3; Endurance: 30; Hope 12/14; Parry 10

Galadhon glowers after the wanderer as he leaves camp, He says nothing, but the whole company can feel his ire like a flame burning just beneath his breast.

The elf calms down on the journey, but says little as they proceed, brooding in silence.

Lore: 1d12 + 5d6 ⇒ (4) + (3, 3, 2, 4, 6) = 22 A great success and an Advancement Point.


Galadhon, you are in the ruins of an ancient Mannish town; not dissimilar to the one that had sunk beneath the marshes, perhaps, but certainly much larger. With your Great Success, you seem to recall that this was an outpost of Wildermen in ancient times, before the reach of the Necromancer became long and he tore down this bastion of civilization.

Anariel, glancing about, cunningly hidden nearly below the earth, you see a very large stone circle outlining where you otherwise would have made camp for the night. Parts of the area inside the stone circle are softer, and when night comes and the air cools and there is some moisture, it might become muddy; you feel that this is the lair of a corporeal enemy, most likely a Wight. You know that they fear fire, and they are subject to mortal weapons, and that they will not come until night falls.


Male Man (Dunedain) | Fellowship Focus- Galadhon | Endurance 28 Fatigue 15 Hope 13 Parry 7 (+2 Shield) | Valour 3 Wisdom 2 | Lore of Arnor, Storytelling, Leadership, Keen-eyed, Hardy | Long Swords 3 Bows 2
Common Skills:
Athletics 2 Awareness 3 Battle 2 Courtesy 2 Explore 2 Healing 1 Hunting 3 Insight 2 Inspire 2 Lore 2 Persuade 2 Search 1 Song 1 Stealth 2 Travel 2
Character Image | Dagmor Image

Anariel steps into the stone circle. A chill wind blows, carrying with it the scent of decay, of rot and fester and moldering earth and flesh. It is subtle; undetectable, even, if one has never experienced it before.

To Anariel, mighty among the Dunedaín, it is as strong as the reek of a charnel house.

Anariel spins in a circle, his hand flying to the hilt of Dagmor, cloak billowing about Anariel as he scans for danger. Satisfied that the Company is safe for the moment, he digs into the Company's supplies, taking out oil and torches.

"Steady, friends! We have come into danger, for here, hidden from our sight by the day, I sense an evil that does not sleep. Much like the bell in the marsh, passing this by would leave others victim to this evil! I tell you true, it will be a fierce foe we face; one of the Dead.

They fear fire, though. They will be here when night falls...here, take a torch, each of you! Come, and let us ring the area with oil! Brandy, we'll leave lighting the ring to you. We'll trap the creature, and against our might, it will not stand!"

Battle: 2d6 + 1d12 + 2 ⇒ (2, 3) + (9) + 2 = 16

Assuminng this will be a Combat so getting my roll done


Male Man (Dunedain) | Fellowship Focus- Galadhon | Endurance 28 Fatigue 15 Hope 13 Parry 7 (+2 Shield) | Valour 3 Wisdom 2 | Lore of Arnor, Storytelling, Leadership, Keen-eyed, Hardy | Long Swords 3 Bows 2
Common Skills:
Athletics 2 Awareness 3 Battle 2 Courtesy 2 Explore 2 Healing 1 Hunting 3 Insight 2 Inspire 2 Lore 2 Persuade 2 Search 1 Song 1 Stealth 2 Travel 2
Character Image | Dagmor Image

Feel free to propose another plan of action guys and gals!


Parry 5 +2 Shield | Armor 5d +1 | Damage Hand to Hand 6 Female Dwarf | Fellowship Focus - The Shepherd | Endurance 32 | Fatigue 27 | Hope 10 | Redoubtable, Mountaineering, Trading, Folk-lore, Honorable, Steadfast | Axes 2, Short Sword 1, Dagger 1
Common Skills:
Courtesy 3 Craft 3 Explore 2 Healing 1 Inspire 1 Hunting 1 Lore 1 Persuade 3 Riddle 1 Inspire 1 Search 2 Song 1 Stealth 2 Travel 3

"The Dead you say. Like what we encountered before? Are you positive it will appear in the ring? Do you want us to wait inside the ring with the creature or wait until it appears and leap in before the oil is lit?" Mar makes sure her shield is strapped to her back and takes the torch.


Male Man (Dunedain) | Fellowship Focus- Galadhon | Endurance 28 Fatigue 15 Hope 13 Parry 7 (+2 Shield) | Valour 3 Wisdom 2 | Lore of Arnor, Storytelling, Leadership, Keen-eyed, Hardy | Long Swords 3 Bows 2
Common Skills:
Athletics 2 Awareness 3 Battle 2 Courtesy 2 Explore 2 Healing 1 Hunting 3 Insight 2 Inspire 2 Lore 2 Persuade 2 Search 1 Song 1 Stealth 2 Travel 2
Character Image | Dagmor Image

"What we encountered before were still living Men. Tainted by the Shadow, to be certain, but Men nonetheless. My people have fought against this foul sorcery for long. I am confident of my plan! I believe we should stand together; the Dead have strange powers and I would fear for us should we be separated. This is no mean foe! Let us stand together and banish this creature back to the realm of shadows."


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd steps out of the circle Anariel indicates, looking shocked.

"Well, I defer to your expertise Anariel. Certainly I wouldn't want one of these wraiths stalking the countryside."


Male Dwarf (Erebor) - Endurance - 31, Hope - 9, Fatigue 20; Fellowship Focus - Mar; Parry 5; fire-making, smith-craft, determined, hardy, enemy-lore (orcs); Mattock - 3 (damage 8, edge 10, injury TN 18), short sword - 2, dagger - 2
Common Skills:
Athletics - 1 Aware. - 1 Battle - 1 Courtesy - 1 Craft - 3 Explore - 2 Heal - 1 Hunt - 1 Insight - 1 Inspire - 2 Lore - 1 Riddle - 2 Search - 3 Song - 1 Stealth - 2 Travel - 3

"Indeed. Better we should stop it than it be able to harm anyone else." Hanar says, gratefully accepting the torch. He hefts his mattock and makes ready.


Anariel, you make your preparations. You have supplies to spare, and your trap is ready.

Night falls.

It is between spring and summer; the days are pleasant, and the nights cool. Here at the foot of the mountains, the temperature drops, the result of winds blowing from the peaks.

But here, tonight, your breath frosts the air, as an unnatural chill seeds the air. The flames on your torches sputter for a moment, threatening to blow out as a powerful wind shoots down from the peaks. In that instance, you blink.

When you open your eyes, a creature stands in front of you, in the ring of stones. It is tall, and gaunt. Clinging to it's skeletal form are the remains of a breastplate, black and rusty with grime and decay. From the sections that have rotted off, ribs barely covered by pallid flesh threaten to burst from the body of the creature. It wears a black helm with an open face, and a green glow emanates where there should be eyes. In it's hands rests a wicked spear with a barbed head.

It does not, however, surprise you. Your Company holds the initiative, wielding torches. I will allow you to light the stone circle fire as essentially a free action, Brandy. Companions, roll Battle to determine combat advantage; take a free Attribute Bonus (Heart) based on your preparations. Then let battle be joined!


Male Man (Dunedain) | Fellowship Focus- Galadhon | Endurance 28 Fatigue 15 Hope 13 Parry 7 (+2 Shield) | Valour 3 Wisdom 2 | Lore of Arnor, Storytelling, Leadership, Keen-eyed, Hardy | Long Swords 3 Bows 2
Common Skills:
Athletics 2 Awareness 3 Battle 2 Courtesy 2 Explore 2 Healing 1 Hunting 3 Insight 2 Inspire 2 Lore 2 Persuade 2 Search 1 Song 1 Stealth 2 Travel 2
Character Image | Dagmor Image

Anariel will go into a Defensive Stance. Not wanting to deal with the spear, he will attempt to Disarm his foe with a Called Shot. I will use my bonus die.

Called Shot: Disarm: 4d6 + 1d12 ⇒ (4, 3, 4, 6) + (8) = 25
8 on the Feat Die is Dagmor's Edge. Piercing Blow! Protection Test against TN 16, 13 Endurance Damage, and the spear is disarmed.

Anariel, sensing his foe's potency and without his shield, will adopt a Defensive Stance. He shouts a warning to his allies.
"Be on your guard! Despite our preparations this foe is mighty! We must ensure it falls to us, and make this place safe for those that would travel the realm!"

Anariel then comes forward, waving his torch threateningly. The wight flinches, and Anariel takes that opportunity to slash downward, ripping the spear from the monster's grasp before coming back to the side with a vicious strike of Dagmor.


Male Elf (High Elf of Rivendell) Valour 3 / Wisdom 3; Endurance: 30; Hope 12/14; Parry 10
CircadianRythms wrote:
take a free Attribute Bonus (Heart).

What does that mean?

Reminder to the GM that elves can see the spirit world, just in case.

Battle: 1d12 + 3d6 ⇒ (2) + (1, 1, 2) = 6 Oy!

Galadhon will move into an Open stance.

Longword: 1d12 + 3d6 ⇒ (5) + (5, 2, 1) = 13 Not my day.

"Begone! These mortals are under my protection. Get thee back to thy bed lest ye be sent naked and uncloaked before thy lord!"


Apologies Galadhon! I meant that on your Battle check you may invoke an attribute Bonus without spending Hope, reflecting your Company being emboldened by your preparations.

Furthermore, a point of Hope will allow you to succeed on your attack if you desire.


Parry 5 +2 Shield | Armor 5d +1 | Damage Hand to Hand 6 Female Dwarf | Fellowship Focus - The Shepherd | Endurance 32 | Fatigue 27 | Hope 10 | Redoubtable, Mountaineering, Trading, Folk-lore, Honorable, Steadfast | Axes 2, Short Sword 1, Dagger 1
Common Skills:
Courtesy 3 Craft 3 Explore 2 Healing 1 Inspire 1 Hunting 1 Lore 1 Persuade 3 Riddle 1 Inspire 1 Search 2 Song 1 Stealth 2 Travel 3

Battle: 1d12 ⇒ 10

Mar axe in one hand and torch in the other takes up an open stance,
and swings at the wight. "That creature is certainty frightful, but no match for us."

Axe: 3d6 + 1d12 ⇒ (3, 5, 6) + (6) = 20
Open Stance
Axe Damage 5, Injury 18/20


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Battle: 2d6 + 1d12 + 6 ⇒ (5, 1) + (6) + 6 = 18
That's a success and an advancement point, right?

Axe in one hand, torch in the other, The Shepherd holds his position and fights defensively.

"For the Woodmen!", he shouts, waving his torch and swinging his axe once the wraith comes within range.
Long-hafted Axe, defensive stance: 3d6 + 1d12 ⇒ (6, 1, 5) + (9) = 21
Great success!


Male Elf (High Elf of Rivendell) Valour 3 / Wisdom 3; Endurance: 30; Hope 12/14; Parry 10
CircadianRythms wrote:

Apologies Galadhon! I meant that on your Battle check you may invoke an attribute Bonus without spending Hope, reflecting your Company being emboldened by your preparations.

Furthermore, a point of Hope will allow you to succeed on your attack if you desire.

1d6 ⇒ 4

Actually... Battle is a Favoured skill and Galadhon's favoured Heart is 8, so I succeed on the Battle check, gaining an extra die, which I will spend on that combat roll instead of Hope (die roll above), bringing that Longsword roll to a 17.


I'll give Brandy until tomorrow to post then take an action for him


Character Image Male Hobbit of the Shire | Fellowship Focus- Anariel | Endurance 21 Fatigue 10 Hope 17 Parry 5 (8 vs. anything larger than Hobbits) | Cooking, Tunneling, Burglary, Adventurous, Clever, Small | Bows 3 Short Swords 1 Daggers 1
Common Skills:
Athletics 1, Awareness 2, Courtesy 3, Craft 2, Hunting 1, Insight 2, Persuade 2, Riddle 2, Search 2, Song 2, Stealth 3, Travel 2

Sorry about my tardiness! As mentioned before, I'm making my post. I meant to post last night but I was pooped when I got home from work. I've already read everything.

First, the Battle roll with a free attribute bonus...

Battle: 1d12 + 5 ⇒ (6) + 5 = 11

...and let me see how the dice land and then edit my post immediately. That's a failure, so let's proceed...

Brandy knows fear when he sees the ghastly apparition stand before him, but he does not falter. When the creature first steps into the ring, he lights the ring of oil so that fire flickers all around the Company and its foe. Then he pulls up his bow and takes careful aim.

"Steady, Brandy," he mutters to himself. "Steady. It's just an old pile of bones in armor..."

Taking this round to prepare a called shot for next turn - you can probably guess which one.


Male Dwarf (Erebor) - Endurance - 31, Hope - 9, Fatigue 20; Fellowship Focus - Mar; Parry 5; fire-making, smith-craft, determined, hardy, enemy-lore (orcs); Mattock - 3 (damage 8, edge 10, injury TN 18), short sword - 2, dagger - 2
Common Skills:
Athletics - 1 Aware. - 1 Battle - 1 Courtesy - 1 Craft - 3 Explore - 2 Heal - 1 Hunt - 1 Insight - 1 Inspire - 2 Lore - 1 Riddle - 2 Search - 3 Song - 1 Stealth - 2 Travel - 3

Battle: 1d6 + 1d12 + 6 ⇒ (2) + (9) + 6 = 17

Hanar drops his torch, gripping the haft of his mattock with both hands. He roars as he steps forward to swing at the abomination before him.

Mattock, open stance: 3d6 + 1d12 ⇒ (4, 3, 6) + (2) = 15 Great success!

Mattock - damage 8, edge 10, injury TN 18


The Wight, if it could express surprise, surely would. It is accustomed to coming on travelers unawares, and whittling them down one by one with dark powers. Here, it finds a band of hardy warriors awaiting it, and it is assailed by your weapons!

First of all, Anariel, it attempts to resist becoming wounded by your blade...

Protection: 4d6 + 1d12 + 4 ⇒ (2, 6, 6, 2) + (3) + 4 = 23

And it is successful. It's spear, however, is ripped from it's grasp!

The rest of you follow the dour-handed Ranger's lead, ripping into your foe with weapons. It screams, shrill and piercing, feeling pain for the first time in...who could say how long?

I will remind you guys, when you roll great successes, please calculate your total damage for me as it will save significant time. Also, please note whether your are attacking one or two handed if you have weapons that have the option for both.

It is severely damaged by your assault. Howling with pain, it lashes out at Hanar, who dealt it the most grievous pain.

Attack: 2d6 + 1d12 ⇒ (2, 1) + (8) = 11

It misses badly, however.

Next round!


Male Elf (High Elf of Rivendell) Valour 3 / Wisdom 3; Endurance: 30; Hope 12/14; Parry 10

Galadhon leaps forward into the fray. "Don't let this vile spirit escape to trouble others!" he exhorts the fellowship.

Longword in Forward stance: 1d12 + 3d6 ⇒ (1) + (2, 6, 6) = 15 I think that's an extraordinary success and an Advancement Point.

If a 15 doesn't hit, Galadhon will spend a point of Hope to increase the roll to a 23.

An extraordinary success with a longsword held one-handed will do 5+6+6=17 damage.


Character Image Male Hobbit of the Shire | Fellowship Focus- Anariel | Endurance 21 Fatigue 10 Hope 17 Parry 5 (8 vs. anything larger than Hobbits) | Cooking, Tunneling, Burglary, Adventurous, Clever, Small | Bows 3 Short Swords 1 Daggers 1
Common Skills:
Athletics 1, Awareness 2, Courtesy 3, Craft 2, Hunting 1, Insight 2, Persuade 2, Riddle 2, Search 2, Song 2, Stealth 3, Travel 2

Rolling a Called Shot. Will edit post shortly... If I hit I inflict a Piercing Blow, which may be a wound.

Feat Die 1: 1d12 ⇒ 2
Feat Die 2: 1d12 ⇒ 10

Called Shot: 3d6 + 3 ⇒ (3, 3, 3) + 3 = 12

Okay, that's probably a hit (22). Damage = 5, injury = 16, Piercing Blow (may be a wound)

After a long, dreadful wait, Brandoch lets loose an arrow aimed for the wraith's head. "Back, foul spirit!" he shouts.


Male Man (Dunedain) | Fellowship Focus- Galadhon | Endurance 28 Fatigue 15 Hope 13 Parry 7 (+2 Shield) | Valour 3 Wisdom 2 | Lore of Arnor, Storytelling, Leadership, Keen-eyed, Hardy | Long Swords 3 Bows 2
Common Skills:
Athletics 2 Awareness 3 Battle 2 Courtesy 2 Explore 2 Healing 1 Hunting 3 Insight 2 Inspire 2 Lore 2 Persuade 2 Search 1 Song 1 Stealth 2 Travel 2
Character Image | Dagmor Image

Anariel leaps into a Forward Stance alongside Galadhon.

"Go back to the shadow! I am of the Dunedain, and I say thee nay!"

Anariel will forego his shield, brandishing Dagmor in two hands, striking with it's fell blade to banish this relic of the past. He puts forth all of his might into his attack, attempting to cleave clear through his foe.

Savage Blow Called Shot: 3d6 + 1d12 ⇒ (6, 2, 3) + (6) = 17

Success, for 20 Endurance Damage(!)


Parry 5 +2 Shield | Armor 5d +1 | Damage Hand to Hand 6 Female Dwarf | Fellowship Focus - The Shepherd | Endurance 32 | Fatigue 27 | Hope 10 | Redoubtable, Mountaineering, Trading, Folk-lore, Honorable, Steadfast | Axes 2, Short Sword 1, Dagger 1
Common Skills:
Courtesy 3 Craft 3 Explore 2 Healing 1 Inspire 1 Hunting 1 Lore 1 Persuade 3 Riddle 1 Inspire 1 Search 2 Song 1 Stealth 2 Travel 3

Mar attacks with her Long Handled Axe one handed. "Your undeath ends tonight creature."

Attack: 3d6 + 1d12 ⇒ (2, 4, 5) + (9) = 20
Open Stance Axe Damage One Handed 5, Injury 18


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd continues to fight defensively, even though the wraith appears routed.

Long-hafted axe, 1 handed: 3d6 + 1d12 ⇒ (2, 2, 4) + (8) = 16
Damage 5, Injury 18


Male Dwarf (Erebor) - Endurance - 31, Hope - 9, Fatigue 20; Fellowship Focus - Mar; Parry 5; fire-making, smith-craft, determined, hardy, enemy-lore (orcs); Mattock - 3 (damage 8, edge 10, injury TN 18), short sword - 2, dagger - 2
Common Skills:
Athletics - 1 Aware. - 1 Battle - 1 Courtesy - 1 Craft - 3 Explore - 2 Heal - 1 Hunt - 1 Insight - 1 Inspire - 2 Lore - 1 Riddle - 2 Search - 3 Song - 1 Stealth - 2 Travel - 3

Hanar presses the creature, swinging his mattock again, his desire to end it plain to see.

"This is your last night, foul thing!"

Mattock, open stance: 3d6 + 1d12 ⇒ (6, 6, 5) + (7) = 24 Extraordinary Success!

Damage 24, injury 18, if I did the math right.


Yeah...normally I won't tell you this, but the bad guy had one Endurance point left. You rend it limb from limb and pierce it's head and cleft it in twain.

Your party has managed to slay a great evil! It seems to dissipate and fade into nothingness.

In the muck, in the center of the circle, something begins to glisten. As you approach it, you find, though encrusted with muck, a fine torc. The gemstones on it still glisten; it is enough for one point of Treasure each.


Parry 5 +2 Shield | Armor 5d +1 | Damage Hand to Hand 6 Female Dwarf | Fellowship Focus - The Shepherd | Endurance 32 | Fatigue 27 | Hope 10 | Redoubtable, Mountaineering, Trading, Folk-lore, Honorable, Steadfast | Axes 2, Short Sword 1, Dagger 1
Common Skills:
Courtesy 3 Craft 3 Explore 2 Healing 1 Inspire 1 Hunting 1 Lore 1 Persuade 3 Riddle 1 Inspire 1 Search 2 Song 1 Stealth 2 Travel 3

"That's a beautiful piece of jewelry." Mar holds up her torch and looks around. "Do we want to rest here tonight or move somewhere else to camp?"


As far as you can tell this is the only decent place to have a rest. Anyone who wishes may make an Explore roll to find another spot.


Male Man (Dunedain) | Fellowship Focus- Galadhon | Endurance 28 Fatigue 15 Hope 13 Parry 7 (+2 Shield) | Valour 3 Wisdom 2 | Lore of Arnor, Storytelling, Leadership, Keen-eyed, Hardy | Long Swords 3 Bows 2
Common Skills:
Athletics 2 Awareness 3 Battle 2 Courtesy 2 Explore 2 Healing 1 Hunting 3 Insight 2 Inspire 2 Lore 2 Persuade 2 Search 1 Song 1 Stealth 2 Travel 2
Character Image | Dagmor Image

Explore: 2d6 + 1d12 ⇒ (1, 3) + (12) = 16

Gandalf for an auto-success! I'll invoke Keen-Eyed for an Advancement Point as well


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd tries his own hand at scouting out a suitable campsite, not feeling particularly inclined to sleep near the wraith's lair, even with it slain.

Explore: 3d6 + 1d12 ⇒ (5, 4, 4) + (4) = 17

First success in that group, so I'll take an advancement.


Male Elf (High Elf of Rivendell) Valour 3 / Wisdom 3; Endurance: 30; Hope 12/14; Parry 10

Galadhon accompanies the search party, noting what the more experienced Explorers do.

Explore: 1d12 ⇒ 4 And not learning much!

___________________________________________________________________

"Such a creature almost certainly has a barrow nearby," says Galadhon. "And driving it forth as we did will not end its accursed half-existence. We should find the barrow and expose the wight's bones to the blessed rays of the sun."

"But I fear for the little folk," continues the elf. "The torments of the goblins await them if we do not reach them first. And so this wight must await its destruction until we return. For now we must rest and then press forward at first light."


Parry 5 +2 Shield | Armor 5d +1 | Damage Hand to Hand 6 Female Dwarf | Fellowship Focus - The Shepherd | Endurance 32 | Fatigue 27 | Hope 10 | Redoubtable, Mountaineering, Trading, Folk-lore, Honorable, Steadfast | Axes 2, Short Sword 1, Dagger 1
Common Skills:
Courtesy 3 Craft 3 Explore 2 Healing 1 Inspire 1 Hunting 1 Lore 1 Persuade 3 Riddle 1 Inspire 1 Search 2 Song 1 Stealth 2 Travel 3

"That sounds like a good plan Galadhon. Rest and then find the small folk." Mar follows along to see if a better place to camp can be found.


Character Image Male Hobbit of the Shire | Fellowship Focus- Anariel | Endurance 21 Fatigue 10 Hope 17 Parry 5 (8 vs. anything larger than Hobbits) | Cooking, Tunneling, Burglary, Adventurous, Clever, Small | Bows 3 Short Swords 1 Daggers 1
Common Skills:
Athletics 1, Awareness 2, Courtesy 3, Craft 2, Hunting 1, Insight 2, Persuade 2, Riddle 2, Search 2, Song 2, Stealth 3, Travel 2

I won't attempt the Explore roll, myself. Brandoch will focus on keeping watch through the night.

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