The One Ring- The Gathering Shadow

Game Master DM Ragnarok

Company Sanctuaries:
Lake-town, Woodland Hall, The Easterly Inn

Called Shot and Combat Options:
he Adventurer's Companion expands on the Called Shot and Stance options found in the Adventurer's Book. I've compiled all Stance and Called Shot options here for easy reference.
Called Shots are special attacks that attempt to add an additional effect. A Called Shot MUST be a Great or Extraordinary Success, or the attack misses entirely. Note that if a Called Shot connects, Endurance damage is still done, following all normal combat rules (since you had to have rolled at least a Great Success, they will take additional Endurance damage).

Attempting Combat Options sometimes forfeits your attack and that will be noted in the descriptions.

Called shots are in BOLD, stance options are in italics.

Break Armour (Axes, Mattock)- A character armed with an axe of any type or mattock may damage the armour of an enemy with a well-aimed swing, be it the black chainmail of Orcs or the close-fitting scales of a Troll’s hide. If the called shot is successful, the target rolls one Success die less on his Protection tests for the length of the fight. (This called shot cannot affect the same adversary more than once).

Break Shield (Axes, Mattock)- The target's shield has been smashed.

Challenge Adversary (Forward Stance)- A companion may choose to single out a foe for the fullness of his ferocity, fighting recklessly in an attempt to bring that enemy down.

The hero must name one adversary they are engaged with in close combat at the beginning of a round, after choosing a forward stance. For the length of the fight, the challenging hero rolls the Feat die twice, keeping the best result, when making close combat attack rolls against the challenged creature. The challenged foe enjoys the same advantage against the challenging hero.

Disarm (Swords)- The target drops his weapon.

Enhearten Comrades (Open Stance, Forfeits Attack)- A variant of Rally Comrades, this task enables a companion to rouse their companions when the fight is wearing them out.

When it is his turn to take action, a hero may forego the chance to make an attack roll and make an Inspire or Song roll instead. If the roll is successful, all fighting companions who are not Wounded ignore the effects of being Weary for a number of rounds based on the quality of the success:

- Ordinary success: 2 rounds
- Great success: 3 rounds
- Extraordinary success: 4 rounds, or a number of rounds equal to the enheartening hero’s Valour score, whicheveris higher.

Escape Combat (Rearward, Close Combat Stances, Forfeits Attack)- A hero who spent his previous round in a Rearward stance may flee the combat zone at the beginning of a round. No roll is required to do so.

A companion fighting in a close combat stance may attempt to escape when his turn to act comes. At the end of his round, a player-hero may attempt a roll of Athletics.

The TN for the roll is equal to 10 plus the highest Attribute level among the opponents that the character is facing. On a successful roll, the companion has successfully escaped. A great or extraordinary success is needed if the hero was engaged by multiple opponents. If the escape attempt fails, the acting hero remains engaged and cannot attack when his next turn to act comes.

Full Defence (Defensive Stance)- A companion carrying a shield, or fighting with a onehanded, close combat weapon in each hand, may choose to devote their attention fully to their own defence, for example when engaged by multiple powerful enemies, or when attacked by a particularly deadly creature.

A hero fighting in Full Defence forfeits their chance to attack, in favour of raising their Parry rating by an amount equal to the Encumbrance rating of the carried shield, or of the weapon with the highest Encumbrance score among the two they are wielding. If the Encumbrance rating was modified by a Quality, use the original Encumbrance rating of a weapon or shield type.

Harry Foes (Rearward Stance)- Heroes fighting in a rearward stance and using bows (any type) may choose to pepper their enemies with arrows, not looking for carefully aimed shots, but rather to hinder their foes and make them easier targets.

Only enemies engaged with companions in a forward or open stance may be targeted by this task. The harrying player must succeed in a ranged attack roll using a bow of any type, against a difficulty equal to TN 12, plus the highest Parry rating among the potential targets. On a successful roll, a number of enemies based on the quality of the success are successfully hindered by the rain of arrows.

- Ordinary success: 2 foes
- Great success: 3 foes
- Extraordinary success: 4 foes

Ranged attacks aimed to harry foes do not inflict damage, but reduce the difficulty to hit the affected enemies for the next close combat attack aimed at them: the TN to hit them is considered to be equal o their Parry rating (the engaged companion’s stance TN is not taken into account).

Holding Back (Close Combat)- Companions fighting in close combat and not wishing to wound or kill their opponents can hold bbck and refrain from administering potentially deadly blows with their weapons.

If the called shot attempt is successful, an adversary hit by a Piercing Blow is considered to automatically pass the Protection test. (Any Endurance loss is administered normally, but the blow cannot Wound the target).

Intimidate Foe (Forward Stance, Forfeits Attack)- A hero may attempt to intimidate his foes with a display of his prowess or ferocity in battle. When it is his turn to take action, a hero may forego his chance to make an attack roll and make an Awe or Battle roll instead. The TN for the roll is 10, plus the highest Attribute level among all foes. A hero who just received a Wound or received it during the previous round cannot attempt to intimidate his foes.

On a successful roll, the enemy’s morale has been shaken, and the opponents lose a total number of Hate points (Hate points fuel special abilities for adversaries) based on the quality of the success produced by the roll:

- Ordinary success: 2 Hate points
- Great success: 3 Hate points
- Extraordinary success: 4 Hate points, or a number of points equal to the intimidating character’s Valour rating, whichever is higher.
The Loremaster divides the Hate point loss among the company’s adversaries in any way he sees fit.

Maiming Strike (Swords)- A hero wielding a sword of any type may aim to reduce the fighting capability of a foe, slashing at its arms, hands, or even jaws. The hero must choose a weapon skill or attack form to target.

If the called shot attempt is successful, the adversary rolls one Success die less on each roll made using the targeted ability for the rest of the fight. (This called shot cannot affect the same ability more than once).

Pierce (Bows, Spears)- The attack resulted in a Piercing blow, regardless of the outcome on the Feat die.

Prepare Shot (Rearward Stance, Forfeits Attack)- A hero fighting in a Rearward stance may spend an entire round preparing a ranged attack, and get a clearer shot the following round.

If the player succeeds in a ranged attack during the following round, he is considered to have successfully achieved a Called shot.

Protect Companion (Rearward Stance, must declare when stance is chosen)- A character fighting in a Defensive stance may strive
to protect another hero fighting in an Open or Forward stance. He must announce the name of the character he wants to protect right after choosing his stance for the coming turn.

When the protected character is attacked, the protecting hero may choose to spend 1 point of Hope and become the target of the attack in his place. The attack is resolved using the stance of the defending character to calculate its TN. Note that a hero who chooses this task may still attack when his turn comes.

Pummeling Attack (Close Combat)- Heroes fighting in any close combat stance may attempt a Pummelling Attack to violently throw an opponent off-balance.

If the called shot attempt is successful, the consequences of the attack are resolved normally and the adversary is additionally considered severely hindered in attack until the end of the following round (TN +4 to any attack rolls the adversary makes).

If the unbalanced foe is the only adversary facing the companion, then the hero may escape combat without the need for a roll of Athletics (see Escape Combat, page 180 of The One Ring Roleplaying Game).

A hero may try a Pummelling Attack only against creatures not greater than human-sized, unless mounted on a horse; heroes on horseback may also pummel a creature the size of a Troll, or greater (foes possessing the Great Size special ability, for example).

Rally Comrades (Open Stance, Forfeits attack)- A brave leader, standing amongst his friends, is always heedful of his surroundings, and may attempt to rally his companions when their hearts begin to fail them. When it is his turn to take action, a hero may forego his chance to make an attack roll and make an Inspire or Song roll instead.

If the roll is successful, all fighting companions who suffered a loss of Endurance during the current combat (including the rallying hero) recover a number of Endurance points based on the quality of the success:

- Ordinary success: 2 Endurance points
- Great success: 3 Endurance points
- Extraordinary success: 4 Endurance points, or a number of points equal to the rallying character’s Heart rating, whichever is higher.

Rain of Arrows (Bow)- A companion who is fighting in a rearward stance and using a bow (not a Great bow) may attempt a Rain of Arrows called shot to hit any two foes on the battlefield.

The targets must be chosen and declared before the dice roll is made. The attack roll result is compared first to the TN of the first target. If the called shot is successful, the target receives damage normally, and the roll result is compared against the TN of the second target. If the roll result matches or beats the TN again, then the second opponent is hit too and suffers damage normally. If the attack fails against the first target, it also fails against the second target.

Savage Blow (Close Combat)- A hero fighting in a close combat stance may attempt a Savage Blow called shot to inflict greater harm on the target. If the called shot attempt is successful, the player inflicts an additional loss of Endurance equal to the attacker’s
close combat Damage rating (their Attribute level for adversaries).

Seek a Mark (Rearward Stance)- A hero fighting in a rearward stance may forego their chance to make an attack to make an Awareness or Battle roll to observe the enemies, looking for the best opportunity to catch them when they lower their guard.

On a successful roll, any foe attacked by the hero with a ranged weapon is considered to be severely hindered (TN -4) against those attacks, for a number of rounds based on the quality of the success produced by the roll:

- Ordinary success: 2 rounds
- Great success: 3 rounds
- Extraordinary success: 4 rounds

Stand Ground (Defensive Stance, 2H Weapon)- Heroes wielding a two-handed weapon may profit from the superior reach of their war gear to keep multiple adversaries at bay.

When it is their turn to take action, heroes choosing to Stand Ground spend 1 point of Hope: until it is again their turn to take action, all close combat attacks targeting them roll the Feat die twice and keep the worse result.

Sudden Attack (Open Stance)- In place of their normal attack action, companions who are unengaged at the start of their turn may attempt a Sudden Attack against a foe currently engaged with another companion.

The companion must first succeed at a Stealth roll; the TN is equal to 10 plus the highest Attribute level among all enemies present.
On a success, the companion engages the enemy and attacks normally, adding to the roll a number of bonus Success dice based on the result of the Stealth roll:

- Ordinary success: 1 bonus Success die
- Great success: 2 bonus Success dice
- Extraordinary success: 3 bonus Success dice

Swift Strokes (Close Combat)- A companion who is fighting in a close combat stance and who is engaged by at least two opponents may attempt a Swift Strokes called shot to hit two foes. The targets of the attack must be declared before rolling the dice.

The attack roll result is compared first to the TN of the first target. If the called shot is successful, the target receives damage normally, and the roll result is compared against the TN of the second engaged adversary. If the roll result matches or beats the TN again, then the second opponent is also hit and suffers damage normally.

If the attack fails against the first target, it also fails against
the second target.

Two-Weapon Attack (Forward Stance)- At the start of a round, heroes wielding a close combat, one-handed weapon in each hand may declare that they will attack using both weapons. One hand must wield a primary weapon making use of the highest close combat weapon
skill of the hero, while the off-hand must hold a secondary weapon making use of his second-best close combat weapon skill. If two skills are tied, the player chooses which weapon is the primary one and which one is the secondary.

A first attack is made rolling the primary weapon skill and is resolved normally. If the attack is successful, it is followed immediately by another attack using the secondary weapon skill. This roll is also resolved normally, and must target the same adversary hit by the first attack. A Two-weapon Attack does not allow a companion to attempt a Called Shot. Moreover, for the length of the round, the TN to hit the hero is reduced by an amount equal to the sum of the Encumbrance scores of the two weapons they wield.

Skill Groups and Attribute List:
BODY HEART WITS

Awe Inspire Persuade PERSONALITY

Athletics Travel Stealth MOVEMENT

Awareness Insight Search PERCEPTION

Explore Healing Hunting SURVIVAL

Song Courtesy Riddle CUSTOM

Craft Battle Lore VOCATION


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Open for dots.


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

dot


An otherwise idyllic day at the Easterly Inn, replete with the gourmet cooking and fine ale provided by Dody and his wife, Agatha, was shattered by a Beorning stumbling into the inn, bleeding from several wounds. Recognizing your Company from your visits to Beorn's House, he identified himself as Ralnar and implored your assistance. He had lost some companions to an Orcish war band, one that had ran west once they realized Ralnar would escape their clutches.

Knowing better than most the type of violence an Orcish war band could inflict, your Company set out at once.

Some of you are aware of what you might represent; excepting the Battle of Five Armies (which, more than anything, was a happy accident) it has been more than an Age of the world since Dwarf, Elf, and Man toiled together against the yoke of the shadow.

Your Company has crossed the mighty Anduin River, ranging west. Off in the distance, those possessing keen sight make out the farms of some Beornings along your path. As you get closer, you hear sounds that set your hair standing on end; the baying of wolves.

Coming closer, you see that the Wolves have ringed a herd of goats, and are circling them slowly. Several Beorning farmers stand and are shouting, some armed with crude spears, but they do not possess the necessary arms to stand against these cruel Wargs.

Battle is not yet joined; what do you do?


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Ayluin, his cheeks hot from the Companies madcap dash to catch up to the Orcs. But hardy indeed was the race of Elendil, and fatigue did not touch the mighty Ranger. Upon spying the vile Wargs, Ayluin unlimbers his bow, looking over at Caunlaigdir.

"Let us strike first with our darts! Then our blades will set to righteous work while your bow sings! Together, friends; let us not leave these Beornings at the mercy of these beasts."

Ayluin sets up to fire an Opening Volley with Cuanlaigdir. After the first shot, he will move to an Open Stance. He first gathers himself, focusing for the battle to come.

Battle: 3d6 + 1d12 + 3 ⇒ (1, 3, 2) + (6) + 3 = 15
Success, one bonus dice for the combat. I will use that dice on this bow shot. How many Wargs are there?

Opening Volley (Bow): 3d6 + 1d12 ⇒ (5, 3, 4) + (5) = 17


There appear to be 8 wolves. One of them is larger than the rest.

Your bow shot will hit one of the wolves, Ayluin. Anyone else with a ranged weapon is entitled to an Opening Volley; Caunlaigdir, your Woodland Bow affords you two.


Male Dwarf Slayer

"We must take the fell creatures before they are aware of our presence."

battle: 2d6 + 1d12 ⇒ (2, 2) + (8) = 12 one bonus dice

Seeing his comrade strike one of the creatures, Gori aims for the same one, hoping to start to thin out the wargs.

bow: 2d6 + 1d12 ⇒ (1, 6) + (12) = 19

After the initial shot, Gori will be forward with long-axe in one hand and shield in the other.


Gori, your bow strikes true!

The arrow sinks deep, and might end the warg...

Protection Test TN 14: 2d6 + 1d12 ⇒ (1, 1) + (7) = 9

And indeed it does! Your mighty shot pierces deep; you and Ayluin have joined together, felling one of your foes.


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

I failed to mention; after the Opening Volley, Ayluin will fight in an Open stance.


Ah, yes; after Opening Volleys (or if you have no ranged weapon, now), please declare what stance you will be using.


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

As his companion's arrows fly Aeddan draws his axe. He warns with a grim smile, "Let the foul beasts come to us."

Battle: 1d12 + 2d6 ⇒ (12) + (5, 2) = 19

No opening volley, Opens Stance with Shield and axe.


That is a bonus die for you as well, Aeddan!


male Elf of Mirkwood | Valour 3 Wisdom 3 | Endurance 25 Fatigue 11 Hope 9/11
Common Skills:
Awe 2 Inspire 0 Persuade 1 Athletics 3 Travel 2 Stealth 3 Awareness 2 Insight 1 Search 0 Explore 2 Healing 2 Hunting 2 Song 2 Courtesy 1 Riddle 0 Craft 0 Battle 2 Lore 3
Weapon Skills and Weapons:
Bow 4 Sword 2 Dagger 2 Woodland Bow D5 E10 I14 Sword D5 E10 I16 Dagger D3 EG I12

As the group runs after the orc band, Caunlaigdir settles into his working relaxation, almost causally watching for a reason to snap back fully awake.

Okay, first the Battle roll.
Battle: 2d6 + 1d12 ⇒ (6, 4) + (1) = 11
Oh, well.

Spotting the wargs even as Ayluin calls for action, the elf slows and displays the source of his name as he, again, overdraws his bow twice, letting arrows fly at the wargs before settling in for a more standard fight.

Opening Volley: 4d6 + 2d12 ⇒ (1, 1, 1, 5) + (8, 12) = 28 for a 20.
Secondary Volley: 4d6 + 2d12 ⇒ (3, 3, 1, 1) + (8, 3) = 19 for a 16.

Each potentially hits for "just" 5.

What was the good stuff that goes with a 12 on the Feat die?


A 12 is an automatic success on rolls; on a weapon roll, it is a Piercing Blow which threatens a Wound. Indeed, any time the feat die roll equals or exceeds the weapon's Edge (for a bow, that is 10), you threaten a Wound. The Injury TN of Bows is 14.

A Wound will automatically kill an enemy unless they have a special ability to protect them

Protection Test 14: 2d6 + 1d12 ⇒ (3, 3) + (1) = 7

One Warg fails it's Protection Test, and falls to the denizen of Mirkwood's well-placed arrow! Another is injured by the bow shot.

Six Wargs remain. Ayluin, Aeddan and Gori, you enter Melee range. Two Wargs face each of you.

You hold the initiative; you three may take your actions, then Caunlaigdir.

DM Rolls:
2d6: 2d6 ⇒ (3, 2) = 5

Gori, the warg larger than the others is with you. Aeddan, the previously wounded Warg is one of the ones facing you.

Take your turns!


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Ayluin approaches the Wargs, Urfael sliding from it's sheathe and promising only a swift death.

Ayluin's face is grim; gone is Rambler, the friend to all folk of Wilderland. In his place was a Ranger, hardy and dour-handed, a blight to the Enemy and all his servants.

"Come, beasts, and meet your end! Begone from this land and trouble Rhovanion never again in this life!"

Urfael flashes out, biting left and right, as Ayluin attempts to bring down both of his enemies.

Called Shot- Swift Strokes: 4d6 + 1d12 ⇒ (6, 2, 2, 4) + (6) = 20
Success! Ayluin deals 16 Endurance Damage to both Wargs, assuming he hits


Urfael flashes, it's keen edge glinting in the bright sun. Where two Wargs once stood snarling, there is only a Ranger with a blood-covered blade.


Male Dwarf Slayer

Gori will focus on the smaller of the two Wargs, hoping to even the odds before facing the larger beast.

long-axe one handed: 4d6 + 1d12 ⇒ (6, 4, 3, 5) + (7) = 25 That should be 12 endurance damage.


male Elf of Mirkwood | Valour 3 Wisdom 3 | Endurance 25 Fatigue 11 Hope 9/11
Common Skills:
Awe 2 Inspire 0 Persuade 1 Athletics 3 Travel 2 Stealth 3 Awareness 2 Insight 1 Search 0 Explore 2 Healing 2 Hunting 2 Song 2 Courtesy 1 Riddle 0 Craft 0 Battle 2 Lore 3
Weapon Skills and Weapons:
Bow 4 Sword 2 Dagger 2 Woodland Bow D5 E10 I14 Sword D5 E10 I16 Dagger D3 EG I12

Only one other player to go before i should, and it is time for me to sign off for the night, so I'll go ahead and give it a try . . .. 3 wolves left before the last melee player acts.

Carefully considering the flow of the battle before him, Caunlaigdir chooses to push the limits just a bit, to help end things even faster. He aims at one of the beasts on Aeddan The one remaining if he and his dog drop one, preparing to follow up with a snap shot at the largest of the wargs.

Called Shot Rain of Arrows: 4d6 + 2d12 ⇒ (3, 1, 4, 2) + (10, 12) = 32 For a 22 failure. No 6's.

Unless there's only one left by then, but, that's not how I expect it to go. Hey. Go for the gusto, right?


You absolutely hit; I have, however, decided that when you use a Favoured Weapon (which long-hafted axe should be for you, Gori) you use your Favoured Body Score as your Damage Rating. So you deal 14 Endurance Damage, more than enough to drop the Warg! Your axe gleams as it slashes down, and a quick yelp is all our unfortunate foe has time for.


Caunlaigdir, that will miss, despite the 12 on the Feat Die.


male Elf of Mirkwood | Valour 3 Wisdom 3 | Endurance 25 Fatigue 11 Hope 9/11
Common Skills:
Awe 2 Inspire 0 Persuade 1 Athletics 3 Travel 2 Stealth 3 Awareness 2 Insight 1 Search 0 Explore 2 Healing 2 Hunting 2 Song 2 Courtesy 1 Riddle 0 Craft 0 Battle 2 Lore 3
Weapon Skills and Weapons:
Bow 4 Sword 2 Dagger 2 Woodland Bow D5 E10 I14 Sword D5 E10 I16 Dagger D3 EG I12
Ayluin wrote:
Caunlaigdir, as you failed to roll a 6, your called shot is sadly unsuccessful.

Yeah, I know. I submit the post so I can see the dice, then I add the correct responses as an edit. I haven't tried to see if preview shows the dice rolls or not.

test: 1d100 ⇒ 18

Edit: It does. Guess I don't need to post and edit, then.


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Was trying to be helpful for learning the system but deleted comment as I am not the DM :p


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

Aeddan's axe falls up and down as the wargs advance upon him.

long hated axe 1H: 1d12 + 4d6 ⇒ (8) + (3, 2, 1, 4) = 18 Used bonus dice

damage 10, next round open stance

***edit***The warg I engaged is considered weary because of my hound


Aeddan; the damage of a Long-hafted axe should be 5, not 10. If you wish to use it two handed (and forego your Shield bonus for this round) you will instead do 7 damage.

I will assume you do not wish to use it two handed.

Ayluin lashes out, slaying two Wargs in an eyeblink. Gori fells one swiftly with his axe. In addition to the ones felled by your bows, only three remain; one is badly hurt in front of Aeddan, one is uninjured, and one larger wolf remains to attack Gori.

DM Rolls:
Warg Attack Aeddan: 2d6 + 1d12 ⇒ (1, 6) + (7) = 14Warg Leader Attack Gori: 3d6 + 1d12 ⇒ (5, 1, 3) + (10) = 19Warg Attack Aeddan: 2d6 + 1d12 ⇒ (1, 2) + (1) = 4

Aeddan's attackers miss, but the other wolf does manage to bite Gori, causing 5 points of Endurance Damage.

It is a new round; if anyone wishes to change stances, declare it and you will act in the according order.

Also, I'd like to request that you all add your Parry modifiers into your stat lines; include the total, with any value derived from your shield in parentheses.


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Ayluin looks to his allies, deciding that the larger Wolf in front of Gori poses the bigger threat at the moment. He will engage the Warg in an Open stance and make a normal attack.

Attack: 4d6 + 1d12 ⇒ (1, 3, 3, 6) + (6) = 19

Great Success for 16 Endurance Damage

The Ranger's mighty weapon slashes down, catching the warg before it can rend Gori with it's sharp fangs!


A telling blow is struck; it seems for a moment that despite it's force, the warg might continue on, but after swaying, it falls, blood pooling beneath it.

Gori is now free of enemies, though Aeddan has one badly injured wolf in front of him, and one that has not been injured.


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

Aeddan and his hound press the attack against the warg. He wings his mighty axe with abandon but can't seem to find purchase in his opponents flesh.

Long-hafted axe: 1d12 + 3d6 ⇒ (3) + (2, 1, 2) = 8


male Elf of Mirkwood | Valour 3 Wisdom 3 | Endurance 25 Fatigue 11 Hope 9/11
Common Skills:
Awe 2 Inspire 0 Persuade 1 Athletics 3 Travel 2 Stealth 3 Awareness 2 Insight 1 Search 0 Explore 2 Healing 2 Hunting 2 Song 2 Courtesy 1 Riddle 0 Craft 0 Battle 2 Lore 3
Weapon Skills and Weapons:
Bow 4 Sword 2 Dagger 2 Woodland Bow D5 E10 I14 Sword D5 E10 I16 Dagger D3 EG I12

A quick note before I leave for work, to fit in after the last companion posts.

Slightly embarrassed, the elf slows his breathing and targets a single warg. The injured if it is still moving.

Bow attack: 4d6 + 2d12 ⇒ (5, 1, 5, 1) + (7, 5) = 24 for 19 with a potential 5 endurance damage.


Aeddan' Strike misses; CaunlIgdir's arrow finds purchase and drops the Warg, leaving only one. It is Gori's turn.


Male Dwarf Slayer

Grunting in pain as the warg bites him, Gori strikes again hoping to end the last of these fell beasts.

long-axe: 4d6 + 1d12 ⇒ (6, 4, 2, 5) + (1) = 18 if that hits it should be 14 endurance damage


That does hit, and 14 is enough to bring the beast down!

You are out of combat, and the farmers, who had been fearful mere moments ago, throw down their crude weapons and clamor with joy and appreciation. They approach you, shaking your hands gratefully and talking excitedly, asking your names and offering to share some bread and wine with you.

Aeddan, you, however, know that there is little time for that. In this part of the Anduin, you are in the lands of Hartfast, a Woodman Chieftain and Lord of Mountain Hall. It is your duty as a Woodman to carry news of Wargs and Orcs so close to his hall's doors to Hartfast. If you set out now, it is only half a day's journey.


Also Gori- your total damage was correct, but note that your Long-hafted axe's damage is 5/7, not 6/8. Fell-handed raises your personal damage rating by 1, but that's only applied on a Great Success, not an ordinary hit.


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

Aeddan reluctantly accepted the praise of the woodsmen. Abruptly he announced to his companions, "These good people and the lands be under the protection of the Chieftain Hartfast. It would be wise if we did not tarry and took word to him of these events.


Male Dwarf Slayer

I didn't realize that, I have had the rulebook for a while but never run a game.

"At least let us pause to bind our wounds and ensure these good folk aren't facing more wargs in the moments after we leave. Surely we can spare a few moments."


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

Aeddan shrugged his shoulders at the dwarfs remarks, "Depends on if you want to get to Mountain Hall before nightfall." He smiles as he adds, " I'd prefer not to travel after dark with wargs and such about."


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

"Indeed, let us have a look; we cannot leave these people in danger."


It does not seem that the farmers or their herd are in any danger; you track no more Wargs. Gori, as you are not Wounded, your Endurance loss will heal with only a little test; after a half hour, you feel right as rain.


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

"If you feel we must," the Woodsman reluctantly agreed. "But let us not tarry in this task."


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Ayluin claps Aeddan on the shoulder warmly.
"Fret not, my friend! I am certain that their Lord will be grateful that we ensure their people's safety ere delivering news of the darkness encroaching in their lands."

Once Ayluin is satisfied that the common folk are not in danger, he will make ready to leave for the Mountain Hall.


male Elf of Mirkwood | Valour 3 Wisdom 3 | Endurance 25 Fatigue 11 Hope 9/11
Common Skills:
Awe 2 Inspire 0 Persuade 1 Athletics 3 Travel 2 Stealth 3 Awareness 2 Insight 1 Search 0 Explore 2 Healing 2 Hunting 2 Song 2 Courtesy 1 Riddle 0 Craft 0 Battle 2 Lore 3
Weapon Skills and Weapons:
Bow 4 Sword 2 Dagger 2 Woodland Bow D5 E10 I14 Sword D5 E10 I16 Dagger D3 EG I12

Making me feel bad about going to work? Uh-oh.

Caunlaigdir seems to enjoy interacting with the farmers, and nods as the companions discuss the potential additional threat. He spends the time to check the area as thoroughly as he can, too.

"I agree. No evidence of more immediate threats in the area. I can't argue with the push to notify the local lord." Somehow the tone of his voice suggests otherwise. "If we're ready, let us away." As he starts to move in the direction indicated, watching the others.


I had to open my bar this morning, so I feel you :p

A half day journeys west brings you to Mountain Hall. It is the primary stronghold of the Woodman east of the Anduin, nestled in a valley just to the east of the Misty Mountains. The Anduin loops around a ring of grassland, set against the stony mountains, and it is there that Mountain Hall is located.

As you approach the Hall itself, an older man steps forward, waving in greeting.

"Well met! I am Beranald, Doorwarden of the Mountain Hall. What is your business here, well-armed as you are?"


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

Aeddan waved back in greeting to the warrior, "Well met Beranald, I am known as Aeddan of Woodlandhall and theses are my companions," as he gestured towards his group.

"We bring word to your master of Wargs and Orgs not more than a half days journey from his hall."


Beranald scratches his chin, frowning at your news.

"Aeddan, was it? Word has reached Mountain Hall of your deeds so far, and you are spoken of with regard. It is our custom to relieve outlanders of their weapons, but, if you, one of our people, vouch for your company, they may keep their arms.

I regret that I must inform you that Hartfast is not here at the moment; he has set out to Woodland Hall to gather some allies. There are some Goblins we have found in the mines that we work, and he is seeking aid wiping them out. I am receiving visitors in his stead, though, and will gladly speak of what has occurred. Tell me more of these beasts you have encountered!"

We are entering a Social Encounter here. At this time, everyone can roll Insight. If any of you succeed, your party gains the information listed in the spoiler, and your character gains one Bonus Dice to use on any roll in your social interaction. Great Success is two dice, and Extraordinary is 3.

You may roleplay and have a conversation with Beranald without rolling, but the more successes you get, the better for your party.

Insight TN 14:
Beranald is a simple Woodman. He values forthrightness and kindness, so Courtesy would seem a good tactic, though any other social skill would be fine as well. A spokesperson is unnecessary; all the group may contribute.


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Insight: 2d6 + 1d12 ⇒ (3, 3) + (4) = 10

Ayluin is distracted by his first visit to the Mountain Hall, admiring the way the Anduin flows about the village. He doesn't read Beranald deeply, but inclines his head gratefully.

"I am grateful for your kindness, as I'm sure are all of us here! Well met to you, Beranald; I am Rambler, a traveler and enemy to Goblins and their ilk. Do you have a comfortable place to share tales? For I sense that we may have much to tell one another!"


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

Aeddan vouches for his companions and tries to get a read on the older Woodsman. nope

Insight: 1d6 + 1d12 ⇒ (2) + (3) = 5


Since you have directly made a request, Ayluin, go ahead and roll Courtesy.


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Courtesy: 3d6 + 1d12 ⇒ (5, 3, 3) + (4) = 15


That is a Success.

Here is a more proper description of the Mountain Hall for you;

The fast flowing river waters that protect Mountain Hall are icy cold as they tumble down from the snowy heights of the Misty Mountains. The waters churn and cascade around the hall, surging down a gully that was shaped and widened by many years of craft. The hall has no protective hedge or walls – it needs only the river and the cliffs. A narrow bridge crosses the river, leading to the knot of outbuildings and storerooms at the front of the hall. Behind the long hall itself, a watchtower rises as if in imitation of the towering peaks around.

Beranald nods at you, Ayluin.

"Kind words, and well received, Master Rambler. Come, then, let us be at ease!"

He motions you forward, retreating back across the bridge, expecting you to follow. He leads you to the long hall, where three huge fire-pits have been dug into the ground. One of them is burning, and Beranald sits at a table near it. As you join him, you feel the warmth of the fire dismiss the chill of the air outside, likely an ever-present condition based on the proximity to the Anduin and the Misty Mountains.

Beranald signals to some guards, who, after a moment, bring you all a simple meal of bread, cold water, and grey mutton. Beranald shares this with you, raising a cup and toasting your health before drinking the water. After draining some of his cup, he sets it down and speaks again.

"It seems you've a tale to tell, then. What brought you out this way in the first place? Mountain Hall gets few visitors, though I'm certainly glad to have warning of evil afoot in our lands."


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

"Perhaps you have heard of the Easterly Inn? It is new to the lands of Beorn, but a most excellent refuge on the road. Yours is not the only land that sees strife from Goblins, and indeed, we rescued one of the innkeepers from a terrible end at their hands. In gratitude, they've given us lodgings there. While resting from our travels, we caught wind of a war band of Orcs, fleeing west. We were on their trail when we happened across some of your farmers, their herd of goats set upon by vile Wargs. We made swift work of them, and headed here, deeming that the presence of not one but two groups of enemies merited the attention of Mountain Hall. Aedda, here, was quite ready to do his duty!"

Courtesy: 3d6 + 1d12 ⇒ (1, 2, 4) + (8) = 15


Ayluin- Courtesy is used for Introductions.

Persuade, Riddle, Inspire or sometimes Song are more what you will want to roll, so please use one of those.


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Quite right

Persuade: 3d6 + 1d12 ⇒ (2, 1, 6) + (6) = 15

Great Success!

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