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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Gameplay thread is up!


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 dotting in. I still have to finish her profile. I know the profile pic has no beard. All of the bearded dwarves were clearly masculine.


It is not by chance that the Company banded together. Anariel, one of the blood of Numenor, had been coming to Rivendell since he was a young man. There, he came to know the Noldor Galadhon, an Elf of mighty lineage.

Galadhon, at the behest of Elrond, helped the young Ranger, guiding him in lore and in ways to combat the Enemy, for a fierce hatred of the Shadow burned bright in the hearts of both warriors. Elrond, one of the Wise and possessing the gift of foresight, saw that the two, and those they would gather, would have important parts to play in the future of Middle-earth.

Elrond encouraged the two to travel, to trod the paths of Rhovanion and walk amongst the Free Folk. On their travels, they met and befriended many other beings of quality, and decided that Wilderland would be a better place if they worked together. The Shepherd, Mar the Dwarf, Brandy Marigold, a mighty Man of Minas Tirith, and others were among those gathered together for a common cause;

To keep Wilderland safe.

Elrond did not act only on his own counsel. The Grey Wanderer's hand was clear in events, and never more so when he requested that the Company keep watch on a group that Gandalf was traveling with, a group consisting of Dwarven dignitaries led by no less a Dwarf than Gloin, companion of Thorin Oakenshield.

The truth of Mithrandir's wisdom was demonstrated when a war band of Orcs attacked Gloin, Gandalf and their retinue.

The keen eyes of the Company spotted the Orcs far off, and not only where they able to warn Gandalf and his fellows, the Company set an ambush for the Orcs, decimating them between their two forces without suffering any casualties. Impressed by your might, Gloin has requested your presence in Lake-town. There is a task he would entrust to you, a task that will not only be fruitful, it will enable you to continue to make notable allies.

The game begins with you all gathered in Lake-town, ready to attend Gloin.

We're going to wait a bit to actually start so everyone has a chance to finish their characters, but this is the setup. Let me know if you have any questions.


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

Galadhon regarded with keen elven eyes the town where the Urulokë Smaug had been slain, his gaze traveling out onto the lake where lay the ruin of the great fire drake. It was undoubtedly a place of endings, but the thought arose within his breast that it might also be a place of change, of beginnings.


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 brought out his pipe and tamped down the Halfling leaf, striking a match and inhaling, savoring the sweet flavor.

He followed the gaze of the Noldor, taking in the sights. He had last been here ten years ago, and Lake-town had been little more than a place that seemed like hope had gone to die. Now, with the Calamity of the North dead and gone, the embers of hope had been kindled in Rhovanion. Leaders like Dani Ironfoot, Beorn and King Bard were symbols that the folk of Wilderland were flocking to, but many of them were still unaware of the dangers that lie in wait in the dark places of the world.

It was Anariel's task to see that they stayed that way.

Anariel finished his pipe, then cleaned it and struck camp. Today was an important meeting, and Anariel was determined that the group would make a good impression on Gloin. Who knew what this could lead to?


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

Think build is finalized so I'm good to go


I'm going to assume at this point that only Jesper will be joining us, so I'll get the first post up and once he's ready to roll we can continue

The Company gathers, and goes to meet Gloin at his dwelling in Lake-town.

Glóin welcomes the company to his hall. As he emerges from his private quarters, he wipes ink from his fingers with barely contained impatience. He is a Dwarf in his middle years, but he is still hale and vigorous, exhibiting the vitality that served him so well on the hunt for the Arkenstone. He wears white, accentuating the two white tips of his forked beard. He bows politely to you, but rather than waste time with introductions, he simply speaks; clearly, he is eager to enlist you, especially considering the help you have given him in the past.

“Greetings, my friends. My cousin Balin son of Fundin has left the Lonely Mountain with two companions. He is meant to personally deliver a letter, a formal invitation from King Dáin Ironfoot to the Lord of the Eagles for the coming Gathering of Five Armies, an important meeting to be held later this year. He plans to go south along the Running River, on order of the King Dain and King Bard to investigate the conditions of the Old Forest Road and possibly traverse it, now that the threat of Goblins has been greatly reduced.

I would have you accompany my cousin as envoys representing the Free Peoples. Gandalf findts this a wise idea as well! But beware, the land the you will be travelling is perilous. Not much is now known about the Men-i-Naugrim and even with the departure of the Necromancer from Dol Guldur in the south of Mirkwood many dangerous
and foul creatures may still stalk these lands...”

Anyone who wishes to may roll INSIGHT against TN 14. If you have any specific questions you may ask them of Gloin.

Insight TN 14:
Gloin is held in high esteem and is an honourable Dwarf. He does seem a bit troubled; more than likely, he's considering the troubles you might face on your journey, and remembering a time when he traveled with a company that braved the dangers of the Wild...an adventure that saw many of his friends and kinsmen dead.

Since many of you are new, I will remind you; the first time you roll a success for a skill for a Common skill, once per skill group, you will be awarded one Advancement Point for that skill group. After that, you'd have to succeed AND invoke a trait OR achieve a Great or Extraordinary Success; a third Advancement Point may be allotted only on a Great or Extraordinary Success AND a Trait invocation. Note that, for the purpose of gaining Advancement points, your Trait invocation does not also confer an automatic success.

As for how Trait works, you make a roll. If you think a Trait might be relevant, you can mention it. If half the group agrees, it is relevant and you can use it.

Same thing with recovering Hope from the Fellowship Pool. If you wish to do so, the group must consent to you doing so.

Please inform me every time you are eligible to receive an Advancement Point.


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

Insight: 2d6 + 1d12 ⇒ (1, 2) + (12) = 15

Success with a Gandalf! I believe that will be an Advancement Point to Perception for me, Circadian.

Anariel measures Gloin, keeping his own counsel throughout the Dwarf's speech and attempting to reach a deeper understanding of the man. Knowing rather well himself the dangers that lurked in Rhovanion, Anariel noticed the telltale signs of worry for the safety of others and found it commendable.

"Though I do not speak for any but myself, I will gladly accept this task, Lord Gloin. Though I am well traveled, I have never visited such a place as the Eyrie! I will help deliver this message to the Windlord."


Take your Advancement Point, Anariel :)


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

Is there a penalty for not making the TN on a check like this?

Mar is overwhelmed at the request to join of the great heroes at his home. On the way in to Laketown she kept staring into the distance at the Lonely Mountain in awe. She spent so much time staring that her fellows had to remind her to watch where she was going.

Now standing uncomfortably in Gloin's home she waits until he finishes speaking. She gathers asks politely, "Have Balin son of Fundin and his companions left on their journey or are they waiting for us to join them nearby?"


There would be no penalty, Mar.

The setup for social interactions is thus;

At the initial meeting, you can make Insight rolls to try to determine the mood of the person and what type of social interaction they might respond best to (that merchant happens to be a veteran of the Battle of Five Armies, so Awe isn't as effective; that sort of info). Failing the roll has no associated penalty other than not learning that information.

If you fail on actual social skill rolls, though (Awe, Courtesy, Persuade, Riddle), a number of times greater than the Tolerance of the encounter (which I set secretly), you have made grave social missteps and there will be consequences. Conversely, succeeding at those social rolls may lead you to more information and even great rewards; one of many reasons why it's good for characters to focus on one social skill.

This is kind of a special encounter; you've already helped Gloin out once, and he trusts you, so there's no need to stand on ceremony. That's generally true of most notable people you meet; you will get one shot at introductions. Afterwards, you're a known quantity.


Mar, Gloin smiles widely. He's clearly enthused to see another Dwarf with the group.

Dwarvish:
"Ah, I remember when I was your age, fresh and seeking adventure! Keep an eye on these folk, would you? They're not quite so hardy as we."

Gloin then addresses the group as a whole.

"Apologies! It's just always good to greet a fellow Dwarf in our own tongue. To answer the lass's question, Balin is currently at the Red Dragon Inn, here in town. I shan't lie; this will be a long journey, and arduous. You will take the Old Forest Road, traverse the land of the Beornings, and, finally, head to Eagles' Eyrie. I can, perhaps, help with the preparation."

Gloin produces several small pieces of parchment, several items wrapped up, and one long, rolled up bit of paper.

"Here you are! Some gifts to speed you on your journey. First, we have a map of the lands south of Esgaroth, where you'll be traveling. This should help you plan your trip! Next up, a bit of provisions, from my own stock! This is Dwarven Cram; it'll fill you up and keep you going! Last, here are some papers, permitting you to rent boats using my credit. You'll need to use them to travel south to the Old Forest Road, where your journey truly begins.

I might suggest planning the specifics of your journey now, then meeting Balin. He'll likely be ready to go as soon as you get there, so be ready for a journey!"

Anyone who wishes to may make a LORE roll to attempt to make the journey easier. The TN is the standard 14, and remember, failure DOES have consequences. We're using ElegantlyWasted's Journey rules, which are linked up top.

The Cram will also help you on your journey. It counts as provisions for two weeks, and will give all of you a +1 bonus on your Fatigue checks.


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 inclines his head gratefully.

"You are too kind, my Lord Gloin. Truly, Durin's Folk are generous and steadfast friends! If I may, I will attempt to find us a path."

Anariel unrolls the map, beginning to pore it over.

Lore Roll: 2d6 + 1d12 ⇒ (5, 6) + (6) = 17

Great success! I will choose as my benefits automatically succeeding at my Fatigue test and reducing the TN of one test during the Journey by one step. Also, I believe that is an advancement point for Vocation, yes?

"What do you think, Galadhon? We'll have to make sure we avoid certain portions of Mirkwood...not only are the Elves there, well, less than friendly, but some portions of the forest are blighted. We should be fine as long as we don't stray from the road, though."


Take that Advancement Point, sir!


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

The Shepherd bends his shaggy head over the outspread map.
"Hm, a native's perspective might help with the Mirkwood leg of our journey..."
Lore: 1d6 + 1d12 ⇒ (5) + (10) = 15
Would Mirkwood lore apply to this roll?


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

I vote yes, since looking at the Map Mirkwoood is directly north of where we need to be.


You'll take an Advancement Point to Vocation either way, it'll just depend on what it's for. For my money, yes, it's relevant.


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 stands quietly toward the back of the group during the conversation, after greeting Glóin respectfully.

When the time comes to study the map, he joins the others around the table, looking at the map for a moment, before stepping back.

"Right, this'll be a fun one, and an honor. I'm ready to set off when all of you are."

With that, Hanar begins to double-check his belongings, making sure that everything is in place.


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

I believe Mirkwood Lore would apply, yes.

Insight Roll: 1d12 + 3d6 ⇒ (2) + (2, 2, 4) = 10 I guess Galadhon doesn't know that much about dwarves.

Lore Roll: 1d12 + 4d6 ⇒ (6) + (1, 6, 2, 4) = 19 A great success!
I'd like to automatically succeed on my Fatigue roll.

I'd like to claim one Advancement Point to Vocation.

___________________________________________________

"The folk of Thranduil should not trouble us if we stick to the roads," says Galadhon to Anariel. "For they are good-hearted, though they do not welcome strangers. The shadow on the southern forest makes them wary. Still, I deem that since the great battle they will have become less perilous to those who enter their woods. They may at least determine who we are before filling us with darts."

"The greater dangers will be spiders and the fell beasts of the woods. These maps may be of great help in avoiding them, however."


Take them Advancement Points :)


I will note two more things;

Galadhon, with a Great Success, you may invoke two benefits of a successful Lore roll, as per EW's travel rule.

Also, EW, I will be changing the rules somewhat. I like them, but I'm going to require new rolls from people when I deem it necessary, which will essentially be once after every new encounter. Essentially, whenever something happens to break the group's stride, as it were, I'll require new rolls. You have to set back up, get back in the groove, all that good stuff.

I'm also going to steal a page from EW's book; anyone that wants to can continue to ask questions of Gloin, or, for those of us that haven't finished character's yet, you'll get a chance to roll both Insight and Lore for the journey. I am going to move things along a bit, but feel free to post such interactions in a spoiler with the "Gloin" tag.

Balin, son of Fundin, is waiting for you at the Red Dragon Inn. He greets you warmly, quite impressed by your Company, as they saved Gloin, who is rather dear to him. He is accompanied by Torrun and Barrak, two brothers, who will also be joining you on the expedition. Balin vouches for them, and they are all ready to go immediately.

"I've traveled this way more than once, my friends. Should you wish, I can guide the way. We must be careful of one thing; no harm must befall this."

Balin pulls out a small ivory jewel box.
"This contains the missing from King Bard, as well as a kingly gift for Gwaihir! We must ensure it reaches the Eyrie safely. Come! Let us rent our boats and be on our war."

Balin leads you to the docks. You are free to talk with him if you wish, but he is clearly eager to leave. You acquire the boats with no difficulty, and your journey begins.

It is time for everyone to choose an assignment! You need to decide who is your Guide, your Scout, your Hunter, and your Look-outs.

Balin is willing to serve as a Guide, but he will not trigger any heroic opportunities in the case of an extraordinary success.

Guides roll Travel, Scouts roll Explore, Hunters roll Hunting, and Look-outs roll Awareness.


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 serve as Huntsman.


Certainly.

One further addendum; instead of gaining more provisions and tracking it that wY, extraordinary and great successes will allow you to turn your next one or two Hunting rolls for Journeys from a failure into a success.

Once everyone has selected a role, go ahead and make some checks. I will describe the journey once that is 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

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

Extraordinary success! I'll take that Advancement Point :D


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

Galadhon is a look-out man.
Awareness: 1d12 + 2d6 ⇒ (9) + (1, 2) = 12 Not so great.


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

"A fine map, extra rations, and free boat fare?" The hobbit whistles and grins away. "Goodness, Mr. Gloin, but you had me at the food!

"But talk of full stomachs aside," says Brandoch, patting his stomach, "I'd like to know if you have any advice for speaking with the Eagles. I understand they carried you and the rest of your brave company away from peril, and, ah..." The hobbit scratches the back of his head. "I'll let truth be known: I'm already working up a mite of a terror at the thought of being face to face with giant birds of prey. I've seen what hawks can do, you know, and a part of me worries whether Hobbit tastes as good as hare to birds."

Insight test for Gloin:

Insight: 1d12 + 2d6 ⇒ (7) + (1, 6) = 14

Lore check for the journey.

Lore: 1d12 ⇒ 8

Also, Brandock will join Galadhon at the lookout - if we're allowed to have more than one lookout.

Awareness: 1d12 + 2d6 ⇒ (7) + (5, 6) = 18

As the group meets Balin and prepares for the road, the little archer lets out a groan. "Oh, blast it!" he cries. "I forgot to pack a heartier drink than the water in my flask. Please, please tell me someone brought some brandy or wine this time?"

What season is it, BTW? We need to add appropriate seasonal traveling gear to our inventory, right, along with the fatigue that incurs?

Also, I think I succeed at Insight (+1 Perception advancement point), and I have great success at Awareness. Sadly, I don't think I can invoke my Adventurous trait for that roll, since Brandoch is just playing lookout man. Maybe next time.


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

Insight roll I forgot to make: 1d6 + 1d12 ⇒ (1) + (9) = 10

The quiet woodman pulls his hood up and takes to the road once we're on the path.
"I'll make sure the road is clear ahead. You never know."

Explore- Scouting: 3d6 + 1d12 ⇒ (5, 3, 6) + (7) = 21


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

Gloin: Mar responds to Gloin's statement.

Dwarvish:
I will do my best to keep them from harm.
"It will be an honor to work with Balin as we travel. She studies the map with the others, and carefully tucks the writs of credit away. "I'll do my best to get good prices on any rentals we may use."

Lore: 1d6 + 1d12 ⇒ (3) + (3) = 6

As she arrives at the Inn she is surprised to hear they want to leave immediately, but does not argue. She goes through her items to make sure she is ready to leave. "I'm ready to leave now Balin sir. Thank you for being willing to guide us. I'll also be acting as a guide for our small band. Will you keep the gift and the letter or would you like one of us to carry it?"

I'll be acting as a Guide. Ouch those rolls today. The dicebot is not my friend at the moment.

Guide: 3d6 + 1d12 ⇒ (4, 3, 2) + (2) = 11


All right; by the numbers.

Also remember, you are not forced to make Lore rolls to prepare, and every roll you fail allows me to make it more difficult.

Anariel, take your Advancement point for Survival.

Brandoch, your success on Insight gives you an Advancement Point. Also, your Great Success of Awareness entitles you to ANOTHER Advancement Point for the Perception group.

Shepherd, you are entitled to an Advancement Point for Survival as well.

It is currently Spring, the time of new beginnings.

Look-outs, only roll when I ask for it, please and thank you :) Also remember that with the exception of Guide, multiple characters can fill the same roll on a Journey.

You are able to get the boats with little trouble, Gloin's credit is good.

The weather is glorious, and the rays of the sun glitter off of the waters. The waters from Lake-town, running to the Long Marshes, flow swiftly and carry the boat easily.

The journey should take about four days.

Anariel sets rods and lures, and fish seem to veritably leap out of the water to be caught by the Ranger. The company will surely eat well these next few evenings!

You cover about fifteen miles on the first day, and you stop for the evening. On the western shore, several huts are located beyond wooden piers that jut out from the shingles. These are the homes of Lake-men that work as porters along the Stair of Girion, a paved portage trackway into Esgaroth.

They welcome you readily enough, and The Shepherd has found you quite comfortable lodgings for the evening. Several of the younger Lake-men press you; they do not get many travelers other than merchants this way, and they are hungry for stories.

Anyone who wishes to may attempt to entertain the Lake-men with stories. You may roll any Social skill to do so. Multiple people may make this test.


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

As they set off, Anariel grins at Brandy.

"Worry not, Master Hobbit! A woefully unprepared Ranger I would be, if I had not brought along some fine libations for my friends. You are safe in my hands, good sir!"

Anariel ensures that he always brings some wine, liquor, and cooking supplies. A traveler of great skill he might be, but there was no reason not to enjoy simple pleasures.

Upon arriving, Anariel will, before anything else, gut and clean the fish he caught, and begin the process of curing the fish so that it will last. He finds a fire and begins smoking the fish, adding herbs and spices that he always carries with him to add a bit of flavor.

"Any requests? This is, more or less, a simple spice-rub from home to give the fare of the road a bit of flavor. I'm open to suggestions, though!"


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

Once his cooking is done, Anariel will regale the young men with the tale of their Company valiantly rescuing Gloin son of Groin, famed adventurer and one of the Dwarves responsible for returning prosperity to Esgaroth. Anariel will casually point out their traveling companion, Balin, another famous Dwarf that the folk of Lake-town were much indebted to.

Persuade: 2d6 + 1d12 ⇒ (6, 2) + (6) = 14
A great success! And an Advancement Point (assuming the TN is 14). I'd like to invoke my Storytelling trait; not for anything, really, just to be extra good at this :)

"It was a dark night. The clouds were thick, and the stars could not penetrate their veil but for small beams here and there. The Enemy was great in number, but we were great in might, and cunning, and steadfast.

I spotted them myself; there is little that can escape my gaze. Three score, at least, broken into three groups, each led by a large Orc in strong black mail wielding cruel bent blades.

Brandy here set out the warning; an arrow, fired into the tree below where their look-out was keeping watch. A difficult shot in the dark, but there's more to this Hobbit than meets the eye, make mo mistake!

We knew our friends were warned. We knew they would be ready. We crept behind them, silent as death, and waited.

Soon enough, battle was joined. The Dwarves sent up great shouts, to inspire their fellows and instill fear in their foes. When we heard the cries of battle and the crash of metal upon metal, we knew it was time.

Mar and Hanar led the charge. Their axe and mattock flashed in the night, and a fever was upon them; they would not let their kin fall to this evil. Galdhon, the Shepherd and I followed behind them; as they charged through foes, we protected their backs and side, and any that dared approached us came to know firsthand the death they invited when facing the Free Folk united in alliance. The fire of the Firstborn, the wrath of the Dunedain and the heart of the Woodmen of Wilderland could not be stood against, and our enemies parted like wheat under a scythe.

Behind us, protecting us even as we protected our Dwarven companions, was a mighty Knight of Gondor, whose mighty shield no spear or sword could find purchase against and Brandy, so true a shot that one might mistake him for a Mirkwood elf. With so mighty a company at their backs, and the fell axes of Gloin and his allies in front of them, how could any enemy in this Age stand?"


Sure, take your Advancement point. All of the men from Lake-town seem extremely impressed by your story.

I will wait to continue until others get a chance at this roll


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

When it comes time to cook the food, the Hobbit lets out a brief gasp and steps on forward. "Now, I know you mean well, but that was a tad too much garlic. Over-spicing can be as dangerous as under-spicing, you know. I'll make you my apprentice, good Ranger, and show you all the fine ways of cookery to be learned from Hobbits!

"Now, let's stay our hand on the garlic here; there's quite enough of that already." The hobbit gingerly sets that particular spice to the side, then rubs his hands together as he oversees the preparing of the fish. "Do we have some citrus? A little squeeze of orange or lemon at the end would serve us quite nicely..."

No roll to be made here, but as a future note: one of Brandoch's specialties is cooking. He'll gladly teach the Ranger a thing or two on the matter.

Also, I think I'll choose Anariel as my fellowship focus for this journey. They seem to be getting along nicely right now for sure.

Oh, and I'll avoid rolling Awareness preemptively in the future, Circadian. I'll remember that Look-Outs roll only when prompted. Sorry about that.

----------------------

As the group settles for the night amongst the Lake-men, the Hobbit finds himself being approached by more than one puzzled soul who knows nothing of Hobbits save for Bilbo. "Well, I suppose I've a story of my own to tell," he decides with a sage nod, "But the tale I'll tell is not of great battles, but of something even better:"

And with that, the Hobbit pulls out his flute and begins singing a hearty song from South Farthing, the verses inter-spaced here and there with a tune on his flute. It goes something like this:

Bring out the bread and plenty of honey
And be not stingy with the mead!
It's a fine day and the sky's so sunny,
So a picnic's just what we need!

Bring out the pies and the tea-cakes too
And forget not those dandy sweets!
For there's good folk here and reason to cheer,
And that's the very best kind of treat!

O, it's spring-time in the Shire
and the planting's all been done
So put down the hoe and put on your coat
And let's go have some fun!

The song goes on like that for some time, with something to say for summer, autumn, and winter as well. Apparently, the gist is that any time is a great time to party in the Shire.

"I suppose I don't have much that's exciting to say, really," Brandoch adds as he finishes. "We Hobbits don't have much in the way of heroes. But I was taught that being merry and having good friends about you's better than having your name in a storybook. I suppose there's some truth to that."

Song: 1d12 + 2d6 ⇒ (3) + (4, 1) = 8


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

The Shepherd looks quite confused by Brandy's discussion of strange fruits.
"Orange is a color, not a fruit. What strange ideas you hobbits have..."
I'm guessing a Frugal woodman wouldn't have much access to exotic citrus fruits in his life.

After their meal he pulls out his flute.
"Anariel has summed up our exploits quite well, but I wrote this song about Esgaroth's swift rebuilding while we were there just recently."

The woodman plays a hopeful tune, reminiscent of a style common in Laketown.

Song: 3d6 + 1d12 ⇒ (3, 5, 2) + (3) = 13


No worries, Brandy! Just informing you for the future.

Shepherd, that roll is actually successful; the TN is 12, as the Lake-men are hungry to hear exploits. You're entitled to an Advancement Point if you haven't had one for that skill group yet. The Lake-men clap along with your song, some even laughing happily as they recall their own part in the rebuilding.

Brandy, your song doesn't go over quite as well. A bit of the spice rub caught on your hand, and as you begin to perform, you gesticulate, and your hand comes so close to your nose that it begins to twitch, wanting to sneeze. That hampers your delivery a bit. Better luck next time! Even still, they seem to enjoy it, and applaud you gratefully.

Anyone else who wishes may roll as well. At this point, though, one of the Lake-men goes and gets an older man from one of the huts. It's explained that he was once the historian of this particular village, but for some time, has repeated only one rhyme of lore. When those words are uttered, the old man, named Nerulf, clears his throats and intones in an ominous voice;

“If you go south in the marshes take heed: tread lightly and fear the gallows-weed...”

He repeats that several times. Anything else he says is muttered and barely intelligible.

After Nerulf speaks his peace, Balin stands up. He has a bit of a twinkle in his eyes, and his voice resounds, filling the camp.

"That has me in mind of a poem told to me by a dear, dear friend. You might know him well, Master Brandy. He is, of course, that most famous of living Hobbits, Bilbo Baggins! This poem is called 'The Mewlips'. Now, let me see, I think it goes like this;

The Shadows where the Mewlips dwell
Are dark and wet as ink,
And slow and softly rings their bell,
As in the slime you sink.

You sink into the slime, who dare
To knock upon their door,
While down the grinning gargoyles stare
And noisome waters pour.

Beside the rotting river-strand
The drooping willows weep,
And gloomily the Gorcrows stand
Croaking in their sleep.

Over the Merlock Mountains a long and weary way,
In a mouldy valley where the trees are grey,
By a dark pool´s borders without wind or tide,
Moonless and sunless, the Mewlips hide.

The cellars where the Mewlips sit
Are deep and dank and cold
With single sickly candle lit;
And there they count their gold.

Their walls are wet, their ceilings drip;
Their feet upon the floor
Go softly with a squish-flap-flip,
As they sidle to the door.

They peep out slyly; through a crack
Their feeling fingers creep,
And when they´ve finished, in a sack
Your bones they take to keep.

Beyond the Merlock Mountains,
a long and lonely road,
Through the spider-shadows,
and the marsh of Tode,
And through the wood of
hanging trees and gallows-weed,
You go to find the Mewlips
and the Mewlips feed."

Balin takes a long draw from his pipe, smiling wistfully.

"Ah, that most excellent burglar! I really must go see him sooner rather than later."

At that point, Balin is peppered with questions by the Lake-men. The Dwarf is all too happy to share their ale and regale them with stories of his travels with Bilbo and the retaking of the Lonely Mountain. You notice that Balin is extremely comfortable with other races, a rare trait for the normally secretive Dwarvish people.

The night continues on, passing pleasantly, and you wake up refreshed. The TN of your Fatigue rolls will be reduced by one step...and lets go ahead and make those now! The TN is 12; failure results in your Fatigue Score being raised by the Encumbrance value of your Traveling Gear, which should be 2.

Anariel and Brandy, citrus is plentiful in the markets of Esgaroth, so you can have had some. In the morning, the fish will have finished curing, providing provision for the group for this leg of the journey. I love the idea of the Ranger slaving away as the Hobbit's sous chef, by the way :D

Eradan:
Here are all the rolls you are entitled to;
INSIGHT

LORE (you do not have to)

Whatever roll is associated with whatever Journey Role you are taking (Guide is already taken but everything else there can be more than one)

Any Social skill to entertain the Lake-men

You all press on, eager to be on your way. The first day passes without any incident, and you are able to traverse about twenty miles. The Shepherd finds you a comfortable clearing to bed down for the night, and you resume your journey.

About a quarter of the way through the next day, if your map is right, you have entered the eastern eaves of Mirkwood Forest. You'll not be entering the forest proper, of course, but even so, something about this land is different. The birds no longer chirp happily, and it seems as though the wind has died. There is a stillness here, with only the river and your boat moving.

As night descends and you've traveled all you wish to for the day, the Shepherd eyes a dry patch of land. Those have been getting harder to find, as the clear river has given way to the murky water of the Long Marshes. Still, the Shepherd is keen of eye, and finds a good spot.

As night falls and camp is struck, I'd like an Awareness roll from any Look-outs, please!


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 clicked his tongue. He always used too much garlic, it seemed. He thought it was hardly his fault; most of his people only ever cooked with onions and garlic, and had become so accustomed to them over time that they used ever increasing amounts.

"Ah, I do see your point with the citrus, though! I did pick up some lemons from the market at Esgaroth, if I remember rightly..."

Anariel retrieves a few pieces of fruit from his pack, slicing them into quarters and squeezing the juice out over the curing fish. He barks a friendly laugh at the Shepherd.

"Shepherd, my friend, once we're done, we must take you to a proper tavern and have them serve you real food. If there's something I have learned in my travels, it's that there's nothing like a true gourmet experiences after months on the road of only what you can forage."

Anariel will sit, drawing from his pipe and chatting companionably. Once the fish will see to itself, he reaches into his gear, retrieving a bottle and setting out enough wooden cups for any of their company that might wish.

"A bit of wine, to revive us! I picked this up when last I was in Bree. 2937, it is. A good vintage, and affordable to a vagabond like myself! Drink your fill, friends. There's more where that came from!"


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 night before: Mar takes the food that has been prepared by her fellows, and hands it to the highest ranking Lake-man, and then to Balin and his companions. She does it politely, and with great respect for the Lake-men being kind enough to host the group this night. "Thank you for your hospitality this night. I makes for an easier day of traveling when you don't have to worry about your sleep the night before. We'll take your wise man's words to heart as we make our way south.

Courtesy: 3d6 + 1d12 ⇒ (6, 3, 5) + (6) = 20
A great success?
Fatigue: 3d6 + 1d12 ⇒ (6, 4, 4) + (12) = 26
Another great success?


Yes to both, take your Advancement Points!


Also, even if you auto-succeed because of a Lore roll, you can go ahead and roll Travel to see if you qualify for an Advancement Point.


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

Travel: 2d6 + 1d12 ⇒ (1, 5) + (6) = 12

With The Shepherd's Great Success as a Scout reducing the TN, that should succeed and qualify me for an AP, correct?


That is correct, the TN for the these Travel rolls is 12.

I'm also realizing that the normal rules for Trait invocation will significantly slow down forum play, so I'm just going to adjudicate it. If you strongly disagree with my ruling, we'll put it to a group vote.


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

"Oh, Bilbo," muses the Hobbit as Balin mentions the famous burglar's name. "I don't know him myself, but in the Shire he's either the best and brightest of Hobbits or the most odd and crazed of us all. But we can all agree on this: nobody else's name will be so widespread through the Shire for so many years as his!"

-------------------------------

Ah, so Fatigue rolls are travel rolls? Good to know. Here goes:

Fatigue: 1d12 + 2d6 ⇒ (11) + (6, 6) = 23

As the party nears Mirkwood, it's the Hobbit's turn to become the student. He starts asking the Ranger, Elf, and Woodsman all about the flora and fauna that they pass, claiming to have never seen a forest quite like the one they now enter. He seems rather interested in knowing what sort of plants might be good medicines, and of course on which plants can be eaten.

When it comes time to make camp again the Hobbit takes up watch in a low branch of a tree, his bow resting on his lap. His bare feet dangle over the limbs of the tree as he watches and listens for anything strange.

Awareness: 1d12 + 2d6 ⇒ (4) + (3, 6) = 13

Wow. That Fatigue roll! 11 = Gandalf sign, right? So that's an extraordinary success, and 1 advancement point for Movement? Wait, I made a typo. That should be 1d6, not 2d6. So, it's not 23, it's 17. And it's NOT an extraordinary success, just a great success. My bad. (My Travel is 1, not 2.)

And the only trait I could imagine invoking for Awareness is Clever (since he chose a good perch from which to observe what's happening below), but even then I think that's a stretch. So I assume a roll of 13 is a failure, and no traits are invoked.


Unfortunately a Gandalf is a 12. 11 is an Eye of Sauron, which is effectively a 0. You do not succeed on your Travel roll; your Fatigue Score is increased by 2, unless you have a Trait that might help you out.


Your Awareness roll is successful, though; the TN was 12. As soon as some more people respond I'll tell you what you see.


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 was hoping Adventurous might help, since we're starting an adventure and all - but the description suggests otherwise: "Your spirit is attracted by new experiences and challenges, especially when they seem perilous enough to put your mettle to the test." There's nothing new or testing about trudging through the wilderness for Brandy.

I'll take my +2 fatigue and remove the Movement advancement point I put on my sheet.


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

"Did you live in the same part of the Shire as Master Baggins, Brandy? Or were you quartered elsewhere?"


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

"Oh, farther south than he," explains the Hobbit. "Bag End, his home, is to be found in Hobbiton, which is a rather rich place is you ask me. We Marigolds hail from the South Farthing. It's much more open there, with more fields and orchards.

"Truthfully, I wonder sometimes if I ought to have traveled westward," muses Brandoch with a scratch of his chin. "See, the Far Downs aren't too far from where I live, and the Blue Mountains - home to dwarves, I hear! - are much closer than Erebor. I hear, too, that an elvish land called 'Harlond' is not far from there. But if I hadn't come east, I would never have met this finest of companies."


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 smiles a bit wistfully. Oh, the things this Hobbit said without knowing! When they were better acquainted, Anariel would tell him, the Ranger thought. All in due time.

"The West...yes. That is where we turn to for comfort, and safety. It is a place that all the hearts of the Free Folk yearn for, even if they know not why.

To the south-west of the Shire, beyond the shores of Western Middle-earth, my people once dwelt. The Land of the West was the greatest kingdom of Men that has ever been, in any Age of the world. Much was lost when it fell, any my people have dwelt in the Wilds ever since. Perhaps if we continue deeply into our cups, I'll regale you with tales of our history."


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 think I'd like that," says the Hobbit with a smile of his own. "I must hear it some time. It's a shame to live in so long-lived a long and to know so little of it." And with that, Brandoch has a sip from some of the wine the Ranger brought with him.


I'm going to assume our Elf of Mirkwood will serve as a Look-out as well, seeing as how his Awareness is through the roof. He can roll as well, to attempt to gain an Advancement Point, but here is what you see;

Anariel and Brandy, you are setting up camp, enjoying some wine as the last rays of the sun fall below the line of the mountains. The night is quite pleasant; not too cool and not too warm, though it's certainly a bit damp from the proximity of the marsh.

As the moon begins to rise, however, Brandy spots lights off in the distance. Apparently, this dry patch connects to a dense copse of trees jutting out from a stagnant pool. You're still a ways out, but you the light you saw is emanating from the pool. It's a sort of pale blue, not something you're used to seeing. Even from here, you can make out ghostly wisps of blue flame.

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