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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Galadhon, your arrow sinks in rather well, but the same thing happens as with Brandy's shot; the large Orc seems to call upon reserves of strength, shrugging off an otherwise awesome shot.

You descend from the upper level and step forward, blade now shining brightly in your hands. The terror of your foes is evident; you are of the Noldor, a descendant of one of the highest houses of the greatest and most skilled of all the Firstborn, and in this hour, against the twisted creations of Morgoth, you are terrible to behold. Your spirit has not yet waned, and the light of the Eldar seems to shine within you.

Two Orcs had been charging, ready to Engage you, but before your might revealed, they lost all courage, and flee into the night.

The light has not yet died; the Orcs normally avoid the rays of the sun, but today, they have been driven by their cruel leader. You can see the sun sap their strength, but the large Orc, now with several arrows sticking out of him, shouts loudly.

"GALADHON! I spit on your House! I, Azgrask, will grind your bones to dust! FORWARD, you scum! Overwhelm them!"

You saw that many of the Orcs were getting ready to flee, but at the resounding command in Agrask's voice, they stand firm.

Azgrask begins to move. He gets about halfway to your group, and will likely Engage one of you next round. He moves quickly; he's at the hillside "stairs". If anyone wishes (and is currently unengaged), you could make your way to Agrask and Engage him there, enjoying a benefit to your Parry against him.

Brandy, as Azgrask is climbing the steep hillside, he's not able to move well; you will enjoy a further +2 to your Attack rolls if you target him. Azgrask is also flanked by several more Orcs, who join him as he climbs the hill.

Orc Attack Hanar: 2d6 + 1d12 ⇒ (6, 1) + (7) = 14
Orc Attack Mar: 2d6 + 1d12 ⇒ (3, 1) + (9) = 13
Orc Attack Shepherd: 2d6 + 1d12 ⇒ (2, 4) + (8) = 14
Orc Attack Shepherd: 2d6 + 1d12 ⇒ (5, 3) + (2) = 10
Orc Attack Gaelderon: 2d6 + 1d12 ⇒ (4, 3) + (11) = 18
Orc Attack Gaelderon: 2d6 + 1d12 ⇒ (3, 3) + (2) = 8
Goblin Archer Brandy: 2d6 + 1d12 - 2 ⇒ (5, 6) + (1) - 2 = 10
Goblin Archer Brandy: 2d6 + 1d12 - 2 ⇒ (5, 6) + (10) - 2 = 19

Gaelderon, one of the orcs strikes you for 4 points of Endurance Damage. Please roll a Protection Test against TN 14, or you will be Wounded. I highly suggest spending Hope on this if necessary. Brandy, one of the Goblins takes a shot at you, and hits for 4 Endurance damage.

It is now your turn, Company!


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 locks eyes with Galadhon, face determined.
"The blood of the greatest of both our peoples courses through us. Let us go now, together, and show this Azgrask the doom he has found at the hands of the sons of the West!"

Anariel rushes over to the hillside, engaging Azgrask.

What sort of benefit does fighting on the hillside give me?


Take a +2 bonus for your superior positioning.


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

Will that apply to my TN to be hit by them as well?


Yep!


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

Internet is going down and mobile is dying. Post will occur when I can charge my phone!!


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

As the first arrow in a long time enters Brandoch's side, he lets out a gasp of pain. Yet he does not hastily make his shots, but instead eyes Azgrask with a look of determination. As Anariel engages him, the Hobbit begins preparing his shot.

Spending this turn lining up the shot so I get a for certain Called Shot next turn.


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

Got a charge!

Anariel charges his foe, a wordless cry emanating from him. He could certainly not be more impressive in word than Galadhon, and he did not try. Instead, he would prove his quality with darker work indeed.

Anariel gets close, hoping to use his agility to his advantage, and he strikes, putting forth all his might behind his strike. Despite the savagery of his attack, Anariel is going to fight intelligently, using his shield to maximum effect.

Defensive Stance (Stand in Defence- Galadhon) That way you can go nuts with your combat stance and I can take some blows for you
Savage Blow: 3d6 + 1d12 + 2 ⇒ (4, 6, 5) + (10) + 2 = 27
17 damage, and a potential wound! TN 14


Protection: 4d6 + 1d12 ⇒ (1, 1, 1, 3) + (7) = 13

The Orc is Wounded! Your blade sinks deep, Anariel...but your foe does not yet fall. Even though he is several feet below you, he Azgrask's face is nearly level with your own; such a large foe requires greater damage to be slain.


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

The Shepherd keeps himself focused on defense, knowing this is likely to be a long battle. Defensive stance.

Axe, two-handed: 2d6 + 1d12 ⇒ (5, 2) + (5) = 12
The 12 isn't likely to hit, but if it does it will be 7 endurance.


Protection Test: 2d6 + 1d12 ⇒ (5, 2) + (4) = 11 Spend the hope point

Great Spear: 2d6 + 1d6 + 1d12 ⇒ (5, 6) + (1) + (6) = 18 Taking the second combat die to try and finish off the same Orc.
The success and my cultural blessing should make that 7 extra damage


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

“Khazâd ai-mênu!!” Hanar roars, swinging his mattock at another orc, the pick-like blade shearing through its armor and biting deep.

Mattock, open stance: 4d6 + 1d12 ⇒ (6, 2, 4, 6) + (1) = 19

Okay, if I am getting this right that's an Extraordinary success, which means it takes the base 8 damage, plus twice my damage rating (basic Body is 6, so 12 more) for a total of 20 damage. Or do I use my enhanced Body because Mattock is a favored skill? Oh, and does my enemy-lore (orc) trait have anything to do with this? I appreciate your patience as I continue to learn the rules.


So, Gaelderon, Folk of the Dusk specifically states that it only works for rolls involving Common Skills. So you will be using your Basic Attributes here, as not only does it not effect Weapon Skills, your Damage Rating is not based on a roll. If that's not clear, please let me know.

However, Gaelderon still does 14 Endurance damage to the Orc, skewering it and leaving only one foe in front of him!

Hanar, you do a phenomenal amount of damage, laying into the second Orc and ending it's miserable existence.

To answer your questions;
You are correct in how you are calculating your damage. Your bonus to damage is based off of your Damage Rating, which is calculated off of your BASIC Body Score. If that basic score changes somehow, then your Damage Rating will change. Where Favoured Weapons come into play is when you would spend Hope to invoke an Attribute Bonus. That's the point you would add your Favoured Rating rather than your Basic.

As far as Traits; those are almost exclusively for non-attack situations. There are a couple of instances I can see it functioning, but never for direct attack. What it will do more for you is give you successes (or advancement points) on out of combat rolls regarding the subject of the Trait; for you, Enemy-lore would have been relevant on the initial Battle roll, and I think I let you use it to succeed on Stealth to ambush the previous group. So it's more like that than for smacking them with weapons.

Shepherd, that attack is unsuccessful, unless you wish to spend a point of Hope.
Mar and Galadhon have turns, then the bad guys again.


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 roars her battle cry, and swings her long handled axe at the orc closest to her. She keeps her shield up in defense. "Back to the darkness you evil scum."

Long Handled Axe: 2d6 + 1d12 ⇒ (2, 1) + (9) = 12
Open Stance


Okay, I'm going to move it along. Galadhon, just double up on your actions when you have a chance.

Mar and Gaelderon, two Orcs have managed to clamber up the side; they are coming for you, and will Engage you next turn. You still have one Orc in front of each of you. The Shepherd is Engaged by two Orcs; Hanar, you stand free, and can assist any of your allies or even more to assist Anariel.

Attack Galadhon: 2d6 + 1d12 - 2 ⇒ (2, 5) + (2) - 2 = 7
Attack Galadhon: 2d6 + 1d12 - 2 ⇒ (2, 3) + (1) - 2 = 4
Attack Anariel: 2d6 + 1d12 - 2 ⇒ (2, 2) + (12) - 2 = 14
Attack Anariel: 2d6 + 1d12 - 2 ⇒ (6, 3) + (9) - 2 = 16
Attack Mar: 2d6 + 1d12 ⇒ (5, 5) + (11) = 21
Attack Shepherd: 2d6 + 1d12 ⇒ (5, 2) + (12) = 19
Attack Shepherd: 2d6 + 1d12 ⇒ (1, 5) + (3) = 9
Attack Gaelderon: 2d6 + 1d12 ⇒ (3, 3) + (4) = 10

With that twelve, the first attack against Shepherd is actually a 0; everything but the one hit against Mar misses. Mar, you will take 4 Endurance Damage; please roll a Protection Test as well, against TN 12.

That does it for that turn.


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

Time to see if I've got luck on my side!

As Azgrask nears the end of his ascent, Brandy fires an aimed shot for him. He prays inwardly that it flies true.

Rearward Stance. Called shot - since I prepared last turn, if I hit I get a piercing blow.

Feat Die 1: 1d12 ⇒ 11
Feat Die 2: 1d12 ⇒ 11

Called Shot (Bow of the North): 3d6 + 3 ⇒ (4, 4, 1) + 3 = 12

Wow, that's... some bad luck with the feat dice. Uhhhh. Let's spend a point of Hope to add my Favored Body to the total; does 18 hit?
Also, do I have +2 for Azgrask climbing still, or is that bonus gone?


Brandy, a spent point of Hope WILL hit.


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 knows that the time is now. They must bring their foe down, and he lashes out, attacking this fearsome foe with all his might.

"YOU! WILL! FALL!"

Despite his apparent fury, however, Anariel fights with calm calculation, remaining wary of his foes and steadfast in his defense.

Anariel will spend one of his bonus Success Die on this attack.

Savage Blow Called Shot: 4d6 + 1d12 ⇒ (6, 4, 6, 6) + (1) = 23

Nice! 27 Endurance Damage!


Anariel, you thrust forward, and you impale Azgrask with your blade; you feel it exit his back, and blood starts to flow freely. The Orc only growls, and grabs your blade with your hand, raising it's own weapon to the sky.

"FALL?! You fool of a Man! You face Az-*gurgle*"

Your foe is cut off as Brandy's dart, seemingly delivered from the heavens, finds Azgrask's throat, and, finally, he falls to his knees before keeling over, life departed forever.

At this, the gathered Orcs and Goblins seem to sag, deflated, and look upon your Company with terror. The dark will that pressed them onward has been defeated, and the fire in your eyes are as beacons of fear to the denizens of the dark. They cannot stand against your valour, and flee, hoping to save their own meager lives.

You all may make one attack action against fleeing foes.


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 immediately switch stances, sensing the tide of the battle has shifted; he will go to the Open Stance. He will use the Swift Strokes Called Shot to attempt to bring down two of the Orcs that were in the melee with himself and Galadhon; after all, two less Orcs in the world cannot be ill!

Using last bonus success die
Swift Strokes: 4d6 + 1d12 ⇒ (6, 2, 1, 2) + (2) = 13

12 Endurance Damage to both if it hits


Anariel, you hit and slay the Orcs.

Balin's Rally Comrades: 5d6 + 1d12 ⇒ (4, 5, 2, 2, 6) + (11) = 30

Balin's voice issues forth.
"These Orc scum cannot stand against our might! See how they flee!"

You are all enheartened by his words, and regain 3 points of Endurance.

Balin's Group Battle: 3d12 ⇒ (7, 3, 6) = 16

Balin and his companions acquitted themselves well. They were able to hold the flank against a group of Snagas trying to encircle the tower, and received only minor injury; with a bit of rest, you will be right as rain.

Speaking of rain, more on that in a minute!

The Company has won a great victory against poor odds, proving that the might of the Free Folk is not yet something that the Shadow can ignore. All Companions COMPLETELY REFILL their spent Hope!

As you bask in the afterglow of your victory, however, you can see that the weather has taken a turn for the worst. A sudden storm seems to have descended upon Mirkwood and it's surrounding areas, and though the rain has just started, soon it will be a deluge.

The Tower and the Inn are too small and too dilapidated to offer much cover from the storm. Shepherd, you, however, spot something rather interesting. As you are all looking for shelter, the first flash of lightning illuminates the sky and, for a brief moment, you see something.

There, to the west, south of the road, is a truly massive, and apparently dead, tree. The remarkable thing about it is that there is smoke coming out of the top of it, almost like a chimney...


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

Pulling tight his hood, The Shepherd points out the enormous tree.

"Someone- or something- lives in there. Let's see if it will give us some shelter.", he says as he approaches the massive tree chimney.


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

"Good eyes, my friend! Aye, let us escape this downpour."


The tree is hollow on the inside. It's a bit difficult to wriggle through the damaged trunk (for everyone but Brandy), but you manage. As you go through, however, you are hit by a rank smell, and once you squeeze through, you see the source.

You emerge into a large round room, with piles of rags making a makeshift "bed". The room, the hollowed out trunk of a great tree, is more than large enough to fit your entire party.

A scarred, frail looking man sits, and he fidgets as you enter. He sniffs the air, like an animal, and his bony arms rub his neck. You note that his wrists bear the scars of shackles.

"Nn. Saw you, killin' Orcs. Good thing. Orcs need killing."

He's clearly...off, but doesn't seem completely upset by your presence.

Shepherd, you immediately see that despite the squalor, there are nods to the setup of the home of a Woodman.

This is going to be a Social Interaction.

It turns out I did the last one wrong; if a Companion does not properly introduce themselves during the introduction phase, they cannot contribute to interactions.

SO! First up, we have an Insight Roll to determine if you get Success Die, and learn how to best interact with this man.

You can also all make a Search roll.

Search TN 14:
It is dark, and difficult to see, but the walls have many carvings of terrible monsters.

Insight Roll TN 14:
Courtesy is just fine, but Awe might go over well since he just witnessed your prowess. When interacting, it will be best to speak softly and slowly, either with Courtesy, Persuade or Song.


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

Search: 1d6 + 1d12 ⇒ (1) + (1) = 2

Insight: 2d6 + 1d12 ⇒ (1, 4) + (9) = 14

So that's one bonus die; could I use Storytelling for an Awe automatic success to relate the story of our victory over the Orcs?

"Well met, my friend. I am Anariel, and these are my Companions. We are on a journey of great import, and this storm caught us unawares. If we could rest for the night, we would take it as a great kindness, for we are weary; we fought not only the foul Orcs that you witnessed, but another group as well, and have fought darker creatures still on our journey. A night's respite from the storm would do us all well."


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

Going to make my rolls. I'll make an actual post in a bit, including the introduction.

Search: 1d12 + 2d6 ⇒ (3) + (3, 6) = 12

Insight: 1d12 + 2d6 ⇒ (10) + (2, 6) = 18

That's a great success on Insight, but I've already got 3 Advancement Points in Perception. Since we regained hope, I'll spend a point of hope on Search so I can see whatever it is is under that spoiler.


Sure, I'll let that go; you can now contribute to the Interactions.


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

Persuasion: 2d6 + 1d12 ⇒ (4, 4) + (4) = 12

"You must be quite crafty in the ways of the woods to avoid Orcs and other dangers. Have you been here long?"

If 12 is a failure I will spend a point of Hope


The TN for your Awe Introduction rolls, and all Interaction Rolls, is 12; Courtesy Introduction is 14.


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

Insight: 1d6 + 1d12 ⇒ (2) + (1) = 3
Ugh. I don't think even spending Hope would do anything with that. Will my Patient trait help in interacting with this guy?

Search: 1d12 ⇒ 5

The Shepherd is more than a little taken aback by the party's host.

"Kinsman, forgive us for intruding. I am called The Shepherd, from Woodland Hall. How did you come to live here?"

Courtesy: 1d6 + 1d12 ⇒ (4) + (5) = 9
I will use a point of Hope to add my 6 Heart attribute to the Courtesy roll, making it a 15.


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

As Brandoch enters the Woodman's home, he gives his best bow and speaks in a slow, polite, and humble fashion. "Whatever our deeds, we all would be grateful for a place to rest, for we are but weary wanderers. My name is Brandoch." As he looks about the house, Brandoch can't help but notice the marks on the wall, and he smiles up at the Woodman. "You are a warrior yourself, are you not? And you have done well with your home; it is a fine place, and I am glad for this roof over my head."

Courtesy: 1d12 + 3d6 ⇒ (12) + (5, 5, 4) = 26 Might Clever apply? And oh my, a Gandalf rune!


Sure, I'll let those Traits apply for both of you guys.

You can both now contribute to interactions.

Anariel, he seems to regard you first.

"Been livin' in the woods all my life."

Shepherd, he looks at you and snorts.
"You don't have to tell me where you're from. I know. Home's mark is plain on you. Have to live here. Here's safe. Hidden."

Brandy, he seems a bit bemused; he's likely never seen a Hobbit before.

"A child? But no...that bow and that armor...and those ears! Strange folk...but Orc-killers, so welcome."


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 am a Hobbit, dear sir, one of the little folk. I hail from west of the Misty Mountains, in a place my kin call the Shire."

So, in the interaction phase we all want to succeed on our checks, as the number of successes determines how well he receives us, right?

"If I may say this: we are orc-slayers indeed, and if you let us stay with you this night we could perhaps help each other in that regard. If there are orcs abound in this region, then perhaps you can give us some direction, point us where we are needed most before we continue on our journey?"

Persuade (and 1 bonus die from Insight): 1d12 + 3d6 ⇒ (9) + (4, 1, 3) = 17

A success! I'll mark my advancement point, and I think I get one for that Courtesy roll earlier, too.


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

Will spend bonus die on this roll

Persuade: 3d6 + 1d12 ⇒ (4, 4, 6) + (3) = 17

"Ah, that explains how we failed to notice you; my eyes are normally quite keen. I myself grew up in a similar area, though not in Wilderland. The wilds of Eriador are not much different, though. My father, when I was very young, taught me the basics of woodcraft. My mother continued my training, and is also responsible for my skill with a blade.

We are on a mission of some import; would you be able to advise us a bit? Perhaps any areas of the Wilds that we should avoid?"
Great success! I'd like to use Storytelling along with that for my third Advancement Point.


You have the right of how Interactions work, Brandy. As for the rolls, remember that an Ordinary Success only gives you an Advancement Point if the roll is your first successful roll in the Skill GROUP, not individual skill. But as long as it is, then yes, you get the point. You definitely get the one for Courtesy and Clever though.

Anariel, take your Advancement Point.

The frail man grunts.

"You're like me, eh? Wild. Folk see that. They fear it. Ain't seen what we've seen!"

He cackles a bit, though he then coughs.
"Stay away from the wells in Mirkwood. Dark things in those wells..."


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

The Shepherd pulls out his old lap harp, taking a moment to tune it.
"To take our minds off the storm, I've written a song that may lift our spirits, in the style of Master Brandy's people..."
The Woodman sings a light-hearted song about an astoundingly lucky ranger of the North who is always stumbling over magic swords during his endless quest for more garlic and is always accompanied by his boon companion, a noble elf that loves to swim no matter how dangerous the water.

Song: 3d6 + 1d12 ⇒ (5, 3, 4) + (11) = 23
More 11s. I'll spend the point of hope to make sure Shepherd's joke kills.


Shepherd, it goes over great, and the old man grins and claps along to the beat...it has likely been some time since he has experienced music.

Anyone that wishes to can roll social rolls for skill points, but st this point, your group has achieved the maximum level of success. The man reaches into his wraps and pulls out a bundle, then goes to you, Shepherd, and presses it into your hands. It is heavier than you expected.

"The Shadow is everywhere. It's in things. S'why it's better to keep nothing f value. This was a valuable thing, once. You need to take it home."

After that, the old man seems disinterested in further talk; he curls up in a corner of the room and, in moments, is snoring.


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

The Shepherd nods, taking the bundle from the hermit.

When the host is asleep, he unwraps the bundle.


You find the shards of what once must have been the axe head of a mighty weapon. The largest intact piece has a Wolf engraved on it, and you immediately recognize it as Wolfbiter, one of the heirloom weapons of the Wildermen. It was lost, decades ago, when the bearer of the weapon, one of the sons of the Chieftain, was captured and borne away by Orcs.

The Shepherd, as well as anyone else, may make Lore rolls to determine more about the history of the item.


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 laughs, taking the joke well. The song was proof of the quality he had seen in the Shepherd, and Anariel feels more uplifted than he has in quite some time.

Once the Shepherd unwraps the bundle, Anariel will whisper softly.
"What have you got there?"


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

The Shepherd taps the largest piece of the fractured axe head.
"This is Wolfbiter, or what's left of it.", he says in a hushed tone. "Our Chieftain's son wielded it many years ago... until he was captured by the Orcs. His loss was a tragic blow to his father and our people, the axe's loss as well. I can only hope they will be heartened by its return..."

He looks over at the sleeping hermit.
"Though who could our host be to have it?"

Lore roll, if appropriate: 1d6 + 1d12 ⇒ (4) + (10) = 14


It's a sad tale. Brogan was the eldest son of Karth, the previous chieftain, and was a renowned warrior, entrusted with carrying Wolfbiter. Orcs raided a village, and Brogan stood, alone, against the monsters, ensuring that his people could flee to safety. He, and Wolfbiter, were never seen again.

Brogan's younger brother, Bregan, is currently the chieftain of the Woodmen. He would likely want this item returned to him.


Attack vs Fleeing: 2d6 + 1d12 ⇒ (1, 2) + (12) = 15

Search: 1d12 ⇒ 6 Keen Eyed

Awe: 2d6 + 1d12 ⇒ (3, 1) + (11) = 15

Gaelderon bows very deeply as if meeting one of the first born of Valinor or perhaps a Maiar.

"Our many thanks from the Woodland people for your more than generous hospitallity. You saved us from miserable days in the rain and perhaps more scrutiny by the forces of the Enemy. You have my utmost devotion and service master...he sings one of the ancient ballads"

Song: 2d6 + 1d12 ⇒ (2, 4) + (7) = 13


Gaelderon the 11 counts as a zero, so your Awe roll is unsuccessful; since it is now nighttime, I believe a point of Hope would render you successful.


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 ponders that informationz
"Long have my people sought lost heirlooms of our great Houses. I am the bearer of one such relic, and it has brought me greater status amongst my folk. Mayhaps there is time to stop at the Woodland Hall on our way to the Eyrie, and deliver this to your folk. I'm certain that they would wish to know of Wolfbiter's disposition; and it may come to pass that such a weapon becomes forged anew, for a courageous new hero of the Woodmen to wield against the servants of the Shadow."


I'll spend the point of hope.


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

Protection: 5d6 + 1 + 1d12 ⇒ (2, 4, 1, 5, 2) + 1 + (3) = 18 Protection is my armour rating plus my helmet, yes?

She grunts as the blow hits, but it does not go through. Her dwarven armour is strong, and does what it was made to do.

Mar is surprised to see the man living in a tree. She bows properly to him, and introduces herself. "I am Mar the dwarf. It's a pleasure to meet you." She studies the walls. "You are quite the artist."

Search: 2d6 + 1d12 ⇒ (4, 6) + (6) = 16
Insight: 1d12 ⇒ 2

Mar moves next to The Shephard and gently takes the pieces of the axe head from him. "Such weapons want to be wielded. If you would like, I can try to repair it. Work at makeing it a great weapon again." she offers with great respect for the weapon.

Could I use my craft skill during the Fellowship phase to try to repair this? That is if The Shepard wants me to work on it of course.


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

Insight: 1d6 + 1d12 ⇒ (6) + (1) = 7
Search: 3d6 + 1d12 ⇒ (6, 2, 1) + (10) = 19

Two great successes! Huzzah!

"I am Hanar, son of Hepti, from the Lonely Mountain. And if you kill orcs, then you can always share my smoke and my ale."


Mar- Working on restoring Wolfbiter is absolutely a thing that can happen. However, upon handling the item, you can tell, with your skill in Craft, that this is no ordinary item. It was, once, a weapon of a bygone era; perhaps it was forged by students of Celebrimbor, or even apprentices of Telchar. It was clearly the work of a mighty smith, and it breaks your heart to behold so mighty a weapon in such a state.

Repairing this weapon to it's former glory can only be done by performing the Dwarven-smithing Undertaking (Erebor, pg 32), which can only be started at Year's End, and requires a Craft skill of 4. However, because you would be restoring an ancient weapon that already is imbued with power, unlike normal Dwarven-smithing, you could instead give the weapon two Enchanted Qualities of your choosing, as well as a third normal Quality.

You and the Shepherd both know, however, that you cannot make this decision alone. This is, by rights, a weapon of the Woodmen, and you must seek their permission in this.

Hanar and Mar, the old man is skittish and distracted; he's clearly not all there, but responds fairly well until he falls asleep.

Eventually, the weariness of your combats take over, and you all fall asleep.

The next day rolls around, and the old man is not there when you wake. Apparently, that was about all the socializing he could take. Balin suggests that the group make a detour to the nearby Woodland Hall to meet with their Chieftain and return this heirloom to them. Balin doesn't seem to think a few more days out of the way will make much difference; he's not really on a schedule.

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