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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The TN of the Stealth/Hunting roll is 12z a point of Hope and Burglary will fly. However, without the Hope, you will not succeed on Stealth, so a strait could only be used for an auto-success.


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, you need to exceed the TN? Not match it? Alright. I'll spend a point of Hope to claim that advancement point along with the trait invocation.


My bad! I meant 14; typing on mobile with pudgy fingers :p TN is meet or beat, same as skill check DC's


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

Anariel said:
"I...merely worry that I see in you a seeking of that day before it's time."

LM:
I think Anariel might be entitled to an Insight roll here. I don't know whether it should be an opposed roll. Anyway, he's on to something.


Anariel and Galadhon:
I would be into that! Galadhon, I will allow you to either make an argument for a social skill to use for an opposed roll, or you may set the TN yourself. I think 16 might be appropriate but it's your character so it's your call. You would also determine the nature of the information he gleaned from a successful 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

What do you think, Galadhon? Opposed or TN? Or we could do both; Insight roll to determine if something's wrong, opposes social rolls to get it out of you


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

Apologies for my delay. Easter/traveling, etc.

Utilizing his knowledge of smith-craft, Hanar also assists Mar with repairs to equipment.

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

On the move...

Hanar rests as much as possible during their stay. When the fellowship departs, he leaves feeling rested, well-fed, and happy to be back on the march.

travel: 3d6 + 1d12 ⇒ (2, 2, 5) + (1) = 10 Hardy trait invoked
search: 3d6 + 1d12 ⇒ (1, 4, 3) + (2) = 10 Can I use Determined here?


You can use Hardy. No Search roll is necessary.

Brandy and Anariel, the two of you are successful. Through a belt of ancient oaks and a tall hedge, your Company travels to the House of Beorn. A man, Merovech, greets you and ascertains your purpose. Balin speaks, asking for an audience with Beorn, and Metovech seems to recognise him. Merovech brings you to the North House, where Beorn sits.

A great house’s main feature is usually a long pillared hall with three aisles, tables, benches and three central wide hearths, the side aisles complete with raised platforms to house sleeping cots and personal wares. Openings on the ceiling let out the smoke produced by the fire-places. Two doors open on the shortest sides, usually placed to face north and south. At one end of the hall, usually near the north door, is a dais with a table placed across its width; the greatest of the hearths is usually placed in front of this table. This is the place where celebrations and feasts are held, and where songs are sung and tidings are heard, or where the Elders of the folk meet to hear each other’s council. Woven cloths or painted shields with images of ancient tales or family devices hang from pillar to pillar, with the most magnificent ones placed around the dais. Woodcarvings grace the doorposts, and the base and capitals of each pillar, with animal frets and other decorations.

Sitting in a great chair is the largest person any of you have ever seen. You might have seen taller, but Beorn is nearly as wide as he is tall. He looks at you curiously.

What do you do?


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

"Mighty Beorn, we have come on behalf of many notable persons, charged by them to deliver a message and a request to you. Before that, though, he must offer our thanks, for your hospitality here in your hall. We have brought a small token of appreciation; a bit of wild-honey from the fields, perhaps to aid in the making of your famous honey-cakes."

Anariel proffers the jar of honey to Beorn.


Beorn grins as he accepts your offering, the sudden smile splitting the stoic face.

"Well, then. Speak your piece, sirs."

SOCIAL ENCOUNTER

Insight TN 14:
Beorn appreciates the gift. The Skinchanger is not used to large groups or social niceties; one person, giving a clear and concise introduction of you Company, using Courtesy, is the way to go here.


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, 5) + (12) = 18
Anariel looks over at Mar, who has shown themselves quite courteous, and gestures to her.


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

Insight: 1d6 + 1d12 ⇒ (4) + (7) = 11
Knowing little of Beorn or his disposition, The Shepherd stays quiet until proper introductions are called for.


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 ⇒ (2) + (3) = 5

Hanar decides to leave the introductions to those who are more skilled at such things.


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

Courtesy: 3d6 + 1d12 ⇒ (2, 6, 2) + (9) = 19

Mar moves next to Anariel.

She bows, and speaks to Beorn. Well met sir Beorn. It’s an honor to meet one so great as you. Your legend is known far and wide. Thank you for taking the time to meet with us. We have traveled as a fellowship from the Lonely Mountain with two purposes. The first is to invite representatives of those who fought at the Battle of Five Armies to the Gathering of Five Armies. This meeting will be held held later this year. Balin has the information for you about the time of the Gathering. We are on our way to invite a representative of the Eagles as well. While we are traveling we are also to determine the conditions of the Old Forest Road.


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

Insight: 1d12 + 2d6 ⇒ (9) + (2, 4) = 15

Brandoch waits patiently as Mar speaks, nodding here and there as she speaks. He adds nothing, but stands toward the rear of the group, easily forgotten in the background.


As a note for the Company, it seems that Gaelderon has decided not to continue on with the game, so the Company is now down to 6.

That's a Great Success, Mar! Beorn nods at your words.
"Aye, Bard had been making some noise about that, last I heard. The Old Forest Road...we have seen more Orcs than we have in past years. They seem to be trying to get to the Misty Mountains from out of Southern Mirkwood. Some think it's because their strength is waning and they are seeking a safe place...I do not think we are so strong nor so lucky for that to be the truth, though.

You have brought me a fine gift, and followed with fine words. Please, you must join me for dinner. Merovech is one of my trusted advisers; when you set out, I'll have him accompany you to the eagles as my representative, that the Windlord may see that we are all united."

Dinner is served, and it's the best thing you've had since starting the journey. Beorn proves a gracious host, and your bellies are full, and you are contented.

The next morning, you are treated to similar fare; Beorn has even prepared some of his famous honey-cakes! Upon consuming them, you all regain one point of Hope, as the delicious honey melts in your mouth and fills your minds with thoughts of home and hearth.

Merovech accompanies you, and as he leaves, several of the dogs bark excitedly, rubbing up against him as he passes. Several of the Beornings call or wave their farewells; clearly, Merovech is trusted and liked by Beorn and his followers. He wields a great-spear, and whistles to himself often. On your trek, he is companionable, and willing to speak however much you wish to.

At this point, everyone may make their Journey Role checks as well as a Fatigue Check; you are on the last leg of your journey, and make for Eagle's Eyrie!


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 + 2 ⇒ (3, 3, 6) + (5) + 2 = 19
Fatigue: 2d6 + 1d12 ⇒ (3, 6) + (7) = 16
May I apply Hardy for my Travel check for a third Advancement Point?


Go for it.


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

Explore: 3d6 + 1d12 ⇒ (4, 1, 1) + (11) = 17
Travel: 1d12 ⇒ 8


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

Explore: 2d6 + 1d12 ⇒ (2, 1) + (9) = 12
Travel: 3d6 + 1d12 ⇒ (3, 4, 3) + (12) = 22


Male Elf (High Elf of Rivendell) Valour 3 / Wisdom 3; Endurance: 30; Hope 12/14; Parry 10
Anariel wrote:
What do you think, Galadhon? Opposed or TN? Or we could do both; Insight roll to determine if something's wrong, opposes social rolls to get it out of you

Reading through the rule book, I think Anariel's Insight vs. Galadhon's Riddle might be appropriate for something Galadhon was trying to hide. But he's not intentionally hiding anything. He is himself unconscious of it, albeit just barely so. So on reflection, I think it's just a straight Insight roll with a high TN for Galadhon's age and alien race. In fact, I think this should be a Prolonged Action (p. 149) with three successes over time. Maybe a TN 15 each (meaning it was originally a TN 16? Loremaster?

________________________________________________________________

Insight (Beorn): 1d12 + 3d6 ⇒ (12) + (1, 4, 6) = 23 Gandalf rune. Automatic success. Great Success.

Travel (Fatigue): 1d12 + 1d6 ⇒ (12) + (6) = 18 Gandalf rune. Automatic success. Great Success.

Sadly, neither of these achieves anything amazing, so no Advancement Point.

Awareness check for Look-Out Man (if needed):
Awareness (journey): 1d12 + 2d6 ⇒ (10) + (5, 1) = 16 Success.


That works for me, Galadhon. Anariel, I'll basically allow you one Insighth Rill per adventure for this. Extended action requiring 3 successes.


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

Travel/Guide: 3d6 + 1d12 ⇒ (5, 1, 5) + (12) = 23
Trave/Fatigue: 3d6 + 1d12 ⇒ (3, 4, 5) + (5) = 17

I think I've stolen Anariel's luck. The sacrifice to the dice gods worked.

Mar studies the land and speaks with Balin and Merovech about the best way to make it to the Eagles Eyre in the best time, and smoothest ways.


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

The Shepherd hustles up to Merovech after returning from scouting.

"You're a respected man around here! Have you worked with Beorn for a long time?"


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

Since I've already spent some Hope and I'd HAVE to spend hope to get an advancement point in Survival (unless I rolled a 12), I'm going to just have Brandoch be a look-out again.

Travel (Fatigue): 1d12 + 1d6 ⇒ (9) + (4) = 13 He's about to see the Eagles for the first time, and those terrify him - Adventurous?

Awareness (Lookout): 1d12 + 2d6 ⇒ (4) + (2, 5) = 11

Brandoch is perfectly cheery at first as the group begins their ascent toward the Eyrie, but the closer they get the more tense he becomes. He watches the sky constantly, as if expecting an eagle to swoop down and steal him away to its nest.


I'll let Adventurous fly.

So; Merovech speaks with you, Shepherd.

"Oh, aye...since before the Battle of Five Armies. Beorn has honored me with his trust, and those in his lands depend on me from time to time."

Merovech indicates his cloak-pin, which is silver and in the shape of the head of a boar.

"Merovech the Mighty, some have called me."
He laughs at that.
"It's a good life I happened into, fighting Orcs and protecting the people of Beorn. I'm a lucky man! What of you, Woodman?"

With your rolls, it takes a bit of time for you all to reach the Eyrie, and those of you that failed your Travel rolls increase your fatigue. Nothing bad happens, it's just unfamiliar country.

The trek takes three days.

On the morning of the fourth day, you arrive at the Eagle's Eyrie; tall, sheer columns of rock reaching up like fingers into the crisp morning air. The eyrie of Gwaihir, the Great Shelf, lies upon a lonely pinnacle of rock extending from the eastern edge of the Misty Mountains. Anariel and Galadhon, you know this place also as Amon Thyryr.

Around the foot of the eyrie’s steeple are other rocks. Upon one, the largest, can be seen deep gouges within the stone – this is where an Eagle may alight to receive earthbound visitors.

Balin motions you all forward, and marches over to the rock and speaks.

“I Balin, son of Fundin, Friend of Gandalf the Grey and once companion of Thorin Oakenshield, call upon the Eagles of Amon Thyryr – who I beseech to hear my request!"

Long moments pass in the still morning air before a dark shadow drops like a stone towards the company; looking up, you see the largest and most majestic creature any of you have ever laid eyes on. In the morning light, the feathers are golden and bright, and it's eyes possess a fierce intellect. It lands on the rock in front of you, tilts it's head, and waits.

Lore TN 14:
This is not Gwaihir, but Landroval, Gwaihir's brother and Captain of the Eagle Host.

Balin looks up at the eagle in front of him, and his mouth works silently. A faraway look passes over his face, and he is clearly somewhere else in his mind; the majesty of the Great Eagle has likely called his memory back to the Battle of Five Armies.

SOCIAL INTERACTION

Balin already made the introduction on behalf of your group, so you may all participate. However, some social skills may go better than others.

Insight TN 14:
Awe would be VERY difficult; this is one of the noblest and most powerful creatures on Middle-earth. Pretty much any other social skill will work just fine, 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

Galadhon Insight: 2d6 + 1d12 ⇒ (1, 6) + (3) = 10
Lore: 2d6 + 1d12 ⇒ (6, 1) + (8) = 15
Insight: 2d6 + 1d12 ⇒ (1, 6) + (2) = 9
Persuade: 2d6 + 1d12 ⇒ (6, 3) + (10) = 19
Oooooh boy am I lucky on that last one! Great success!

"It is well-met, indeed, when one may say they have been in the presence of the Captain of the Thoronrim! Hail, Landroval! Thy prowess is known to the Dunedain. We are honored that you have deigned to hear our request, for it is in our bonds with our fellows, in defiance of the Enemy, that the Free Folk of Middle-earth may flourish!"


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

Insight: 1d12 ⇒ 2
Lore: 1d6 + 1d12 ⇒ (1) + (4) = 5

Mar having no insight into the best way to approach the eagles stands quietly and waits to see who will speak first.


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

Gonna do some rolls. Will make more rolls and a proper post later, but I need to see what Brandy knows before I can do more.

Lore: 1d12 ⇒ 7
Insight: 1d12 + 2d6 ⇒ (8) + (1, 6) = 15

A great success on Insight!


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 guess Lore was great success too


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

Whatever fear may have possessed him before, the Hobbit is instead overtaken with a sense of awe and respect as he stares up at the approaching eagle. He slowly emerges from behind his companions, and as Anariel speaks he steps on forth.

The Hobbit bows down deeply before the eagle lord, practically touching the ground with his nose. "Brandoch Marigold, Hobbit of the South Farthing, at your service, sir! My companions are Anariel, Galadhon, Mar, Hanar, and the Shepherd; and with us is Balin and his host, and Merovech of Beorn's Hall. We humbly present ourselves to you."

Courtesy: 1d12 + 3d6 ⇒ (3) + (2, 5, 2) = 12

Argh. I'll spend a point of Hope here, since I doubt 12 is enough. 17 total with that.


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

I'll let Adventurous fly.

So; Merovech speaks with you, Shepherd.

"Oh, aye...since before the Battle of Five Armies. Beorn has honored me with his trust, and those in his lands depend on me from time to time."

Merovech indicates his cloak-pin, which is silver and in the shape of the head of a boar.

"Merovech the Mighty, some have called me."
He laughs at that.
"It's a good life I happened into, fighting Orcs and protecting the people of Beorn. I'm a lucky man! What of you, Woodman?"

"I fell in with Anariel when he and Galadhon stopped in Woodland Hall. I had always wanted to set out and do my part against the Shadow, but my poor health had kept me from stepping out on my own. I hope to learn more about our neighbors and to help forge stronger alliances."


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

Lore: 1d6 + 1d12 ⇒ (3) + (2) = 5

Insight: 1d6 + 1d12 ⇒ (4) + (5) = 9

The Shepherd picks his jaw from off the floor and tries to recall what he knows of the great eagles.

Song: 3d6 + 1d12 ⇒ (1, 3, 4) + (9) = 17


Your rolls are both successful, Shepherd and Brandy. Landroval inclined his head towards the Shepherd and tilts its head, almost as though evaluating you as a morsel.
"Strange it is to see a man of Wilderland here, and not he dodging your darts! Such a strange thing, claiming ownership of sheep and cow, then begrudging our hunting. How can any creature own another, and what does the sheep care who eats it? Other than that, though, you are an agreeable people, and you are welcome.

As for Hobbits, I have seen your kind only once before, but if Master Baggins is any indication, I will like you quite well. Welcome!"


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

Lore: 1d12 + 4d6 ⇒ (7) + (6, 6, 3, 1) = 23 Extraordinary Success. Already have three Advancement Points
Insight: 1d12 + 3d6 ⇒ (10) + (5, 3, 3) = 21

LM, I'd like to use my Rhymes of Lore and my Fair and Lordly traits to ace the courtesy without rolling, if that seems proper.

Galadhon is wise in the lore of the great eagles and does not try to impress the Captain of the Air. He instead treats Landroval with the respect that is his due.

"Long have I desired to look upon the great eagles of the North," says Galadhon, "And truly, the old tales fall short of the mark. You are most welcome, Landroval. I pray you will heed the words of our friend, Balin of Erebor."


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

Lore: 1d6 + 1d12 ⇒ (2) + (3) = 5
Insight: 1d6 + 1d12 ⇒ (1) + (3) = 4

Hanar, struck with awe at the sight of the great eagles, takes temporary leave of his wits, and just stares.


I'll give that to you, Galadhon.

Landroval inclined his head respectfully to you, Galadhon.

"Long has it been since Lord Elrond has visited our Eyrie, but the good will of the Eagles and Gwaihir the Windlord are ever with the bitterest foes of the Enemy. Well met, indeed.

If the Lord of Dale entrusted you with delivering this message, then I would surmise that we are to judge his people by his chosen representatives. Tell me of your journey, that I might take the measure of you."


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

Persuade: 2d6 + 12 ⇒ (3, 3) + 12 = 18
Gandalf! Auto-success!

"Our journey ended up being no small task! We came across trolls and foul marsh-dwellers, and a band of Orcs replete with a leader that would have rivaled Azog or Bolg in size and strength! But we persevered, never forsaking out bonds of friendship, and slew many evil creatures, managing even to reclaim a weapon of great lineage, an heirloom of the weapon! I do not boast when I say that by our actions on this journey, Wilderland has been made safer."


Landroval tilts his head towards you, Anariel.

"The memories of Men...well, to be fair, of most men, are short. They think that because a powerful force of dark creatures has been defeated, that their people will be safe forever. They know not of the watchfulness of Gondor, or the travels of the Dunedain, or the lore of the Eldar, or the craft of the Dwarves. They may see some small part of that, but their awareness must focus on their brief lives. Lucky it is that the blood of Numenor is not yet spent; betimes, even the great leaders of Men need to be reminded of the world beyond their lives."

Landroval seems to be enjoying talking to you all. After a bit more time, it appears that the great Eagle has made up his mind.

"Balin, son of Fundin, I will take you to my brother. Come, I shall bear you! The rest of you, make yourselves at ease here; we shall return soon enough!"

Balin, shaken from his reverie, clambers onto Landroval's back. The eagle somewhat gingerly takes off, aware of Balin, and the two begin to ascend before they are lost from sight.

Perhaps fifteen minutes pass, and Landroval returns, Balin on his back, hair windswept and in disarray but with a not-quite-mad grin on his face.

Landroval bows his head, allowing Balin an easier time of sliding off of him, then addresses your group.

"I deem that King Bard has chosen his representatives well! My brother, Gwaihir, will attend this Gathering, as will I! We shall seek you out there; for now, travel safely, and tell your Lord that your errand is complete! Fare well!"

Landroval then returns to the sky, flying away.

Balin addresses your group, grin not leaving his face.
"Well! That could have gone no better! The Windlord and his brother, and all of the other leaders of the Free Folk of the North to attend the Gathering! I knew Gloin was right about you!"

As he speaks, Balin withdraws a heavy purse and dumps the contents into his hand, allotting to each of you a number of coins that equates to 5 Treasure each.

"Though you asked for no material reward, Gloin was quite clear; if you did well, you were to be well-compensated. Let it not be said that the Dwarves of the Lonely Mountain treat unfairly!

I shall, with my friends, return to Lake-town, to tell my brother that all has gone well, and coordinate between King Bard and King Dain. The Gathering will not occur until November, however. We will return by the Elf-path; it should be a fair bit safer than the road we took, though it will be a bit slower. Still, more than enough time to take care of everything! Let us part ways for now; you have six months until the Gathering. Who knows what adventures may await you? Farewell, until the Gathering!"

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

If anyone wants a bit more roleplay with Landroval, Balin, or each other, we can certainly do that. But we have reached the end of this Adventuring Phase! Since we've lost a couple of people (and I'm not planning on ratcheting the difficulty down at all), everyone can go ahead and gain 12 Experience Points (except Anariel; two of those are spent on the equipment you picked up).

If anyone wishes to refill points from the Fellowship Pool, you all may do so until the pool is empty. Also if your Fellowship Focus came through the adventure relatively unscathed (not made Miserable or Wounded, basically), you regain a point of Hope.

Now is the time for your Fellowship Undertakings. I will mention, if I failed to before, that Woodland Hall and the nearby Woodmen Town are considered Sanctuaries for your group, as is Lake-town.

Shepherd, you may undergo a special Fellowship Phase Undertaking;

Visit the Council of Elders
You have been invited to speak with the Council about your recent travels. Such close speech with the leaders of the Woodmen immediately increases your Standing by 1.

If you guys have any questions while doing this, let me know! Once we get everyone's Fellowship Phase out of the way, we'll get into the next Adventuring Phase.


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

TWELVE experience points? You are way, way too kind. I'll spend those on improving both Valor and Wisdom, putting me at 3 ranks in each, and earning a Reward and a Virtue respectively. For the Reward I'll choose to add the Fell quality to my bow, and for the Virtue I'll choose Small Folk, improving my Parry to 8 vs. anything bigger than Brandoch... and getting me the Small quality.

"I must admit," says Brandoch with a smile as he regards his companions, "I could use a rest after all this adventure. Not a long one, mind you, but a real rest, without orcs annoying me every few moments. And perhaps I can get a bed to sleep upon for a change! And have two breakfasts, as is proper!"

Brandoch, like all Hobbits, is a creature of comfort, so as he and his companions begin traveling north he chooses to make the trip to Lake-town. He likes Lake-town, and he finds that his marksmanship is always appreciated by the locals.

While staying there, Brandoch makes a special trip to see a fletcher, a Barding of Dale, who is impressed that so ancient a bow as the Hobbit's has stood the test of time. Yet the Barding sees room for improvement, and so Brandoch pays him to make it stronger and give it a more powerful draw. This pleases the Hobbit to no end.

Would it be possible for me to Receive a Title with Lake-Town? Traveling all the way back to the Shire after each adventure sounds pretty infeasible, and Brandoch should be fairly famous for his surprising skill with a bow. The title would be Burgess for Lake-Town.

Also, if allowed to earn a title, that would mean I wouldn't spend treasure on Standing upkeep, correct? And do I regain my spent Hope during the Fellowship Phase? If not, do we divvy up the party's Fellowship Pool to restore everyone's Hope?


This is a bit of an early boost; I shan't be so generous in the future ;)

Standing Upkeep is only spent at a Year's End Fellowship Phase. You have at least one more adventure in you until then! You can certainly perform the Receive Title undertaking, if you wish.

As for Hope; to refill it from the pool, the entire party must agree to you pulling a point to do so. That said, if the pool plus your one back front Fellowship focus would put you all back at full there's literally no reason not to do it.


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

Let's see... 3+focus = enough for me. I spent a lot of it, so I'll happily take less if necessary. How's everyone else doing Hope-wise? Also, in that case I'll take that Title!

Brandoch meets with a councilman of Lake-Town by chance during his stay. He has a long, earnest discussion about his adventures, and the two of them get along swimmingly. When he expresses interest in visiting more often, the councilman decides to help Brandoch acquire a townhouse, explaining that having such a strange character living in Lake-Town, even if just for a while, could help attract more trade and business. And, he adds, Brandoch's skill with a bow could come in handy should Lake-Town ever need to be defended from an outside threat.

Given all that, Brandoch eagerly accepts the offer, and he pays a small sum of gold to have the home he's given redecorated in a manner befitting a Hobbit (including an appropriately sized bed!). He makes certain to keep a guest room made for big people available, of course, and takes his time filling the pantry with various necessities - like cakes.

Brandoch would be happy to have someone stay in this town-house with him if they desired, note. I know it doesn't affect anything story-wise, but I imagine the Hobbit adventurer loves familiar company.

Also, where on my character sheet should I list his title of Burgess?


Throw your Standing, as well as Standard of Living and any Titles you may have up at the top near Endurance and Hope and all that


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, okay. Thanks! And we have 0 Standing to start because we're adventurers, right?


Correct.


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 be happy to join Brandy, but first, there is a thing he must do. Inviting Galadhon to join him, if the Elf desires, he will head home to Rivendell. He will Go Seek a Lore-master, and take counsel with Elrond Halfelven to determine the lineage of his blade.

Once Anariel returns to Imladris, he will seek his quarters. After cleaning himself, he will send for supplies to truly clean and tend to the sword he has found. Once it is presentable, Anariel will seek out Elrond.

"Your pardon, Lord Elrond. I do not seek to disturb you, but there is an answer I seek. I have come across this weapon, in the foul den of evil creatures that were once men. I can tell that the weapon has a high lineage, though I cannot discern it for myself. Can you shed any light on the properties of this blade?"

Also, if Galadhon spends the Fellowship Phase in the same place, can I make another Insight Roll?


I would say yes, if you spend the Fellowship phase in the same place.

Anariel, you stand in front of Elrond, one of the White Council, accounted one of the Wise of Middle-earth, descended from some of the greatest and most powerful of the Eldar, descended even from the King of the Noldor that dwells still in the West. You are, as ever, somewhat awed by his presence, though he does not lord his power, knowledge and skill; as ever, he offers these things freely to you.

"Nae saian luume', Anariel. Oio naa elealla alasse'! Havo dad, mellon."

Elvish:
It has been too long, Anariel. Ever is thy sight a joy! Sit down, friend.

Elrond, fluidly and with the ease of centuries of practice, shifts into the common tongue.
"Many things that were once lost in this world become found again, and seldom is that by chance. I shall look at this weapon of yours, and see if I can learn anything about it's history. This might take some time; I shall summon you when my research is complete."

A full week passes. Elrond summons you, and you meet in a large room. The room has an almost impossibly beautiful, clearly ancient, large circular table, which, though all pristine white, is clearly still wooden. Nine chairs, of the same material and hue as the table, are arranged, though only Elrond sits in a chair. He rises as you arrive; your sword is on the table, in it's sheathe.

"I could not say what strange, circuitous paths this sword must have taken to be found in the den of fallen Men in the marshes of Rhovanion. Truly, I would have thought this weapon gone from the world for all time. It is the weapon of your forefather; your true, most ancient forefather, from whom the blood of Numenor sprang. Somehow, you have stumbled across Dagmor, the sword used by Beren, son of Barahir, before he was known as Beren Erchamion. I could not tell you who made this sword, but if I had to guess, I would attribute it to Celebrimbor; it's possible that his father, Curufin, made it, but Celebrimbor had the greater skill, and this is a weapon of surpassing potency. It has been infused with spells ensuring that all servants of the Enemy shall fear it's bite; I'm sure you've already discovered that it's far more potent than a normal blade. It shall continue to serve you well; this blade will seek the weak points of your foes!"

In game terms; Dagmor is a Long Sword. It's Bane is the Enemy. It's first Quality is an Enchanted Quality, which is Superior Grievous, giving you a bonus of your Valour to damage against Bane Enemies (and plus 2 to non-Bane enemies). It's next Quality, which is also an Enchanted Quality, is Superior Keen, which will reduce the Edge of your sword by 2 (to 8). It does still have on Quality remaining to unlock, which you will need to do via the normal methods.

And as a note to everyone else, yes, all of your magical war gear will be this cool 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

Anariel is stunned. Much like Lord Elrond, the Ranger cannot begin to fathom how such an item came to be where it was. Then again, the sword of the king of fallen Gondolin had been found in a cave several years ago by the company of Thorin Oakenshield...right before that Company embarked upon a quest that resulted in the slaying of the great wyrm Smaug.

Anariel thanks Lord Elrond, then begins making preparations to meet Brandy in Lake-town, powerful new blade in tow.


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

For the record; bought Valour to 3, which should get me the Superior Keen enhancement. I also bumped by Bows skill up to 2. I bought Courtesy and Inspire up to 2 each.

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