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

I'm going to need to improve my bookkeeping for this game and rework my character sheet a little. I'll try to take care of that today and then I'll have a better idea of how I'm advancing my PC.

On the road back to Mirkwood from the Aerie, The Shepherd hangs back with his friends Mar and Hanar.

"It's a long road back to the Lonely Mountain, my friends. Would you care to join me in Woodman Town? We've but simple fare, as you've seen, but you're always welcome."

The Shepherd bids Merry and everyone else going to Lake Town a warm goodbye and heads home to Woodman Town to visit his family and bear witness to the Council of Elders.

I'll be staying in Woodman Town/Woodland Hall and Visit the Council of Elders.

Wait.... Shepherd.... the Council.... Am I Mass Effect?


Male Elf (High Elf of Rivendell) Valour 3 / Wisdom 3; Endurance: 30; Hope 12/14; Parry 10
Anariel wrote:
Also, if Galadhon spends the Fellowship Phase in the same place, can I make another Insight Roll?

Explain this, please. I'm not sure to what this refers.

CircadianRythms wrote:
Somehow, you have stumbled across Dagmor, the sword used by Beren, son of Barahir, before he was known as Beren Erchamion.[/b]

Worth noting that Beren was Elrond's great-grandfather.


Oh, Elrond knows, he's just not really keen on getting into that at the moment ;)

You are clearly Mass Effect, Shepherd. Watch for Reapers.

Galadhon, I *think* Anariel was asking about the Extended Insight Test that he's doing with you; if you decide to spend the Fellowship Phase in the same place (which usually lasts a few weeks to a month), he's asking if that would entitle him to another Insight Roll to determine the nature of Galadhon's issues. So if you want to spend your Fellowship Phase in Rivendell, I would allow that, but it all depends on what you do for your Fellowship Phase.

Of note, Shepherd, your Standing (and ONLY yours) should be 2 right now. Your success in retrieving Wolfbiter and relating the story to Bregdan immediately raised your Standing by 1; talking with the Council raised it by 1 more.


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

"The Lord Elrond bid me watch out for your safety, my friend." Galadhon tells Anariel. "I would fail in that charge most grievously were I to tarry here while you traveled over the mountains to his very halls without me! I shall come with you to Imladris, if we can find a path over the Hithaeglir before the coming of the snows. I plan to question Mithrandir about many of the issues we have faced. He is wise beyond the ken of Man or Elf."

Galadhon will accompany Anariel to Rivendell. While there, his Fellowship Undertaking will be to confer with Gandalf the Grey. This allows him to pick up his next level of Lore for half cost.


Galadhon, once you arrive in Rivendell, your heart is full of bittersweet memories. Setting them aside for the moment, you collect yourself, and set about your business. You do find that Mithrandir is in residence; he cannot see you today, for he and Lord Elrond have business, but he makes time for you over the next few days.

Gandalf Grehyame welcomes you, and you find a cozy room in the Last Homely House, a small fire keeping the room warm and comfortable.

"Ah! Mae govannen, Galadhon. I hope that my putting you into contact with Gloin has proved fortuitous. From what I can discern, your journey was no easy task. You acquitted yourself well, though; and your Ranger companion as well. It seems he has found a most interesting sword. I found one of those, myself, during my last grand journey through Wilderland."

Gandalf smiles and pats the sword that he bears.

"It seems that you wish to confer. I have some time. What insight can I grant you, my friend?"

Feel free to roleplay with Gandalf as much or as little as you want, Galadhon. We can carry it out in spoilers while we continue on to the next Adventuring Phase.


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

"I will be honored to spend the season waiting for the Gathering with your people Shepherd. It's a long journey to my home in the Grey Mountains. Perhaps I can create some trade between our peoples while I spend time with your people." Mar laughs. "If nothing else, I can help sharpen your swords better." She travels to the Hall with The Shepherd.


What will you do for your Fellowship Undertaking, Mar?


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

I'd like to hunt with the Woodsmen. I pulled that from your list. I don't have the book. I don't know what that involves.


I don't had my book in front of me (Heart of the Wild). But it entails a Hunting test; how well you do gives you a benefit (Advancement Point or Experience Point, that kind of thing). Alternatively you could Receive a Title (Hero of the Woodmen).


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

Loremaster:
Galadhon doesn't have a particular concern (or I'd have spent the Winter researching instead! But he does want to increase his knowledge of the history and peoples of Rhovanion. In my mind, Gandalf will tell Galadhon about the ancient kingdom of the Northmen, tracing their dissolution and separation into the Éothéod, the Men of Dale, the Kingdom of Dorwinion and many others. He'll also trace the wanderings of the Longbeard dwarves and the people of Oropher and Thranduil.

Finally, knowing that Elrond trusts Galadhon with much that is hidden, the wizard might share something of his journey into Dol Guldur nearly a millennium before and the actions of the White Council in driving out the Necromancer thereafter. All of his latter portion of the story will be new to the rising master of Lore.

To Gandalf:
"You astonish me, Mithrandir! Perhaps because it it called "Wilderland" on many maps I have seen, I had thought Rhovanion to be less inhabited and certainly less cultured than Eriador. Yet it seems the reverse is true. For here there are at least two kingdoms of men, a mighty realm of Woodland elves and a resurgent realm of ancient dwarf kings, to say nothing of energetic peoples all about the Great River and the rivers of the east. Compared to that, Eriador is the Wilderland: kingless, depopulated and often savage."


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

Title sounds interesting. Let's go with title.


That sounds good, Galadhon

Galadhon:
"That is not entirely untrue! For too long, Rhovanion was under the fell grasp of the Necromancer of Dol Goldur. Tell me...how much do you know of that fell place?"


Also, Mar, go ahead and make a Craft roll for me.


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

Craft: 3d6 + 1d12 ⇒ (4, 2, 6) + (9) = 21


Mar, you spend your Fellowship phase assisting the Woodmen. You get to know Bregdan fairly well, and strike up something of a friendship. Bregdan, for his part, is impressed by your skill with your hands and your easy manner with the Woodmen. They rely on you for creating items and making repairs and you are able to give them much aid.

Bregdan notes that, some time ago, he heard tell of an ancient Dwarven outpost, something resembling a town. It had been overrun and lost in ages past, but some Dwarven travelers mentioned that they thought they might have found it. This place was known as the North Downs. It's entirely possible that, squirreled away somewhere in the ruins of this outpost, is a material of note; something that might prove useful in the reconstruction of Wolfbiter.

The Dwarves that spoke of this were passing through Woodland Hall on their way to check out a new tavern that has opened up in the land of Beorn; the Easterly Inn, which is, surprisingly, run by several Hobbits.

It is not far from Woodland Hall, and you could easily send word to your companions to meet there and then investigate this curious new inn.


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

LM: Do we have time to investigate the inn before the Gathering of the Five Armies? I assume we're invited to that.

Edit: I can see the adventure hook hanging before us, but I want to make sure we aren't going to be late for our very important date. :)


Always good to check!

Essentially, Balin let you know you have a while yet. It's May; you have until November. It should be more than enough time to check out the Inn, get up to whatever shenanigans you like, and make it back to Lake-town.


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 for Galadhon: 2d6 + 1d12 ⇒ (3, 6) + (9) = 18
Since this is not during an Adventuring Phase and it's a PC thing I do not believe I qualify (nor do I wish) to gain an Advancement Point for that. Galadhon, I'd love for you to tell me what succeeding on this roll has revealed to Anariel.


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

I realized that I was remiss about a few things before joining this game. I didn't fully grasp that it is different from Pathfinder, etc. in that a fighter type is still expected to have useful non-combat skills, so I didn't take much in the way of "face" skills. I will rectify that.

Also, I never chose a fellowship focus, so I am officially choosing Mar, because dwarves need to stick together.

I had 2xp left over at creation, so I have 14 to spend, and I used all of my AP, but I think I earned seven during the adventure, if I have it right. I will make my advancements and post them here.

As for my Fellowship Phase, I would like to try to write a song about our exploits so far.


Okay! Here's how that works;

The basic TN, unless you are in Rivendell or possess the Minstrelsy trait, is 18. If you succeed, the base TN to sing the song is 16. If you get a Great Success, that's bumped down to 14. It's 12 on an Extraordinary Success.

Your Company may, once per adventure, sing one of the songs you have created. This may confer a number of benefits;

During an Adventuring phase, the companions may choose to sing a song to reinforce their mutual bond of friendship and inspire themselves to pursue their goals with renewed strength of purpose.

First, the companions choose a song to sing among those on their song list. Then, all companions may make a Song roll. If a hero succeeds in his roll, he is Inspired until the end of the session: an Inspired companion may ‘spend’ his inspiration to add 2 Success dice to any one roll.

If the number of successes rolled by the companions as a whole matches or exceeds the number of heroes in the group (a great success counts as 2, and an extraordinary success counts for 3), the company gains a temporary Fellowship point, usable only during the current session.

Each song may be employed by the company once for each Adventuring phase (twice if it is an Elvish song): mark a song off the list once it has been spent. A song must be marked off whether it has been used successfully or not.

You can modify these in a couple of ways;

You can make a song Traditional. If you do, it is more difficult for others to sing; the TN of them performing the song is +2, as the song is either using an outdated mode of speech or rhythm, or is in the language of your folk. However, that reduces the TN of creating the song by -2.

You could also make it Thematic. That knocks the TN down by -2, but makes such a song only able to be benefited from in certain scenarios. Examples of themes would be songs of battle, travel-songs, forging-songs; basically anything you can think of.

You could make a song Elvish. That makes the song more difficult to compose (+2 to TN). However, the Elvish language is naturally musical, and you may benefit from an Elvish song twice per Adventuring Phase rather that once. An Elvish song may not be either Traditional or Thematic.


And yes, you're quite correct; everyone should have a good social skill. Think of that adventure as the first hour of a video game; you just got through the tutorial and now the adventure begins!


I will say; I have plans for this campaign to cover *many* years. I might suggest you guys create some notes (maybe a GDoc or something) to cover the people you've met, the things you learn and the deeds you perform. You might forget stuff otherwise!

Shepherd:
Bregdan and the Council spend some time conferring with you. They are duly impressed, Bregdan most at all. You were not regarded as the most potent of the Woodmen warriors, but you have certainly taken great strides in proving yourself. As with Mar, Bregdan suggests to you that you check out this Easterly Inn. He vaguely hints at greater prestige in the future for you, should you continue to prove your quality.

Once Hanar makes his roll, I'll continue on with the next Adventuring Phase.


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

This is a song roll, I assume? If so, I can only succeed on a perfect or automatic... but here goes.

Song: 1d6 + 1d12 ⇒ (6) + (6) = 12


I will absolutely allow you to spend Hope, You'll start the Adventuring Phase down a point of Hope. Song is Body, so you will succeed with a Great Success! But in the future, you DO have to declare if you are just doing a normal Song or whether or not you want to alter it before you roll.

For now, though, assuming you spend the Hope, you have succeeded! You may title your song. The TN for your Company to perform it is 14, and it may be benefited from once per Adventuring Phase.


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

Okay, sounds good! I will spend the hope, thanks. My brain is work-fried right now, but I will think of a song name soon.


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

The Shepherd stands taller and more proudly now that he's gained some recognition from his Chieftain.

In Woodmen Town he beings packing up his traveling gear once more.
"Have either of you heard of this Easterly Inn that's opened up? I should think it's a fine place to meet up with Anariel and Galadhon once Brandy has come back from Lake Town.", he says to Mar and Hanar.


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

"I have not. But it sounds good to me. I'm sure they have food and ale." Hanar says, grinning.

"By the way, Shepherd, congratulations. I'm glad that your people recognized your contributions. Well-deserved."


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

"Yes I've heard tell of the Inn. Bregdan mentioned it. He also mentioned that some fellow dwarves were headed in that direction. They may have information on a lost dwarven town. I'd like to seek them out and see what they have to say. Who knows what may be found in that outpost. We should send messages to our Fellows to meet us here so we can travel together to the Inn." She begins to examine and pack her belongings.

"Congratulations on your increased status with your people."

Did I get a title?


You did, Mar! The title associated with the Woodmen is Hero of the Woodmen.

Word is sent to your Company, wherever they may be. You meet up at Woodland Hall, sharing stories of your actions while apart. The Easterly Inn seems as though it might contain information and fruitful adventure, so you head there.

The journey is short and pleasant. You near the eastern edge of the lands of Beorn, and find a large building.

The lights of the Easterly Inn shine with a warm welcoming light in the gloom as the company approaches. The dusk air is cool without being chilling. A dog strolls out of the twilight to sniff the characters’ hands and see if they are worth barking about.

Inside, the inn is half-full. At one table, there are a trio of Beornings with great tankards of ale and a big plate of sausage rolls. At another table, a Halfling is talking to some Dwarf travelers. The Halfling leaps up and greets the company when they enter.

"Greetings, Masters! Welcome, all of you! Please, be seated, take your ease. A plate of sausage? A round of ale? What can I do for you?"

The innkeeper, who reveals his name as Dody, is friendly and eager for your custom. Poor, Frugal and Martial characters can afford a bed in the common room without difficulty. Prosperous and Rich characters may afford their own room; Brandy, you are offered a cozy Hobbit hole. There is food and drink if you wish it.

Besides the Beornings and Dwarven travelers, an older Dwarf stands behind the bar in the tavern, pouring drinks. You can also occasionally hear a female voice coming from the kitchens; when you hear it, Dody usually disappears into the kitchens for the moment before coming out with a tray of food for a table.

The Beornings begin singing a drinking song. Anyone who wishes to may roll Song to join in.

The Dwarves seem to be deep in conversation. They're not taking any pains to be quiet, but the ambient noise in the inn makes it difficult to tell exactly what they are saying. A Riddle or Courtesy roll would be appropriate to interact with them.


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 makes the journey easily. He does not share overmuch with his Companions; if anyone asks him, he reveals that he learned that his weapon is a magical sword that was wrought to deal hurt to dark forces, and that it will be quite useful in their struggles.

Anariel will, assuming it is friendly, scratch the dog's ears after it sniffs him.

Upon being sat and greeted by the innkeeper, Anariel will order an ale and will absolutely partake in some sausages. Upon noticing the Dwarves, Anariel will approach them.

"Strange times, is it not, when Halflings come to have an inn within the bounds of the lands of Beorn? Strange, but I say it is a happy chance indeed, for how else could we enjoy such find food and libations? You have the look of travelers about you, much like myself; have you any stories to share of the road of late?"

Courtesy: 2d6 + 1d12 ⇒ (6, 5) + (6) = 17
Success and A.P.


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 joins Anariel as he speaks with the dwarves. "Good day kinsmen. How are the food and drink here at the Inn? Are your travels treating you well? We've just traveled from the home of the Woodsmen. I find them to be fine companions, and good fellows."

Courtesy: 3d6 + 1d12 ⇒ (5, 3, 5) + (5) = 18


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

To Mar and Hanar, before we set out.
"I have you all and our comrades to thank- it means the world to me to be recognized so- and I only hope that I can return the favor for the rest of our fellowship."

At the Easterly Inn, The Shepherd takes a seat and rents a bed in the common room. He'll have some of the less expensive ale and food before joining in on the Beornings' drinking song.

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

Though, he doesn't really know the words very 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

Brandoch is incredibly enthused at the Easterly Inn, and he greats the other Hobbits with a great deal of mirth, shaking hands and readily purchasing a cozy Hobbit hole. He, of course, eagerly buys a whole platter of their finest food, with a great big pint of mead to go with it, and seats himself where he can best talk with his fellow Hobbits.

"I would love to know all about you and your bold selves!" he exclaims as he drinks from his mug. "And I'd love to know more of this fine inn you've built, and why you chose this place. It's remarkable - I never thought I'd see fellow Hobbits outside of the Shire and Bree, but I suppose old Bilbo can't claim to be the only traveling Hobbit now, can he?

"Come, tell me your story! I'd be most honored!"

Courtesy: 1d12 + 3d6 ⇒ (4) + (4, 1, 6) = 15


All of your rolls are successful! Shepherd, the TN for you was 12, as the Beornings appreciate music and were already sort of drunk. All of you gain an Advancement Point.

Shepherd- the Beornings laugh and cheer as you join in, and thump you on the back. They stand your Company a round of drinks!

Anariel, Hanar and Mar- The Dwarves welcome you to their table, and are willing to share news. They have just crossed over the mountains from the west, and they bring stories about Goblins. It seems that Orcs are creeping south once more from their fortresses under Mount Gram and Mount Gundabad, and travelers in the High Pass are once again under threat of their attacks. One of the Dwarves speculates that something will have to be done about the matter, and wonders aloud if King Dáin or one of the other rulers of the North will act. The victory won at the Battle of Five Armies should not be thrown away through lack of vigilance. Another, more cynical Dwarf argues that the Misty Mountains are far away from Dale, and that this new era of prosperity and brotherhood will soon wither away and the Free Peoples will once again
grow suspicious and insular.

Brandy- "And I am honored to have your custom! Dodinas Brandybuck, at your service, though my friends call me Dody, and another Hobbit all the way out here can't be anything but a friend, right?

It's funny that you mention that old rascal Bilbo; he's the reason I'm out here!"

Dody's face can't help but break out in an infectious grin; calling Bilbo a rascal is clearly a term of endearment, and Dody goes on to speak.

"You see, I once thought myself quite the adventurer. Why, I'd been to Bree, to see the Big Folk, more than once! I'd go back to the Shire, and my neighbors would invite me out to dinner, treating me to fine wine and better food, all to hear tales of exotic folk with strange customs. I thought I was extraordinarily well-traveled!

Then, on one trip to Bree, I met Bilbo Baggins. We met at the Prancing Pony, and started swapping stories...and for once, I was the one who was flabbergasted! Compared to Bilbo's journey, why, I'd barely been outside my front door! Well, after several hours...and several pints...we hit it off, and Bilbo invited me to Bag End for dinner. I brought my little brother, Dinodas, and my wife Agatha.

I...well, I can't quite recall what happened that night. There was rather a large amount of wine involved, you see! But, apparently I swore I would outdo Bilbo! Bilbo, of course, was tickled by this, and urged me on. Somehow, Bilbo, my brother and I came up with the idea to open an inn, here, in the lands of Beorn where evil things will not dare to go. There is, after all, much more traffic on the Forest Road since the Battle of Five Armies, and those merchants and travelers need a place to rest, right?

Bilbo...well, let's call him an investor. He gave us a bit of money to start our venture, and Beorn agreed to let us build an inn here, so...here we are! And it's been a grand adventure so far! But, come, tell me of yourself! What would have you traveling in such a Company as this?"

At this point, all players are entitled to an Insight roll.

Insight TN 14:
At some point during his speech to Brandy, Dody overheard the Dwarves talk about Goblins to the West. Dody remains jocular and friendly, but the news clearly worried him. He is hiding it well, 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

Insight: 2d6 + 12 ⇒ (5, 2) + 12 = 19
Gandalf, auto-success and an A.P.

Anariel will thank the Dwarves for the information, then return to Brandy, who is speaking with the innkeeper.

"A fine establishment you have here, Master Hobbit! I am glad of it. I am called Anariel. Tell me; do you know anything about this supposed Goblin activity in the West? Even if it is true, surely you're not concerned; they would have to make their way through the lands of Beorn to reach your inn!"

Assuming that "Easterly Inn" actually means it's in the Eastern part of the lands of Beorn


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: 1d6 + 1d12 ⇒ (3) + (3) = 6

Mar stays seated with the dwarves drinking and telling tales. After a bit she mentions, "A Woodsman friend Bregdan mentioned some dwarven travelers who had found a former outpost of our people in a place called North Downs. Are you those travelers? I'd like to hear more of this outpost. I long to see the old places of the dwarves."


Mar- "Aye, Bredgan told you true! The North Downs was located in the foothills near the Misty Mountains. Hundreds of years ago, it was overrun by Goblins, and survivors collapsed the entrances to prevent the buggers from getting out easily.

We found some old records, though, that seem to point at another route in. After the North Downs were lost, a town of Men cropped up aboveground in the same area. That town has, similarly, fallen into ruin. But there was an old well there, and we believe that they may have delved deep enough to find a route into the North Downs. We've not the time to search it out, but planned on relating the story to King Dain when we return to the Lonely Mountain. We're not sure what one might find there, and it will surely be dangerous; dark things like to creep into areas abandoned by Dwarves."


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 greets his friends warmly, truly glad to see them all again. After catching up briefly, he sees the table full of dwarves and approaches alongside Mar.

"Well met. It is always good to see more of Durin's folk. How do you all fare?"

"I've a riddle to share... men go mad for love of me. I am easily beaten, and never free."

Answer:
Gold!

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


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

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

The Shepherd raises his tankard in a toast to his new Beorning friends.
"To fine companions, fine mead and a fine host!", he announces.

"My companions and I only recently shared the road with Merovech, a most worthy man of the Anduin valley. Have you all met him before? It seems every soul in Beorn's lands has a tale or two about him."


Hanar- Dwarf Riddle: 2d6 + 1d12 ⇒ (4, 5) + (11) = 20
The 11 is a zero, so the Dwarves are stumped. After a moment, you give them the answer, and they groan. They should have known that one!

One of the Dwarves offers you a riddle in return.
"My tines are long
My tines are short
My tines end ere
My first report.
What am I?"

Riddle TN 14:
Lightning.

Shepherd- "Ah, Merovech the Mighty! Aye, we've heard tell. In fact, he was through these parts some time ago. Seemed he had a task; looking for some lost Halfling, or so I'm told."


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

Rolling insight really quickly before editing or posting again. Also, do we get advancement points for these conversation rolls we're making? Or nah? I'm not sure if we count as on an adventure yet or not.

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


Your Adventuring Phase has begun, yes.


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: 1d6 + 1d12 ⇒ (2) + (2) = 4

Mar is equally stumped by the riddle. "I should know this one I'm sure."


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

Brandy notices the expression that crosses Dody's face. He smiles to him, then pulls up his bow and shows it to him.

"Do you see this bow?" he asks. "A fine enough thing it is, newly worked by a fletcher from Dale, and carved far before you or I were born. With it I've slain orcs, felled a troll, and even fought strange once-Men." He gestures toward Anariel, who has just approached them. "And him? A Ranger of the North with a blade that I've seen cleave two orcs in a single swing. Mar and Hanar are as doughty as any warrior, the Shepherd is wiser than he knows, and need I say that Galadhon there is an Elf-Lord?

"If there's danger afoot, I promise you that we'll go forth and put a stop to it. And I will make sure that this most comfortable hearths is kept safe - and it is a most comfortable place to rest!" Brandoch smiles at Dody. "Your brother and your wife will be safe, I promise. We'll see to that.

"So, tell us whatever you may know, and what rumors you've heard. Our Company could use another adventure anyway."


Dody will sigh, face falling a bit.
"It's...well, it might be nothing, but...oh, this will be easier if you're all together. It can wait; once the night quiets down, gather your companions. I'll tell you my tale."

You all may continue with whatever conversations you like. When you're all ready, we'll move to talking with Dody.


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


Shepherd- "Ah, Merovech the Mighty! Aye, we've heard tell. In fact, he was through these parts some time ago. Seemed he had a task; looking for some lost Halfling, or so I'm told."

Shepherd nods.

"Ah, I see. Do you know when he set out?"

"I'm the Shepherd, by the way."


Shepherd- "Aye, he headed West. We've heard tell of you lately, Shepherd. Some new Woodman hero, rubbing elbows with Rangers and Elf-lords and finding lost artefacts! Tell us, are the stories true?"


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

Shepherd smiles.
"They're all true- we silenced a bell deep in the marshes where Men had fallen under the Shadow's sway- a bell that nearly made us lose our faculties from the sound of it! We've held our ground against Orc warbands under the eaves of Mirkwood and brought Wolfbiter back to Woodland Hall where it belongs."

He clears his throat.
"Well, Wolfbiter is in pieces, sadly, but will be fit to wield once more in time! All of our deeds in service to Gloin and his diplomatic envoys to the Great Eagles- who may pay a visit to the Gathering of the Five Armies."

"A great eagle stood before us, high in the mountains- almost as close as you and I right now! Fit to make the mightiest man feel like a mouse and Balin hopped right onto his back! (With the eagle's permission, of course!)"


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

"Do you think you will be going back to the Lonely Mountain soon? We came from there a few months ago, in company of Balin. We invited the Beornings and Eagles to a meeting of the Five Armies in the fall." she continues to eat and drink in the company of her fellow dwarves until late into the evening.

Once finished with the meal and the visit she joins her fellows in speaking to Dody. "I gather you have a tail to tell that should only be told once?"


Mar, the Dwarves make small talk with you for as long as you like. They are glad of the company and the news. They are headed back to the Lonely Mountain currently; this is a stop on their journey. They are impressed with you so casually name-dropping Balin.

Shepherd, the Beornings are thoroughly impressed, and are glad of the fellowship of so mighty a company. They insist that all of your drinks are on them for the night.

I will wait to continue the scene until Galadhon has a chance to get in on this.

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