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


201 to 250 of 742 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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

Athletics: 1d12 + 1d6 ⇒ (4) + (3) = 7

Brandoch lets out a small gasp and tries vainly to pull Hanar away from the dark pool, but to no avail.


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

Athletics: 2d6 + 1d12 ⇒ (1, 2) + (2) = 5

The Shepherd flails at the dwarf, nearly falling into the marsh himself.
"Grab him!"


Gaelderon sees the Dwarf heading toward the pool, realizing that his strength is no match for the sturdy warrior, decides to attempt a tackle and yells for the others "Get some rope, restrain him but not too tight so he doesn't injure himself". The Wood Elf does his best to hold on to Hanar until help arrives.

Athletics: 3d6 + 1d12 ⇒ (4, 3, 3) + (10) = 20


Gaelderon, that is sufficient. You are able to grab Hanar, and after a moment, he comes to his senses.


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

"What happened Hanar. Are you feeling alright my friend?" Mar asks with concern.


"Whats going on?" Eradan voices at the same time as Mar, looking a bit confused about the situation.


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

"It seems that Galion spoke truly; the Bell calls people into the water. Hanar succumbed to it's power for a moment, but I think he's all right now."

LM, was he trying to go into the water or the building?

Anariel will gaze at the ruin upon which the bell rests.
"We must find a way in there, and end this darkness."


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

"The bells. They were calling me. Drawing me in. I'm fine now, thanks to all of you, especially Gaelderon here. There is definite evil here, make no mistake." Shaking it off, he hefts his mattock and pauses for a moment, still looking at the pool. "So let's end it."


Anariel, you didn't really have time to see. Anyone that wants to, however, can make an Explore or Search roll.

Explore/Search TN 14:
The pool is dark, but you can see that, just below the surface, there is a chamber leading into the building that has the bell on it. The Chamber seems partially flooded, and would be perhaps waist-high to a Hobbit, but you could all get into the room easily. Thankfully, it is very close to the surface; it shouldn't be difficult to get in.


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: 2d6 + 1d12 ⇒ (4, 1) + (10) = 15 Keen-eyed, Foresighted

"There! Below the surface, a way in. Fast now, friends, ere more harm befalls us. Let's secure the boat, then explore this place. Perhaps Balin and his companions should remain with the boat, to ensure that if we must head out quickly, we have a safe route."


Balin seems amenable to that.

RECAP: Galadhon- Lore roll to determine whether or not you know of this place, dropping the Corruption test TN to 12.

Corruption Test, TN 12 :)

Athletics to try to stop Hanar.

Explore or Search to see what Anariel saw.

You now have a path into the ruins.

END RECAP


Gaelderon smiles (possibly for the firs time since you've met) at the Dwarf. "Proud to be of service Hanar. I believe we will all need your dour strength many times yet before the end of our journey."

The Wood Elf joins Anariel near the waters edge and peers downward into the depths and looks for signs of a guardian or other aquatic inhabitants.

Explore: 2d6 + 1d12 ⇒ (2, 6) + (9) = 17 Keen Eyed


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

Explore: 3d6 + 1d12 ⇒ (2, 2, 1) + (2) = 7

The Shepherd helps to secure the boat before readying his axe and preparing to enter the foul tower.
What time of day is it? Do we need light sources?


"What a terrible item. Good thing we had people ready to react."
I spned a hope point to pass the corruption test.

explore: 1d6 + 1d12 ⇒ (4) + (5) = 9


It is midday. You will assuredly need light sources but you can presume you have some in your traveling gear.


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 secures his gear, then nods at his companions.

"I'll risk the first entrance. At my back, and swiftly! In case there is anything awaiting us, we must be ready to meet it."

Anariel wades into the pool and ducks down below the surface, heading into the chamber.


The room you emerge into is dark, devoid of features beyond wet stone walls and a dark doorway leading downwards. It doesn't seem that much of the water has gotten through wherever the doorway leads, so you will likely be relatively dry once you're through.

As that's the only place to go, I will assume you all move through.

This is a vast vaulted chamber, presenting six arched openings, three on the right side and three on the left. The farthest doorway on the right side is larger, its arch decorated with stones of many colours.

In the wall opposite the opening to the flooded cellar, there is a narrow vertical chimney.


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

The Shepherd stifles a cough against his sleeve and walks over to the chimney to take a quick look inside.


Looking in, you see a long, gnarled and knotted rope. Looking up, you can see it leads to the bell that was just tolling...but nothing is nearby.


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, now in the room and free to move, draws his sword and straps on his shield, leaving his left hand free to carry a torch that he deftly lights.

"Courage, friends.

In my youth, when I had trouble deciphering the layout of ruins or was unsure where to go, I followed the right-hand rule. Continue going right until you return to your starting point, or would have to change levels. I suggest we put this into practice."

With that, the bold Dunedain will stride forward, checking the first door to the right.


The nearest right door leads to what appear to be old cells, used either as a gaol or to hold goods in ages past. There does appear to be food scraps and waste, as though it has been quite recently lived in.


For now, Gaelderon, great spear at the ready, will wait in the center of the vaulted chamber peering into the darkness of the adjoining rooms alert for danger while the others explore.

Attribute bonuses while underground based on favored rating


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 presses on, exploring the next room to the right.


The next room is much the same; a long, narrow collection of cells, full of refuse.

The next room after that, however, is different.

The decorated archway that opens in the main cellar leads to a short flight of marble steps descending into the darkness. At the end of it, a reinforced door defaced by claw marks is found. Beyond the door is the wine cellar, a wide room with a low ceiling resting on short, stocky pillars.

Anariel, and anyone else entering the room, may make Search rolls.


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: 2d6 + 1d12 ⇒ (2, 4) + (7) = 13 Keen-eyed, Foresighted


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

Search: 1d12 ⇒ 1
Shadow-lore, if applicable.


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

Mattock at the ready, Hanar follows Anariel and the Shepherd down the stairs and into the cellar.

Search: 3d6 + 1d12 ⇒ (3, 1, 5) + (4) = 13 Enemy-lore, orcs?


Not relevant to THIS roll, Shepherd. However..

Anariel, hidden behind one of the wine barrels, you find a badly damaged journal. It has clearly decayed over time and many of the pages are missing. Anyone who wishes to may roll a Lore check to see what they can decipher from the dilapidated tome.

Old-lore, Shadow-lore and Mirkwood-lore are all appropriate. Others might be as well.


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 holds up the old text, sharing it with the group.

"Come, gather by my light. This may contain information on this place."


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

Ooops, didn't roll Lore; sorry, sort of double fisting the Paizo boards and Andromeda at the moment :p

Lore: 2d6 + 1d12 ⇒ (5, 4) + (12) = 21

Gandalf rune, as well as Old-lore!


Lore: 3d6 + 1d12 ⇒ (3, 3, 5) + (4) = 15 Mirkwood-Lore, Shadow-Lore


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

Lore- Shadow-lore: 1d6 + 1d12 ⇒ (6) + (12) = 18

The Shepherd crowds in around the old journal.


Shepherd, tha qualifies you for an Advancement Point, I believe.

Between the three of you, you decipher some information. This was a town once called Summerholdt. It enjoyed trade with the Woodland Realm in days long past. The Men here, however, loved wealth. When the Enemy darkened the wood, rather than assault this place directly, he wooed the Men with promises of wealth and power if they would serve him. They did, subtly at first, drawing in merchants and others using the river and robbing them or subjecting them to dark torment in Dol Goldur, from which they would return changed and in the thrall of the Enemy. Eventually, so much evil was done that the men began to change. Corrupted by dark powers, they began hoarding all their wealth, and the pealing of their bell could now ensnare passersby, who they would slay and rob of their valuables.

The journal is written in the hand of one who was likely ensnared by these creatures in years gone by.


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

For the initial Awareness roll to see the entrance:

Awareness: 1d12 + 2d6 ⇒ (12) + (5, 6) = 23

Entering the buried ruins and searching alongside the rest of the company:

Search: 1d12 + 2d6 ⇒ (2) + (6, 5) = 13 Tunneling OR Adventurous for invoked traits. We're below the ground now, yes?

Also, I think that I'll spend a point of Hope on Search. Reason: that SHOULD qualify me for my final advancement point. If I'm allowed to invoke a trait here, that gives me a Great Success + an invoked trait, meaning I get my third and final perception Advancement Point.

Now, I'll roll Lore and edit my post afterwards.

Lore: 1d12 ⇒ 12

It's too bad I don't have a relevant trait. Editing now.


I'll let that ride for the A.P., Brandy. I will note that the first roll should not be Awareness; it is Search or Explore. If your die are the same, though, the result stands.


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

"That... is a grim story," the Hobbit says as the others read the journal. "Long ago it seems these evil deeds were done, but the bell still rings. Whither then have the wicked rulers of this place gone? Do they yet remain, long dead now, or have they passed on but left a terrible mark on this world?"

Brandoch closes his eyes, then says after a time, "I know it's too long ago for us to return the treasure to the owners, but if we should find anything belonging clearly to the Woodland folk, I would be glad if we could return it. For now, I think we should take this journal with us."

Nocking an arrow upon his bow, the Hobbit steps back toward the entrance to the room.

Actually, yeah - my Search is 2 as well. So I guess the first roll still works.


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

"A sinister tale, but not an uncommon one. Let us seek out whoever or whatever is living here... and impress upon them that they've harassed their last group of travelers."


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

"Agreed. This cannot be allowed to stand."


"Well, we have three more entryways to examine. It's obvious something is living here...but what, we cannot yet determine."

Anyway to determine something from the waste and refuse?


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

Explore: 2d6 + 1d12 ⇒ (5, 2) + (10) = 17
Search: 2d6 + 1d12 ⇒ (5, 4) + (4) = 13
Would Folk-Lore apply to the Lore roll?

Mar follows along with the group. She pulls out her ax and shield when she sees Anariel draw his weapons. "We should remove and destroy that bell. Then no others can be drawn to this place.


I'll say yes on the Folk-lore. Gaelderon, nothing sticks out. The food scraps are mostly fish bones, and waste is sort of the same regardless of creature type, unless you're significantly larger than person-sized. That doesn't seem to be the case here.

That's it for the rooms on the right. Which left room will you check out first?


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 nods his agreement.

"Aye, but we must do that last, else we give away our presence."

Anariel, since (if the map I have in my head is right) the group is at the north-east most point, will continue counter-clockwise, and head to the north-west most room.


This room, and the one next that you will check, is much the same as the first two; cells with refuse. Having seen these, you get the sense there may be many foes about.

The final room you check is quite a bit different. It opens into no narrow, long cell or wide cellar. Instead, it extends into a winding path. It is fairly narrow, but not so narrow as to impede your trek. The water from the main chamber is scarcely here, though you do see evidence that this is a regularly trod path.

Eventually, the path opens up into a much larger natural cavern. This would be large enough for twenty men to stand abreast easily, and you believe it goes on for many paces.

I say you believe, because you can't quite tell for certain. In front of you is a large wooden gate, stretching the length of the cavern. The center has a section on hinges that looks like it can be opened; it doesn't appear barred, but it will clearly not be something you can open quietly. There appear to be no ways to scale or get under the gate.

Make an Awareness check.

Awareness TN 14:
The smell is faint, but the hint of a foul odor reaches your nostrils. Beyond that, you can see the hints of a golden radiance creeping beneath the gate...some type of light, perhaps.


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

Awareness: 2d6 + 1d12 ⇒ (5, 5) + (12) = 22 Keen-eyed, Foresight

Anariel, seeing what he sees, will quickly raise his sword in signal, hoping the group understand that he means for them to halt.

Anariel will find a bit of the rock to lean his torch against, then use his hand to gesture at the light he sees coming from the bottom. He will then shake his sword a bit, in case anyone does not have their weapons drawn. Once they are all ready, Anariel will transfer his sword to his free hand, and pull open the gate.


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

And depending on what happens I might have immediate actions :p


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

Awareness: 2d6 + 1d12 ⇒ (6, 3) + (12) = 21

The Shepherd holds his axe in one hand, picking up Anariel's torch and gesturing that the Ranger should secure his shield, should he wish it.


The gate creaks open noisily, and you quickly see that you were right; the cave is large, indeed. You don't have time to take in your surroundings, as your eyes are immediately drawn to the feature that takes up most of the cavern.

On irregular floor sits a huge heap of polished gold coins and other shining objects, like silver table knives, cups and dishes, lamps and candlesticks. A warm, shivering glow seems to radiate from the hoard, as if the gold has been enchanted by some long-festering greed.

None of you are able to resist taking several steps into the room, stunned by the sudden appearance of such abundance of wealth. In fact, some of you find it nigh impossible not to draw nearer...

Everyone make a Corruption Check, TN 12.

Those who fail, you fall to your knees, dazed by the sight of the silver and gold.


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

Corruption Check: 2d6 + 1d12 ⇒ (3, 5) + (4) = 12

Phew!

Anariel is not overly moved by the sight of the hoard beyond his surprise to find such wealth hidden away in such a place.


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

Anything else in the room?


I'm going to wait for everyone to make their rolls here.

RECAP: Galadhon- Lore roll to determine whether or not you know of this place, dropping the Corruption test TN to 12.

Corruption Test, TN 12 :)

Athletics to try to stop Hanar.

Explore or Search to see what Anariel saw; the path into the ruins.

You now have a path into the ruins.

You have explored the ruins; this once was a place called Summerholdt, brought low by the Shadow exploiting the greed of Men. You could roll Lore for some Advancement Points if you wish.

You are now in a large underground chamber; you are entitled to an Awareness roll to have detected the odor and the golden radiance from behind the gate.

A TN 12 Corruption Test is now required or you will be dazed by the sight of wealth.

END RECAP

201 to 250 of 742 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The One Ring- Against the Shadow Gameplay (Closed) All Messageboards

Want to post a reply? Sign in.