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

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

The Shepherd audibly gasps at the hoard of wealth, but approaches no further.


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

Corruption: 1d6 + 1d12 ⇒ (6) + (2) = 8

I would like it noted for the record that I have never rolled this consistently poorly pretty much ever. :P

Hanar falls to his knees, his mattock falling to one side, a bit of drool escaping from his mouth as he stares, awe-struck, at the horde.


Male Man (Dunedain) | Fellowship Focus- Galadhon | Endurance 28 Fatigue 15 Hope 13 Parry 7 (+2 Shield) | Valour 3 Wisdom 2 | Lore of Arnor, Storytelling, Leadership, Keen-eyed, Hardy | Long Swords 3 Bows 2
Common Skills:
Athletics 2 Awareness 3 Battle 2 Courtesy 2 Explore 2 Healing 1 Hunting 3 Insight 2 Inspire 2 Lore 2 Persuade 2 Search 1 Song 1 Stealth 2 Travel 2
Character Image | Dagmor Image

Got it. Cool of you to do those little recaps, by the by :)


Corruption Test: 2d6 + 1d12 ⇒ (4, 6) + (11) = 21 It take it an 11 is not good


It is not. It counts as a 0. You could spend a point of Hope for an Attribute bonus to succeed, if you want.


Corruption: 2d6 + 1d12 ⇒ (6, 1) + (12) = 19


I think I will spend the point


Everyone that succeeds on the Corruption test may make a Battle roll. Anyone achieving a Great Success may rouse one of their companions from their stupor, allowing them to roll Battle and avoid being surprised.

The radiant light of the treasure seems to be reflected in tiny orbs all around the room; you realize that it is simply light reflecting off a multitude of eyes!

From the shadowy recesses of the room, a dozen creatures come towards you. They were probably Men, once, but their skin is sunken and grey, their eyes little more than milky white orbs. Any hair they have are matted wisps, and rather than wield weapons, their hands have devolved into claw-like appendages.

Their odor is foul, and attempting any action other than simply attacking will require great effort (an expenditure of a Hope point).

Companions that are not surprised, you may adopt a Combat stance.


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

Battle: 2d6 + 1d12 + 2 ⇒ (6, 2) + (12) + 2 = 22 Leadership
Great Success and a Trait! Third Advancement Point whooooo!

"Wake, Hanar! Here beneath the earth, let foes whither beneath the weapons of the Free Folk, raised together!

Letting Hanar succeed, I have two bonus die for the encounter. Anariel adopts an Open stance.


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 shakes his head, coming to his senses as Anariel shouts. Grabbing his mattock, he stands but is still caught off-guard by the sudden appearance of the creatures.

Battle: 1d6 + 1d12 ⇒ (4) + (11) = 15 ...wow

Hanar is surprised, but will adopt an Open stance when able to act.


You are not surprised, Hanar, but you do not gain any bonus Battle die. You may adopt a stance.


Battle: 2d6 + 1d12 ⇒ (1, 1) + (8) = 10

Adopting a defensive stance
The dice are not our friends today. I think Anariel bribed the dice gods and cursed all of us :P


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 roll my stuff and post again in a bit.

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

Corruption: 1d12 + 2d6 ⇒ (4) + (5, 4) = 13

Successful corruption test! Rolling Battle...

Battle: 1d12 ⇒ 5 I'll throw out a request to invoke my Tunneling trait again. We're fighting in cramped places beneath the water and earth!


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

Battle: 2d6 + 1d12 ⇒ (2, 2) + (8) = 12

Shepherd grips his axe tightly, ready to defend himself.
Open stance


I'll give you that for Battle, Brandy. One success die for you :)


When would my cultural blessing apply. I'm not really sure I understand it.


To advance a bit;

Anariel, Shepherd and Hanar, you each face two creatures. Any other Companion that adopts an Open or Forward stance will face two as well. Companions in the Defensive stance will face one. Rearward stance Companions are safe and it appears the creatures possess no ranged weapons. It is difficult to get an accurate count of the creatures, as battle is now joined.

Brandy, I will allow you to make an Opening Volley.

Companions, you may take your actions in combat, though any action aside from attacking will require a point of Hope.


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

Gaelderon- basically, any time you are entitled to an Attribute Bonus (which is usually when you spend a point of Hope, though sometimes you get one for free), you use your Favoured Attribute instead of the base as long as it is at night or you are underground


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

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

Anariel chooses the dweller to the left, laying into it with his long sword.


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

LM, I do have a question. You say we can only attack; however, according to the rules, a Called Shot is a special type of attack action. May we make Called Shots?


I will say yes, but if your Called Shot fails, you will trigger a Called Shot from your enemy even if your attack roll does not result in an Eye of Sauron (11).

Anariel, you connect, and damage your foe.


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

Perfect, thanks


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

The Shepherd swings his axe at his rightmost foe!
Long-hafted axe: 2d6 + 1d12 ⇒ (4, 3) + (3) = 10


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

When the party finds the pile of gold, there is a gleam in Brandoch's eyes, and he seems tempted at first. But there's Hobbit sense yet in him, and he immediately becomes wary. "It's never that easy," he muses with a frown.

As the twisted once-Men make their appearance, Brandoch looses an arrow from the rear of the company, then follows it up with another as the clash begins. His usual look of anticipation and excitement is gone; instead he seems scared. He takes no pleasure in his shots.

This is the first time Brandoch has ever fired upon something that wasn't an animal, orc or troll.

Opening Volley (Bow of the North): 1d12 + 3d6 + 3 ⇒ (5) + (2, 5, 2) + 3 = 17

Rearward Stance Attack (Bow of the North): 1d12 + 3d6 + 3 ⇒ (7) + (1, 6, 6) + 3 = 23

Well, whoever got shot with the second attack is going to HURT.


Brandy, you can direct your shot. Each of your Companions is engaged with at least one enemy. Which ones do you want to have hit?

And...yeah, that second one is going to flat-out kill one of them.


Right, I've never mentioned this, but feel free to "Kill-Cam" and describe your kills if you wish!


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

The first shot is fired toward whichever of the twisted creatures is nearest, but the second shot Brandoch aims with particular care. He chooses to protect Hanar, loosing an arrow that soars past the doughty dwarf and slams into the throat of the fallen Man threatening him. The ghastly creature gurgles and crumples to the floor.


Let's say the arrow hits one or the Shepherd's opponents.


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

Sure thing, that works. I was mostly worried about Hanar since he's had really bad strokes of luck. <<

EDIT: Also, I need to remember to roll two feat die per attack next time. I'm not gonna worry about it this time since both attacks hit, but I need to make proper use of Fair Shot since I have it.


Great Spear: 2d6 + 1d12 ⇒ (5, 1) + (5) = 11 Defensive Stance


So, Anariel hits and the Shepherd and Gaelderon miss. Brandy damages one of the Shepherds's foes and kills one of Hanar's.

Mar, Hanar, Galadhon and Eradan have turns.


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, open stance: 3d6 + 1d12 ⇒ (1, 5, 1) + (2) = 9

Hanar shakes his head again, still reeling from the effects of seeing the horde. With a roar of defiance he swings his mattock at the creature to his right, just barely connecting.


Remember, Hanar, that 9 is the TN to hit based off of your combat stance, but it is modified by your foe's Parry rating. Unless you will to spend a point of Hope, your attack will miss.


I will go ahead and roll for the creatures; if you haven't taken a turn I will "hold" for you.


Two attacks against Anariel;

Attack: 2d6 + 1d12 ⇒ (2, 6) + (2) = 10
Attack: 1d6 + 1d12 + 4 ⇒ (5) + (10) + 4 = 19

Two against Hanar; Attack: 2d6 + 1d12 ⇒ (6, 2) + (11) = 19
Attack: 1d6 + 1d12 + 4 ⇒ (2) + (4) + 4 = 10

Two against The Shepherd; Attack: 2d6 + 1d12 ⇒ (6, 4) + (5) = 15
Attack: 1d6 + 1d12 + 4 ⇒ (5) + (2) + 4 = 11

One against Gaelderon; Attack: 2d6 + 1d12 ⇒ (3, 3) + (11) = 17

Okay! Anariel, you are dealt 5 Endurance Damage. Shepherd and Hanar, you are dealt 4 Endurance Damage. Shepherd, you are dealt 8 damage by the Great Success. Gaelderon and Hanar, you must both make a Protection Test (roll your Armour's Protection against TN 12 or you will be Wounded.


I thought I was in the back and there was only one against me.
Does an 11 auto hit and crit? I should be at a 19 with my parry

Protection Test: 1d12 + 2d6 + 1 ⇒ (5) + (4, 2) + 1 = 12


That is actually correct, I mislabled it above, just edited it. You are fine, and not wounded. If you have been attacked or are in a Rearward stance, feel free to take another turn. I will wait to resolve what happens until Mar and Eradan take their actions, though.


Attack: 2d6 + 1d12 ⇒ (1, 4) + (6) = 11
Open Stance. Must have angered the dice gods today (((


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 assume we can take our turns if our bad guys have done their thing

Anariel grunts, the impact of his foe's attack thudding into his shield. He will shout loudly.

"Go back to the shadow!"

Anariel will attempt to use the Swift Strokes Called Shot, lashing out at both of the foes near him.

Attack: 3d6 + 1d12 ⇒ (6, 6, 3) + (6) = 21
Holy snap...Extraordinary Success, 15 Endurance to each. I assume they have the same Endurance as the one that Brandy hit, so, kill-cam...

Anariel rushes forward with his shield, bashing the creature on his left back and creating some space. As the one on his right attempts to exploit an opening, Anariel spins swiftly, cleaving through it's head with one stroke. He swings his blade around his head once for momentum before spinning back to the initial creature, slashing downward through it's collarbone, ending the threat of the enemies in front of him.


That won't hit, Gaelderon. Anariel, your bribery of the dice gods continues, and you just wreck some faces.


I think Anariel and the Hobbit can handle this. The rest of us will just watch...))))
I"m sure the luck will come back soon....right????


RECAP: Encounter with Galion; Insight/Awe rolls.

Galion informs your party of a darkness in the Marsh, a bell in a ruined tower that can enchant those that hear it.

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 from entering a pool of dark water.

Explore or Search to see what Anariel saw; the path into the ruins of the tower that holds the bell.

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

If the roll is passed, you may roll Battle to gain bonus die for the combat.

One round of Combat has passed; if you are in a Forward or Open Stance, you face two foes. If you are in a Defensive Stance, you face one.


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

Do we still have the penalty with Called Shots? That is, can Brandoch attempt a called shot without penalty? I've been wanting to try out that "shoot multiple foes at once" called shot. I figure spending my Battle bonus and rolling 4d6 gives me a good chance of hitting 2 foes.

Either way, I think I'm gonna try it. Why not? And if the penalty remains, then if I fail the enemy gets a Called Shot on me. Attacking from Rearward Stance and attempting the Rain of Arrows Called Shot!

Called Shot (Feat Die 1): 1d12 ⇒ 9
Called Shot (Feat Die 2): 1d12 ⇒ 4
Called Shot (Battle Bonus spent): 4d6 + 3 ⇒ (2, 2, 4, 2) + 3 = 13

A failed called shot!

Brandoch begins wildly firing arrows into the enemies' ranks. Sadly, none of them find their mark.


You still have the penalty. It is from a special ability of the enemies you are fighting. That said, one of them has to be able to get to you to do it, so you're probably safe.


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

Sorry I swear I checked this yesterday evening and had no new posts, but it looks like that isn't true.

Folk Lore Roll: 1d6 + 1d12 ⇒ (1) + (6) = 7
Awareness: 1d12 ⇒ 3
Corruption: Remind me what I roll again, please.

Mar has no idea what the journal might mean, but she can tell by the attitude of those more knowledgeable that it isn't good.


Corruption is Success Die equal to your Wisdom, and a d12. So 2d6+1d12


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

Corruption: 2d6 + 1d12 ⇒ (3, 5) + (8) = 16
Axe Attack: 2d6 + 1d12 ⇒ (2, 2) + (11) = 15

Mar sees the pile of gold, gems and other treasure. She is tempted to kneel and stare at the gold, but manages to shake off the temptation. "It's beautiful, but corrupeted.

Mar takes up an open stance, and attacks with her long handled axe. She's so shocked at the creature that is attacking her that she cannot get a good attack on the creature. "What are those things? I've never seen anything like them."


What stance are you in, Mar?


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

I believe Mar said open stance in the last sentence.
So with the 12 endurance damage I just took and 15 encumbrance, I'm at 14 endurance which makes me Weary, right? A 1,2 or 3 on my success die now count as 0.

The Shepherd pants and sweats under his armor, trying to stay ahead of the foul things' claws. He won't give ground, however, and strikes out at the degenerate Man that Brandy wounded.

Long-hafted axe: 2d6 + 1d12 ⇒ (3, 1) + (3) = 7

But the thing easily dodges his clumsy swipe.


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

Correct Open stance

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