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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Okay! That's two Success Die for you, Gaelderon.

Anariel; Protection: 2d6 + 1d12 + 4 ⇒ (1, 6) + (2) + 4 = 13

That is a FAILURE. Before it can act, the large Orc is caught by an arrow in a gap in the armor at its neck and falls, slain in an instant!
Those of you in close combat stances, feel free to tel me what you do. You may engage up to 3 enemies and take combat actions as normal.


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 successfully sneaks close to one of the goblins. When the battle begins she jumps out with a roar. Her shield out and axe ready to strike.
"Evil cannot stand in these lands." She swings with all her might attempting to cleave it's head from it's shoulders.

Axe: 2d6 + 1d12 ⇒ (5, 5) + (12) = 22
Open Stance


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

Battle: 1d12 + 3d6 ⇒ (12) + (5, 1, 6) = 24 Gandalf rune and 1 tengwar for an automatic great success.

In what is increasingly looking like total disregard for his own safety, Galadhon leaps forward, his Eregion-forged blade clearing his scabbard as he moves.

Engage the large orc and as many others as dare to come.

Spend the 1d6 advantage from the Battle roll.

Longsword and Forward Stance: 1d12 + 2d6 + 1d6 ⇒ (9) + (3, 3) + (3) = 18


The large Orc has been slain by Anariel's arrow. Galadhon,you instead engage the Orcs and you will hit. Are you using your sword two handed? And what's the Edge on the sword?


Anariel, the armor of the Orcs seems to part underneath the edge of this new sword. It clearly has great effect, harming your foes more than a normal blade could ever hope to! In mechanical terms, you have discovered that the blade carries a Superior Grievous enchantment. You deal 12 Endurance damage, and the Orcs fall to your mighty swings!


Also Galadhon, you still have 1 Success Die to spend. I will also allow you to use your Enemy of Sauron Trait for a third Vocation Advancement Point.


Goblin Protection: 1d6 + 1d12 ⇒ (6) + (7) = 13

The Goblin is swiftly relieved of it's head!


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

Battle: 2d6 + 1d12 ⇒ (6, 6) + (1) = 13
Opening volley (spear): 1d6 + 1d12 ⇒ (1) + (2) = 3


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

The opening volley launched, Shepherd joins the fray.
Axe, two-handed, Open stance: 2d6 + 1d12 ⇒ (4, 5) + (4) = 13


Shepherd, which of the enemies are you engaging? Currently, there are two Orcs, one of which has been struck by Galadhon, and three Goblins


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

Sorry, I will attack the Orc wounded by Galadhon.


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 pops out from behind the cover of a tree and lets loose a volley of arrows, peppering the orcish ranks.

Battle: 1d12 ⇒ 6

Opening Volley (Feat Die 1): 1d12 ⇒ 2
Feat Die 2: 1d12 ⇒ 3
Bow of the North: 3d6 + 3 ⇒ (5, 6, 4) + 3 = 18

Rearward stance. My opening volley and my rearward stance attack are both targeting little goblins, by the way.

Feat Die 1: 1d12 ⇒ 6
Feat Die 2: 1d12 ⇒ 6
Bow of the North: 3d6 + 3 ⇒ (2, 6, 4) + 3 = 15

So, my results are 21 with a Great Success on one goblin, then 21 again with a Great Success again on a second goblin.


Guys, would you all be so kind as to list the Endurance damage dealt by your strikes? That will keep me from a lot of back and forth. Remember that Great and Extraordinary successes do extra damage based on your personal Damage Ratings, not your weapon's damage


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

Sorry! I don't know why I forgot to do that. Base damage 5, +4 from body (which is all I'm using for damage as of right now). So, 9 damage to two goblins.


My personal damage is 5

Gaelderon attacks one of the Goblin archers pressing him so that he cannot fire...
Using one success/Battle die

Great Spear 9/9/16: 2d6 + 1d6 + 1d12 ⇒ (4, 6) + (5) + (11) = 26


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

Your damage rating is equal to your basic Body attribute


Well that was kind of freaking rad

Your Company is fell and dangerous. These enemies never had a chance, and all of the Free Folk united and valorous cause your hearts to swell with hope. Everyone gains 1 point of Hope, even if that puts you above your starting maximum.

Anariel, the dour-handed Ranger, made a path and slaying the apparent leader with his deadly dart, rushing in the gap and felling two foes with his new, apparently magical blade. Galadhon and the Shepherd rushed in, teaming to bring down a thito. Mar and Gaelderon pressed the archers, bringing them low, and Brandy's bow shot as truly as ever, slaying the last two Goblins.

One Orc remains. He fumbles at his belt, snatching a large, crude horn, and gives it a mighty bellow before running away, fleeing through the woods.

You could pursue him if you wish, but anyone with a single point of Battle knows that not only was that horn blast a signal, but that these enemies were lightly armed and armoured; clearly an advance scout for a larger group. How much larger, you cannot say, but if there were almost ten scouts, you will certainly be outnumbered at least two to one.

Hanar, with your Orc-lore, you were able to identify some of the Goblins as Snaga Trackers. They are almost impossible to evade, and track by scent. If the enemy has more, they will be able to find you no matter where you go.

Gaelderon, with your Mirkwood-Lore, you recall that there is an old Dwarves watchtower that might make a good place to make a stand.

If you wish to make it there ahead of any foes that might pursue you, I would like Athletics rolls against a TN of 12. Failure will result in you gaining 1 point of Fatigue.


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

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


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 nods in satisfaction as the goblins and orcs fall. "That should teach them. What was the horn for? We should pursue the fleeing orc. It's just him against many. Surely we can take him down."

No points of battle. Mar has no idea that we may be in trouble.
Athletics: 1d12 ⇒ 11


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

"Friend Mar, I am sure that horn was a signal, and that they are attached to a larger group. We must find an area to stand against them, or we will be overwhelmed!"


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

"Well, I for one would be glad for some high ground!" cries the Hobbit, rushing up to the rest of the group. "But where shall we find such ground?"

Athletics: 1d12 + 1d6 ⇒ (5) + (4) = 9


The signal horn apparently causes Gaelderon much concern. It takes the Wood Elf a few moments of contemplation after cleaning the gore off of his Great Spear..but he finally turns and alerts his companions.

"Friends, we have rid the land of our enemies however greater numbers approach rapidly, even as I speak. There is a ruined tower close by. I believe this may be the best place to defend against their fury. Come, let us make haste."

He leads them off toward the defensive position...

Athletics: 3d6 + 1d12 ⇒ (1, 1, 5) + (3) = 10 Didn't pace myself...one point of fatigue (((


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

Athletics: 2d6 + 1d12 ⇒ (6, 4) + (6) = 16
"A fine place to make a stand, no sense waiting around!", he says, grabbing his spear.


I will also note that those of you that have a Fellowship Focus; we have basically had two "sessions" worth of gaming. Since none of you have been Wounded or become Miserable, that should entitle you to regain 2 points of Hope as long as you have a Fellowship Focus.

Balin whistles, and a Raven of the Mountain swiftly perches upon his shoulder. He whispers to it, and it flies off. After a couple of minutes, the Raven returns. Balin nods, then addresses the Company.

"Pelquin has found the exact location! Quickly, friends, with me!"

Balin leads your company west, and you traipse through the wilderness before coming to an ancient, dilapidated hillock that, despite it's state of ruin, stands as a beacon of hope to your Company. Once, there were several structures here, perhaps enough to denote a small town, though all have faded, victims of the passing of years.

You have several options here. There is a large building that was perhaps once an inn, that is the furthest east structure; any enemies would go by there first. The old inn is large enough to fight in, and would provide cover from enemy archers, but it could definitely become surrounded.

Next are a set of hillside "stairs", a path up to the ruined tower to the west, a few hundred feet from the ruined inn. If you were to stand and fight there, you would certainly be at an advantage, and the enemy would find it difficult to climb up to flank you. You would, however, be exposed.

Climbing up the stairs, there is an old Dwarf-wrought gate. It is too eroded and damaged to close, but the gate was part of a great work of stone with even steeper stairs than the hillside leading to the tower. It would be quite difficult to be flanked here, and the height would give you, again, an advantage in combat.

Last of all is the tower itself. It is large enough for you all to fight in, and not so ruined that it offers you no advantage. There is an accessible, upper story that would make ranged attacks far easier. Since the tower is far west of where enemies would have to visibly approach, you would probably be able to make multiple shots during your Opening Volley. Finally, the entrances are few and defensible enough that flanking you, or attacking a Companion in Rearward Stance, would be impossible. Any Companion in a close combat stance could only be engaged by two enemies at a time.

You may also roll Battle, at this point, to determine your combat success die. Having gotten here first, you can decide where you fight; being able to pick your ground will give you all one more combat success die than normal (one on a failure, two on a regular success, etc.).

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

Battle: 2d6 + 1d12 + 2 ⇒ (1, 2) + (12) + 2 = 17
That'll be two bonus success die

"There! The tower! We will have height and range to fell as many as we can with bows and spears before they come to us, and we will not be easily surrounded! I believe that will provide us the surest chance of success."


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

If anyone else wants to make a pitch for one of the other areas, feel free, but I feel like this one is our best bet


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

Athletics: 1d6 + 1d12 ⇒ (4) + (4) = 8 Can I invoke my Hardy trait here again? I'll spend the spare point of Hope I got, if needed.

"The little gobs were Snaga trackers. They'll come to us, for sure. There's no getting away from them once they've got your scent. And I agree with Anariel. The tower seems our best chance."

Battle: 1d6 + 1d12 ⇒ (2) + (9) = 11 Looks like one extra die.


I'll let Hardy fly, sure


Everyone, feel free to make your Battle rolls, as well as Opening Volleys. Since multiple of you have voted for the tower, I'm going to assume you will go there and present the scene as such.

You are all entitled to either two or three Opening Volleys. Essentially, you could fire or throw twice from the second floor, then go to the first floor and adopt a close combat stance. If you remain on the top of the tower, you may instead volley three times. Firing or throwing from the top of the tower gives you a +2 bonus on your shots.

You wait, perhaps an hour. Then you hear them, iron-shod feet rushing over the ground, trampling through the brush towards your party. At the head of the host stands the largest Orc any of you have ever seen, clad in dark mail with a large shield and several cruel-looking weapons. He shouts, and his voice echoes over the hillock, carrying to you in the watchtower, deep and menacing.

"Take them all! NO SURVIVORS!"

With that, the Orcs following him surge forward! Twelve Orcs begin to rush to you, clambering up the hill towards the tower. There are five more Orcs, not counting their leader, though they hang back and begin to beat upon their shields, chanting in Orcish. Six Goblin Archers make for the ruined inn, hoping for cover from your archers.

Those of you that adopt close combat stances will find yourselves Engaged by two Orcs each.

Enemy count;
Large Orc Leader
17 Orcs
6 Goblins Archers


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 readies his bow. The large Orc seems as though he might be too well-armoured for the Ranger's admittedly meager skill with a bow, so instead, Anariel decides to try to snipe a couple of the Goblin Archers before they can duck into the ruined in.

Opening Volley One: 1d6 + 1d12 + 2 ⇒ (2) + (4) + 2 = 8
Opening Volley Two: 1d6 + 1d12 + 2 ⇒ (6) + (8) + 2 = 16
Great Success, for 10 Endurance damage!

Anariel doesn't bother seeing if either of his shots landed, and hastens to the level below. As the Orcs approach, Anariel will level his sword and let loose a battle cry, allowing two of his opponents to close in before attempting to cut both of them down with his new weapon, one that hungers to end the lives of foul Orcs.

"Gurth gothrimlye! Gurth a urug!"

Elvish:
Death to our foes! Death to the Orcs!

Swift Strokes Called Shot, Open Stance: 3d6 + 1d12 ⇒ (6, 6, 6) + (12) = 30

...what the effing f? Sooo....that's, uh, 22 Endurance Damage and a potential wound to each...

Anariel's hand has never been so sure, and the Orcs cannot but fall beneath the wrath of the Dunedain and his enchanted blade! Anariel grips his blade tightly, gracefully ducking under his enemy's opening strike and plunging his sword into the armpit gap in his armor. Anariel uses his shield to pass the other Orc's sword over his head, aided by his downward motion, and the Ranger deftly flips the grip on his sword as he spins, stabbing it in a reverse motion that goes into the Orc's back and exits through the front of it's chest, punching through it's armor.


Dude...wtf...

Anariel's first shot goes wide, but the second one hits, dropping one of the Goblins before it can head into the inn. The two Orcs that charged up to you are immediately slain. Your prowess is immediately demonstrated, and the Orcs react fearfully. You will start your next turn unengaged, and be able to act accordingly.


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

Battle: 1d12 ⇒ 2
One fatigue from my previous roll.

Mar runs all out with the fellowship. She is tired and worn out that when she arrives at the tower area. I have no spear or bow. I would be of no use in an opening volley at a distance from the tower. Fighting in the open does not appeal to me. The stairs are not an option that I like. What about the inn? Archers could not reach us."


Of note, the tower provides the same cover as the inn


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

Since we have an hour before they come I assume we have this talk before the battle.

"It would be too easy for the enemy to encircle us there! Let us instead stand in the tower built by your forebears, for surely in such a place, Durin's folk cannot fall!"


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've no bow to use, so I'll just guard the door and make them pay for entry. Mar, shall we?" Hanar says, grinning. He hefts his mattock and makes ready to guard the doorway.

When the orcs charge in, Hanar roars and swings his mattock at the first to come in range.

Mattock: 4d6 + 1d12 ⇒ (2, 5, 6, 3) + (9) = 25 Great success!


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

Battle: 2d6 + 1d12 ⇒ (5, 2) + (11) = 18
The Shepherd will die before he gets bonus dice.

The Woodman runs into the tower, throwing his spear before going to the base of the tower to hold the stairs.
Opening volley-spear: 1d6 + 1d12 ⇒ (5) + (1) = 6

He takes the stairs in Rearward stance, fighting defensively against the onslaught.
Axe, two handed, damage 7: 2d6 + 1d12 + 2 ⇒ (6, 4) + (11) + 2 = 23


Hanar (and everyone); when it's a Great Success please do the damage math for me so I don't have to look up your Attributes every time.

Your Mattock easily pierces the Orcs armor, dropping it.

Shepherd, your attacks are unfortunately not successful.


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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

[roll=Battle]1d12[/dice]
Oops, wrote that incorrectly.
Battle: 1d12 ⇒ 4

Brandoch takes his place at the top of the tower, far away from the action soon to come. He knows his role in a fight, and he trusts in his stalwart companions to stand between him and the oncoming orcs.

When they enter his vision, Brandy immediately begins loosing arrows into their ranks.

My shots will be fired at the orcish leader. If he dies, any shots that remain will be aimed at the enemy's archers.

First Volley Feat Die 1: 1d12 ⇒ 4
Feat Die 2: 1d12 ⇒ 3
Bow of the North: 3d6 + 3 ⇒ (4, 5, 6) + 3 = 18

Second Volley Feat Die 1: 1d12 ⇒ 7
Feat Die 2: 1d12 ⇒ 5
Bow of the North: 3d6 + 3 ⇒ (1, 1, 5) + 3 = 10

Third Volley Feat Die 1: 1d12 ⇒ 7
Feat Die 2: 1d12 ⇒ 3
Bow of the North: 3d6 + 3 ⇒ (5, 5, 3) + 3 = 16

As the clash begins, Brandoch begins firing more rapidly at the enemy.

Rearward Stance - called shot, Rain of Arrows! DARK DICE GODS, I SACRIFICE ANARIEL'S LUCK TO YOU THAT I MAY BOLSTER MINE!

Rain of Arrows Feat Die 1: 1d12 ⇒ 7
Feat Die 2: 1d12 ⇒ 10
Bow of the North: 3d6 + 3 ⇒ (2, 5, 1) + 3 = 11

Will edit in damage momentarily.

Okay: First opening volley, aimed at lead orc, total of 22: probably hits. 9 damage. Second volley, fired at lead orc: 17. Probably misses. 5 damage if hits. Third volley: 23. 5 damage. Called shot: failed.


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 pulls out her Long-handled Axe puts on her shield and stands next to fellow dwarf Hanar at the door of the tower as the Orcs approach. She yells a Dwarven battle cry. "Samradthmîn."

Dwarven:
I'll kill you.

Axe: 2d6 + 1d6 + 1d12 ⇒ (6, 1) + (6) + (7) = 20
I think you said we got an extra dice even if our battle role failed. With that this is an extra ordinary success. I think. Still trying to figure this battle stuff out.

Damage 5 from the axe one handed, 7 twice from my Favored Body rating for a total of 19 fatigue to the orc attacking me. Did I figure that right? What do the injury ratings mean?


I don't have my books right now (out at the moment) so I'll wait to resolve Brandy's stuff until I'm home. Mar, even though the weapon is Favoured, you still only add your Basic Body; you calculate your Damage Rating based off of your Basic Body (unless I'm misremembering). Still, you deal tremendous damage and split the Orc in two.

The Injury Rating comes into play when you roll a number equal to or greater than your weapons's edge; it determines the TN for your enemies Protection Test against a wound.

Any questions about that?


Battle: 2d6 + 1d12 ⇒ (2, 3) + (4) = 9 I'm with you Shepard

Gaelderon takes up a position at one of the entrances and attacks...

Great Spear: 2d6 + 1d12 ⇒ (3, 5) + (11) = 19 Foward/Close Stance, saving my roll

Wow...really? Anything over average is an 11. (((


So your stance is going to be either Forward, Open or Rearward, Gaelderon. Which one do you choose?


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 think I understand.


Gaelderon, a point of Hope spent will result in a hit if you so desire.


Brandy, all three shots manage to hit. However, on that first shot, you notice that even though it struck true, the Orc manages to shrug off nearly all of the damage, as though he were preternaturally tough. It does seem to take a bit out of him, though, and the other shots do a bit more damage.


I'll spend the point of Hope


Gaelderon, you hit, injuring your enemy, though he does not fall.


Male Elf (High Elf of Rivendell) Valour 3 / Wisdom 3; Endurance: 30; Hope 12/14; Parry 10
CircadianRythms wrote:
Also Galadhon, you still have 1 Success Die to spend. I will also allow you to use your Enemy of Sauron Trait for a third Vocation Advancement Point.

Deal!

Athletics (TN 12): 1d12 + 2d6 ⇒ (11) + (6, 6) = 23 Oof! Extraordinary success (and Advancement Point) despite the Eye of Sauron!

A root seems to shift almost of its own accord and trip the Noldorin scholar, but centuries of hard practice have honed his skills to a fine point and Galadhon turns his stumble into a graceful roll that carries him right over a low wall that holds back his pursuers for precious seconds.

______________________________________________________________

Battle: 1d12 + 3d6 ⇒ (4) + (1, 5, 6) = 16 A great success!

"Aye the tower," agrees Galadhon. "Make for the tower!"

Initial Volley: 1d12 + 1d6 ⇒ (12) + (5) = 17 Automatic success! Piercing Blow (TN 14 to resist). The blessings of the West are upon Galadhon.


Of all the vile deeds of Morgoth, the Enemy of the World, the most hateful to Eru was the creation of the Orcs. Against such a foe, the mightiest of all the kindred of the Eldar shine like a beacon!

Protection Test: 4d6 + 1d12 ⇒ (6, 3, 2, 6) + (6) = 23

That will be a success. Galadhon, you may also adopt a close combat stance; you will be engaged by two Orcs. After you post your action for your close combat, I will go through the combat turn of your foes.

Also, could you please tell me how much damage your bow-shot did?


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

"Fly, Servants of the Shadow!" cries Galadhon. "For here is your death if you do not flee from it! I am Galadhon of the House of Finarfin and I will will not suffer you to enter here!"

Spend a point of Hope to use my favoured ability with Awe.

Intimidate foes (TN=10+Highest Attribute among all foes): 1d12 + 3d6 + 8 ⇒ (9) + (2, 6, 3) + 8 = 28 A great success! Opponents lose 3 Hate points.

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