The One Ring- The Gathering Shadow

Game Master DM Ragnarok

Company Sanctuaries:
Lake-town, Woodland Hall, The Easterly Inn

Called Shot and Combat Options:
he Adventurer's Companion expands on the Called Shot and Stance options found in the Adventurer's Book. I've compiled all Stance and Called Shot options here for easy reference.
Called Shots are special attacks that attempt to add an additional effect. A Called Shot MUST be a Great or Extraordinary Success, or the attack misses entirely. Note that if a Called Shot connects, Endurance damage is still done, following all normal combat rules (since you had to have rolled at least a Great Success, they will take additional Endurance damage).

Attempting Combat Options sometimes forfeits your attack and that will be noted in the descriptions.

Called shots are in BOLD, stance options are in italics.

Break Armour (Axes, Mattock)- A character armed with an axe of any type or mattock may damage the armour of an enemy with a well-aimed swing, be it the black chainmail of Orcs or the close-fitting scales of a Troll’s hide. If the called shot is successful, the target rolls one Success die less on his Protection tests for the length of the fight. (This called shot cannot affect the same adversary more than once).

Break Shield (Axes, Mattock)- The target's shield has been smashed.

Challenge Adversary (Forward Stance)- A companion may choose to single out a foe for the fullness of his ferocity, fighting recklessly in an attempt to bring that enemy down.

The hero must name one adversary they are engaged with in close combat at the beginning of a round, after choosing a forward stance. For the length of the fight, the challenging hero rolls the Feat die twice, keeping the best result, when making close combat attack rolls against the challenged creature. The challenged foe enjoys the same advantage against the challenging hero.

Disarm (Swords)- The target drops his weapon.

Enhearten Comrades (Open Stance, Forfeits Attack)- A variant of Rally Comrades, this task enables a companion to rouse their companions when the fight is wearing them out.

When it is his turn to take action, a hero may forego the chance to make an attack roll and make an Inspire or Song roll instead. If the roll is successful, all fighting companions who are not Wounded ignore the effects of being Weary for a number of rounds based on the quality of the success:

- Ordinary success: 2 rounds
- Great success: 3 rounds
- Extraordinary success: 4 rounds, or a number of rounds equal to the enheartening hero’s Valour score, whicheveris higher.

Escape Combat (Rearward, Close Combat Stances, Forfeits Attack)- A hero who spent his previous round in a Rearward stance may flee the combat zone at the beginning of a round. No roll is required to do so.

A companion fighting in a close combat stance may attempt to escape when his turn to act comes. At the end of his round, a player-hero may attempt a roll of Athletics.

The TN for the roll is equal to 10 plus the highest Attribute level among the opponents that the character is facing. On a successful roll, the companion has successfully escaped. A great or extraordinary success is needed if the hero was engaged by multiple opponents. If the escape attempt fails, the acting hero remains engaged and cannot attack when his next turn to act comes.

Full Defence (Defensive Stance)- A companion carrying a shield, or fighting with a onehanded, close combat weapon in each hand, may choose to devote their attention fully to their own defence, for example when engaged by multiple powerful enemies, or when attacked by a particularly deadly creature.

A hero fighting in Full Defence forfeits their chance to attack, in favour of raising their Parry rating by an amount equal to the Encumbrance rating of the carried shield, or of the weapon with the highest Encumbrance score among the two they are wielding. If the Encumbrance rating was modified by a Quality, use the original Encumbrance rating of a weapon or shield type.

Harry Foes (Rearward Stance)- Heroes fighting in a rearward stance and using bows (any type) may choose to pepper their enemies with arrows, not looking for carefully aimed shots, but rather to hinder their foes and make them easier targets.

Only enemies engaged with companions in a forward or open stance may be targeted by this task. The harrying player must succeed in a ranged attack roll using a bow of any type, against a difficulty equal to TN 12, plus the highest Parry rating among the potential targets. On a successful roll, a number of enemies based on the quality of the success are successfully hindered by the rain of arrows.

- Ordinary success: 2 foes
- Great success: 3 foes
- Extraordinary success: 4 foes

Ranged attacks aimed to harry foes do not inflict damage, but reduce the difficulty to hit the affected enemies for the next close combat attack aimed at them: the TN to hit them is considered to be equal o their Parry rating (the engaged companion’s stance TN is not taken into account).

Holding Back (Close Combat)- Companions fighting in close combat and not wishing to wound or kill their opponents can hold bbck and refrain from administering potentially deadly blows with their weapons.

If the called shot attempt is successful, an adversary hit by a Piercing Blow is considered to automatically pass the Protection test. (Any Endurance loss is administered normally, but the blow cannot Wound the target).

Intimidate Foe (Forward Stance, Forfeits Attack)- A hero may attempt to intimidate his foes with a display of his prowess or ferocity in battle. When it is his turn to take action, a hero may forego his chance to make an attack roll and make an Awe or Battle roll instead. The TN for the roll is 10, plus the highest Attribute level among all foes. A hero who just received a Wound or received it during the previous round cannot attempt to intimidate his foes.

On a successful roll, the enemy’s morale has been shaken, and the opponents lose a total number of Hate points (Hate points fuel special abilities for adversaries) based on the quality of the success produced by the roll:

- Ordinary success: 2 Hate points
- Great success: 3 Hate points
- Extraordinary success: 4 Hate points, or a number of points equal to the intimidating character’s Valour rating, whichever is higher.
The Loremaster divides the Hate point loss among the company’s adversaries in any way he sees fit.

Maiming Strike (Swords)- A hero wielding a sword of any type may aim to reduce the fighting capability of a foe, slashing at its arms, hands, or even jaws. The hero must choose a weapon skill or attack form to target.

If the called shot attempt is successful, the adversary rolls one Success die less on each roll made using the targeted ability for the rest of the fight. (This called shot cannot affect the same ability more than once).

Pierce (Bows, Spears)- The attack resulted in a Piercing blow, regardless of the outcome on the Feat die.

Prepare Shot (Rearward Stance, Forfeits Attack)- A hero fighting in a Rearward stance may spend an entire round preparing a ranged attack, and get a clearer shot the following round.

If the player succeeds in a ranged attack during the following round, he is considered to have successfully achieved a Called shot.

Protect Companion (Rearward Stance, must declare when stance is chosen)- A character fighting in a Defensive stance may strive
to protect another hero fighting in an Open or Forward stance. He must announce the name of the character he wants to protect right after choosing his stance for the coming turn.

When the protected character is attacked, the protecting hero may choose to spend 1 point of Hope and become the target of the attack in his place. The attack is resolved using the stance of the defending character to calculate its TN. Note that a hero who chooses this task may still attack when his turn comes.

Pummeling Attack (Close Combat)- Heroes fighting in any close combat stance may attempt a Pummelling Attack to violently throw an opponent off-balance.

If the called shot attempt is successful, the consequences of the attack are resolved normally and the adversary is additionally considered severely hindered in attack until the end of the following round (TN +4 to any attack rolls the adversary makes).

If the unbalanced foe is the only adversary facing the companion, then the hero may escape combat without the need for a roll of Athletics (see Escape Combat, page 180 of The One Ring Roleplaying Game).

A hero may try a Pummelling Attack only against creatures not greater than human-sized, unless mounted on a horse; heroes on horseback may also pummel a creature the size of a Troll, or greater (foes possessing the Great Size special ability, for example).

Rally Comrades (Open Stance, Forfeits attack)- A brave leader, standing amongst his friends, is always heedful of his surroundings, and may attempt to rally his companions when their hearts begin to fail them. When it is his turn to take action, a hero may forego his chance to make an attack roll and make an Inspire or Song roll instead.

If the roll is successful, all fighting companions who suffered a loss of Endurance during the current combat (including the rallying hero) recover a number of Endurance points based on the quality of the success:

- Ordinary success: 2 Endurance points
- Great success: 3 Endurance points
- Extraordinary success: 4 Endurance points, or a number of points equal to the rallying character’s Heart rating, whichever is higher.

Rain of Arrows (Bow)- A companion who is fighting in a rearward stance and using a bow (not a Great bow) may attempt a Rain of Arrows called shot to hit any two foes on the battlefield.

The targets must be chosen and declared before the dice roll is made. The attack roll result is compared first to the TN of the first target. If the called shot is successful, the target receives damage normally, and the roll result is compared against the TN of the second target. If the roll result matches or beats the TN again, then the second opponent is hit too and suffers damage normally. If the attack fails against the first target, it also fails against the second target.

Savage Blow (Close Combat)- A hero fighting in a close combat stance may attempt a Savage Blow called shot to inflict greater harm on the target. If the called shot attempt is successful, the player inflicts an additional loss of Endurance equal to the attacker’s
close combat Damage rating (their Attribute level for adversaries).

Seek a Mark (Rearward Stance)- A hero fighting in a rearward stance may forego their chance to make an attack to make an Awareness or Battle roll to observe the enemies, looking for the best opportunity to catch them when they lower their guard.

On a successful roll, any foe attacked by the hero with a ranged weapon is considered to be severely hindered (TN -4) against those attacks, for a number of rounds based on the quality of the success produced by the roll:

- Ordinary success: 2 rounds
- Great success: 3 rounds
- Extraordinary success: 4 rounds

Stand Ground (Defensive Stance, 2H Weapon)- Heroes wielding a two-handed weapon may profit from the superior reach of their war gear to keep multiple adversaries at bay.

When it is their turn to take action, heroes choosing to Stand Ground spend 1 point of Hope: until it is again their turn to take action, all close combat attacks targeting them roll the Feat die twice and keep the worse result.

Sudden Attack (Open Stance)- In place of their normal attack action, companions who are unengaged at the start of their turn may attempt a Sudden Attack against a foe currently engaged with another companion.

The companion must first succeed at a Stealth roll; the TN is equal to 10 plus the highest Attribute level among all enemies present.
On a success, the companion engages the enemy and attacks normally, adding to the roll a number of bonus Success dice based on the result of the Stealth roll:

- Ordinary success: 1 bonus Success die
- Great success: 2 bonus Success dice
- Extraordinary success: 3 bonus Success dice

Swift Strokes (Close Combat)- A companion who is fighting in a close combat stance and who is engaged by at least two opponents may attempt a Swift Strokes called shot to hit two foes. The targets of the attack must be declared before rolling the dice.

The attack roll result is compared first to the TN of the first target. If the called shot is successful, the target receives damage normally, and the roll result is compared against the TN of the second engaged adversary. If the roll result matches or beats the TN again, then the second opponent is also hit and suffers damage normally.

If the attack fails against the first target, it also fails against
the second target.

Two-Weapon Attack (Forward Stance)- At the start of a round, heroes wielding a close combat, one-handed weapon in each hand may declare that they will attack using both weapons. One hand must wield a primary weapon making use of the highest close combat weapon
skill of the hero, while the off-hand must hold a secondary weapon making use of his second-best close combat weapon skill. If two skills are tied, the player chooses which weapon is the primary one and which one is the secondary.

A first attack is made rolling the primary weapon skill and is resolved normally. If the attack is successful, it is followed immediately by another attack using the secondary weapon skill. This roll is also resolved normally, and must target the same adversary hit by the first attack. A Two-weapon Attack does not allow a companion to attempt a Called Shot. Moreover, for the length of the round, the TN to hit the hero is reduced by an amount equal to the sum of the Encumbrance scores of the two weapons they wield.

Skill Groups and Attribute List:
BODY HEART WITS

Awe Inspire Persuade PERSONALITY

Athletics Travel Stealth MOVEMENT

Awareness Insight Search PERCEPTION

Explore Healing Hunting SURVIVAL

Song Courtesy Riddle CUSTOM

Craft Battle Lore VOCATION


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Also of note- everyone that wishes to contribute to the encounter must introduce themselves, with either Awe or Courtesy. After that you may roll other social skills.

If you fail, you will still be able to roleplay and be involved, but you will not be able to mechanically effect the overall outcome of the encounter.


Male Dwarf Slayer

I have neither of those skills, didn't realize it was important, I guess I know what my next skill purchase will be

"I am Gori, son of Oin of the Kingdom of Erebor."

awe: 1d12 ⇒ 3


You may still roll a Feat die if you wish; a 12 is an automatic success. Also if you score high enough you can spend a point of Hope to invoke an Attribute Bonus and succeed.


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

Already did introductions. Here is my roll
Awe: 1d6 + 1d12 ⇒ (5) + (6) = 11


A point of Hope will allow you to succeed, Aeddan.


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

Thanks, consider 1 point of hope spent.


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

Unabashed Aeddan related the tale in song,

♪ ”The Wooldland farmers were in a dire plight
The four companions unleashed their might
Surely by their hand the wargs did fall
The four hurried to warn the Mountain Hall” ♫

He continues his song detailing his companion's deeds.

song: 3d6 + 1d12 ⇒ (5, 4, 4) + (9) = 22

This all I've got skill wise to help.


male Elf of Mirkwood | Valour 3 Wisdom 3 | Endurance 25 Fatigue 11 Hope 9/11
Common Skills:
Awe 2 Inspire 0 Persuade 1 Athletics 3 Travel 2 Stealth 3 Awareness 2 Insight 1 Search 0 Explore 2 Healing 2 Hunting 2 Song 2 Courtesy 1 Riddle 0 Craft 0 Battle 2 Lore 3
Weapon Skills and Weapons:
Bow 4 Sword 2 Dagger 2 Woodland Bow D5 E10 I14 Sword D5 E10 I16 Dagger D3 EG I12

Introduction
Awe: 2d6 + 1d12 ⇒ (5, 4) + (7) = 16

The elf removes his helm, letting his hair flow free and drift in any breeze carrying through the room, and faces their substitute host. "Well met, Beranald. I am Caunlaigdir of the Sindar, one of many present at the Battle of the Five Armies, and glad to call these my friends."

Insight: 1d6 + 1d12 ⇒ (1) + (2) = 3 :facepalm:

Discussion
He listens to Aeddan's song, impressed by how sweetly he presents the song. "Aeddan flatters us. We are simply doing what we must to present light as the shadow presses."

I don't want to make any rolls at this point because, well, I'm not sure what we want to try to get from this guy at this point! Randomly throwing dice could do far more harm than good.


Beranald listens to what you have to say, and smiles and taps his foot along to Aeddan's short song.

"Well spoken, Master Elf. I'll say, it's more'n a mite odd to see one of the Forest folk all the way out here; precious few of you Mirkwood-dwellers out this way for some time. Some of our folk talk of your people like they talk about Faerie stories...but, then, folk are quick to forget things like the Battle of Five Armies."

Beranald scratched his chin, thinking for a moment.

"Might be something you lads could help with. I'll be honest; Hartfast, the Lord of these halls, is not as...ah, welcoming as I am. Some of our folk call him the 'tallest Dwarf', begging your pardon Master Gori, but your folk have something of a reputation for their pride and their stiff necks, which can be fine qualities in measured degrees! M'Lord Hartfast, betimes, has too much of it. For all that, though, he's an ally you want."

Beranald pauses to sip his drink.


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Ayluin likewise takes a pull from his cup appreciating the crisp clarity of the water fresh from the river. After mulling over Beranald's words for some time, Ayluin speaks.

"Tell me, then, my friend Beranald; what task may we aid with? For as you know, Aeddan is well-respected by his people, and has served the Woodmen with distinction in many ways, from recovering lost heirlooms to routing Orc-Chiefs with our Company at his side. Just a short month ago, in the High Pass, we rescued a Halfling, one of the Little Folk, from ending up in a Goblin's stew pot! Through Goblin-caves we went, dark all around, until by skill and luck we found him, all in chains. We tricked and slew his his captors, freeing him; I do think our cleverness and courage will serve you well!"

Persuade: 3d6 + 1d12 ⇒ (3, 4, 3) + (8) = 18
Ordinary success; however, may I invoke the Story-telling trait for a second Advancement Point?


Yes, you may; also, if people have questions about that work, I realize I didn't put up a primer for Traits and Advancement Points in the Discussion thread; I will do so now.


Aeddan, you do not have to come up with songs to use Song; it can also be using bits of verse from old songs to call to mind certain things. Feel free to use the skill as much as you like.

Beranald chews on his lip a bit, considering.
"Aye, we got some word of that here. No one's denying your courage, to be sure...it's just that this matter requires a bit of discretion. Not implying that you lack that, you see...just bringing up the fact. Can I count on your discretion, friends?"


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Ayluin smiled, amused. And why should he not be? He was of the blood of storied Numenor. His was a secret people, hunted by the Enemy; he dare not bandy about his true name for fear that the Enemy would know him, or those he loved, and bring about his ruin. What was a Dunedain's life, but discretion?

"We've no wish to bring embarrassing matters to light, friend Beranald. We only with to do what we may to aid the Free Folk of Wilderland. That is why we are here, and if we can continue do so, we shall. It is quite that simple. I have led men in battle since I was old enough to hold a sword. I have seen all that we are capable of, both the fair and the foul. I have the judgment to keep matters quiet when they must, and the experience to know when that time is."

Persuade: 3d6 + 1d12 ⇒ (1, 6, 5) + (2) = 14

Great Success! I don't think Storytelling is relevant this time sadly, but...maybe Leadership?


Male Dwarf Slayer

"You can always count on the discretion of a dwarf and have we not proved ourselves with our actions?"


Don't think Leadership is relevant for this one.

Beranald spreads his hands in a mollifying gesture.
"I was meaning no offense, Master Gori, just making sure all was well understood.

Y'see, we've had to deal with a spot of trouble, from one of our own. Hartfast's father, Hartmut, left him a lovely golden cup when he died. The cup had originally been given to Hartmut by Gelvira, his lovely wife, and Hartfast's mother. Since his parents have passed on, Hartfast has treasured that cup...and it's been stolen.

The most upsetting part is knowing who stole it. Cilderic, one of our best warriors, took the cup. We're not sure why, but Hartfast trusted Cilderic.

I think he may want to carve out his own path for whatever reason. His brother was a thief, and exiled from our lands, but he kept a home in the Wolfswood, in an old abandoned fort. I'd bet that Cilderic stopped there, and then headed on to Trader's Island, a market to the south. You might still be able to catch him in the Wolfswood...if you are willing to take on this task.

What say you?"


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

Aeddan looks around at his party, "I cannot speak for my companions but it would be an honor to serve Woodlandhall in this matter." He looks around again, "What say ye friends?"


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

"You need not even ask, friend. Such aid as is in my power to give, is yours."


"Then I shall accept your help, and be glad for it."

Beranald reaches into his pouch and pulls out a sealed envelope, placing it on the table in front of you.

"That's a letter Widuven, a sword-trader on Trader's Island. He's wintered at Mountain Hall numerous times, and I call him friend. That should be enough to win whatever assistance he can give you, should your path take you all the way to Trader's Island.

A word of warning though, my friends; there are reports of brigands, and worse, in the Wolfwood. People talk of restless spirits. I've no more proof of this than rumour, but in these times it pays to be careful, eh?

You may take as much rest as you require, though I think leaving sooner rather than later will be to your benefit. If you have any other questions, I'm happy to answer them."

Beranald tells you precisely how to reach the fort used by Cilderic's brother.

If you wish to rest, you may, but none of you require it; you have no Fatigue and your tests will take no penalties. It is, however, time to plan your Journey.

Every character may roll Lore, if they wish, to gain bonus die for use on the journey. Every character must then choose a Role for the Journey.


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Based on our skills I feel like Aeddan should be our Hunter, Caunlaigdir our lookout, Gori our Scout and me our Guide


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Lore: 3d6 + 1d12 ⇒ (5, 3, 2) + (6) = 16
Ordinary success

Ayluin was passing familiar with the West Anduin Vales, and was already making preparations mentally. Of far more concern, though he was careful not to show it, was the mention of spirits; the Dead were special enemies of the Dunedain.


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

Hunter works for me.

Lore: 1d12 + 1d6 ⇒ (5) + (6) = 11 I will use a hope point to make it a success

Aeddan smiled to himself as they prepared for the journey as he had fond memories of he and his hound taking many hunting trips to this area. With his hounds help he knew he would find the best game trails.


male Elf of Mirkwood | Valour 3 Wisdom 3 | Endurance 25 Fatigue 11 Hope 9/11
Common Skills:
Awe 2 Inspire 0 Persuade 1 Athletics 3 Travel 2 Stealth 3 Awareness 2 Insight 1 Search 0 Explore 2 Healing 2 Hunting 2 Song 2 Courtesy 1 Riddle 0 Craft 0 Battle 2 Lore 3
Weapon Skills and Weapons:
Bow 4 Sword 2 Dagger 2 Woodland Bow D5 E10 I14 Sword D5 E10 I16 Dagger D3 EG I12

Seems reasonable. I gladly trust experience on the role choice.

Lore: 3d6 + 1d12 ⇒ (5, 6, 6) + (6) = 23 Extraordinary success, yes? Counts for all 3 advancement points on the one roll?

Reaching back into his memory, the Sindar finds detailed memories of having dealt with bandits in the Wolf's Wood before. These memories include details of the terrain and how the brigands tended to use them, reminding him of where to look to spot them, and how to recognize the differences between them and the natural shadows of the trees.


Unfortunately, each roll only counts for one advancement point. So you gain an Advancement for the Vocation skill group that's the Extraordinary Success point. Also, since Gori has yet to post I'm going to bot him...we may have lost him. I will re-recruit if so.

Gori Lore: 1d12 ⇒ 7

You all have put your heads together and determined a path. You make to leave. But some among you have learned a bit of wisdom in your time...that sometimes, aid unlooked for can help to ease a journey.

As you set out from Mountain Hall, waiting for you across the bridge is a startling figure. Ayluin, you know this Elf well.Caunlaigdir, you have seen his like before; in Thranduil, the Elven-king, his son Legolas, and some high Elven courtiers. Aeddan and Gori, it is likely you have never seen anyone like this; but to your eyes, this is an Elf-lord of old, the strength and beauty of the Firstborn burning within him.

Galadhon:
The hour of Middle-earth in late. As one of the Noldor, whose ancestors beheld the light of the trees and broke bread in storied Valinor, you can feel this. But though the hour may be late, hope has not yet fled.

Lord Elrond, as close to a leader as the Elves have after the fall of Gil-galad, has ever been as fine a lord as one could hope for. He has asked you to accompany the young Ranger, Ayluin, for a multitude of reasons. He foresees that Ayluin, and you, may have large parts to play in the fate of Middle-earth for many a reason. He has but hinted at these to you, but you know that Elrond believes your actions could influence the fate of all of Rhovanion.

And so it is that after returning to Imladris, after taking counsel with the wise and preparing yourself, you received word from Ayluin by raven that they had caught wind of an Orc war-band and would travel west. Knowing that Mountain Hall was the closest settlement, you made haste for the region, hoping to catch up with them and, if at all possible, put an end to as many foul Orcs as you possibly could. You have arrived at Mountain Hall just, as it seems, your friends are leaving.


Male Dwarf Slayer

"Probably best if I let one of you do the talking, elf lords and dwarves are not renowned for our ability to get along."

Sorry thought I posted, maybe the system ate the post.


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

Tall and fair, Galadhon is clad in autumn gold and ember red, and bears a shining spear of bitter steel wound about with a garland of living flowers. Youthful he seems, Like a young lord of Men with no more than twenty summers, yet in the depths of his eyes are years without count, a memory of ages past.

His countenance, stern and lordly at a distance, melts into a broad smile upon seeing the ranger Ayluin. Now he seems no different than any carefree elf of the deep wood. "There you are, Master Ayluin! A pretty chase you have led me across mountain, field and fell. And now I find you wandering in Wilderland. Have you lost your way at last, Master Ranger?"


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

At once, a matching smile wells up in Ayluin, and honest laughter, bright and bubbling and clear as the river that surrounds the group, issues forth. He steps forward, offering his hand to Galadhon.

"Elen sila lumenn' omentielvo!

Elven:
A star shines upon the hour of our meeting!

The way of the Ranger is to be ever lost, Master Elf! Or so we tell others, all the while working to our purpose. We are, after all, no-good sneaks and layabouts, as any tavern keeper will tell you! Your sight as ever is most welcome, my friend. Here, allow me some introductions; my friends, this is Galadhon of Rivendell, a most excellent ally and enemy of the Shadow. Galadhon, we have among us Caunlaigdir of the Woodland Realm, Gori son of Oin, and Aeddan, one of high standing amongst the Woodmen.

I am most glad you have received my message and hope your strength has not yet run out, as it seems we have yet more a merry chase for you! Orcs and worse beside we have found here, and now it seems that strife has found it's way to Mountain Hall. One of their lords most trusted warriors has stolen a precious item, and we have been tasked with retrieving it. We make for the Wolfswood; if he is not there, he may have gone south, to Trader's Island.

The war-band may still be nearby; will you accompany us? It has been long since my sword has been drawn alongside yours, and for certain the Enemy may have grown bold knowing that the blades of the blood of Numenor and Noldor have been separate!"


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

It is more than a coincidence that we meet this elf, Aeddan thought while he watched the exchange between the elf and ranger in silence.

He added with a grim smile, "Yes, good elf join us or move off the path. We have a task before us and we should not tarry, even for the chance meeting of old friends."


male Elf of Mirkwood | Valour 3 Wisdom 3 | Endurance 25 Fatigue 11 Hope 9/11
Common Skills:
Awe 2 Inspire 0 Persuade 1 Athletics 3 Travel 2 Stealth 3 Awareness 2 Insight 1 Search 0 Explore 2 Healing 2 Hunting 2 Song 2 Courtesy 1 Riddle 0 Craft 0 Battle 2 Lore 3
Weapon Skills and Weapons:
Bow 4 Sword 2 Dagger 2 Woodland Bow D5 E10 I14 Sword D5 E10 I16 Dagger D3 EG I12

Smiling, the younger elf greets the elder with a simple nod, and a hand extended to a spot in the road amidst the companions. "I do not know you, but your task is clear enough and Rambler seems to feel no reason to hide himself from you. I am called Caunlaigdir. I hope that one who has bathed in the light can help keep the shadows at bay."


Roleplay this out as long as you like, gang; however, in your next posts, give me a roll for whatever Travel Role you are fulfilling as well so I can narrate your journey.


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Travel: 3d6 + 1d12 ⇒ (6, 6, 2) + (11) = 25
Even with the Eye, that is an extraordinary success! Phew, that was close


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

"No chance meeting is this, Master Aeddan," says Galadhon. "For I come at the bidding of Elrond, Master of the Last Homely House. At his urging did I cross the Hithaeglir and the Great River, though it gladdened my heart to take to the road again and seek my friend. So I shall join you if your company will have me."

"Mae govannon, Caunlaigdir," says Galadhon. "Long has my heart desired to see the mighty woods of your home, so different from the pines and redwoods of Lindon. Perhaps our road will lead us thither at some point and you shall show me such trees as even my forefathers have not seen in ages of the world."

With grave courtesy he turns last to the dwarf and greets him in proper dwarvish fashion, with a low bow. "Greetings, son of Óin the Renowned! Galadhon, at your service. Your folk were well known to mine when I dwelt beyond the Ered Lindon, and I met your doughty father when he sojourned in the House of Elrond some sixty summers ago. I see his features in yours, if I may say so."

Travel: 1d12 + 2d6 ⇒ (4) + (5, 5) = 14


That will succeed for your eventual Fatigue Test, Galadhon; what role will you be adopting for the company? Look-out, perhaps? Also, please feel free to role Lore to plan for your journey.


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

"This Company will be far better off with your aid, Galdhon, then without. Now that we are all well met, it is my counsel that we make all haste! As Master Aeddan said, the longer we tarry, the more difficult our task may grow. Come now, friends, and you shall see why Rambler is a name I earned well!"

With that, Ayluin leads them off, loping down the trail with practiced ease, a joyous travel song issuing forth from his lips. His heart seemed lighter for the presence of Galadhon, one who understood the true shape of the world and the ever-present war against the Shadow.


The Wolfwood is a mere 30 miles away; you would normally make it in two days. Due to Ayluin's excellent skills as a Guide, however, you pick good trails and keep a good pace. You will make it to the Wolfwood tomorrow.

I would like everyone to make me Fatigue Tests (Travel Checks) as well. The TN, due to only taking one day, is merely 12.


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

GM, can I take an Advancement Point for that Travel roll?

Yes, Look-out Man seems best for Galadhon.

Lore for the journey: 1d12 + 5d6 ⇒ (7) + (6, 1, 5, 5, 4) = 28 Great Success.


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Travel: 3d6 + 1d12 ⇒ (5, 4, 6) + (4) = 19
Great Success; if one companion fails their Travel check they will instead succeed due to Virtue- Endurance of the Ranger.


Yes indeed Galadhon, take Advancement Points for both rolls! That's also two Bonus Dice for the journey that you may use or give to a companion at your leisure.


This, also, seems to me about where a session of play would have ended; everybody may take two Experience Points.


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

As the party travels along the road, Ayluin regards Galadhon.

"It seems, my friend, that it is not only by the will of Lord Elrond that we draw steel together. Beyond even the knowledge of the Wise, I deem, our fates may be bound! For I have uncovered a sword of surpassing excellence. Urfael, it is called, and it dates back to an age past; by the word of Lord Elrond himself, it was made by no lesser hand than Celebrimbor himself!

It, of course, possesses great power. I attempted to gift it to Lord Elrond; the blade was made by the hands of the Noldor, after all, and by one of the greatest among the history of your people! But he would not have it. He believed I was meant to find it; that such a weapon, made by the greatest smith of the Second Age, in the hands of a Ranger was a powerful symbol of unity against our Enemy.

I do not know what it means, Master Galadhon, but I sense a doom is upon us. To what end, though, I am not wise enough to see."


One thing I forgot as well; please pick your Fellowship Focus, everyone.

Essentially, that's your party "buddy" for the adventure. If they make it through without being Wounded or suffering a Bout of Madness, you regain a point of Hope at the end of adventure. Also, at my discretion, you may regain Hope that you spend on behalf of your Fellowship Focus.

Your Fellowship Pool is now at 5.


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Give Galadhon's sudden appearance I will choose him


Common Skills:
Awe 1 Inspire 1 Athletics 2 Travel 2 Stealth 3 Awareness 3 Insight 1 Search 2 Explore 3 Healing 4 Hunting 3 Song 3 Battle 2 Lore 1
Parry/Hope/End:
Parry 5 (7) Hope 14 (17) Endurance 25 (25)
Weapons:
Long-hafted axe damage: 5/7 edge: G injury: 18/20

Roll: Hunter
Focus: Caunlaigdir

Travel: 2d6 + 1d12 ⇒ (3, 1) + (8) = 12

Will invoke his hardy trait to add his heart (5) to the roll


Male Dwarf Slayer

I go away for a couple hours and things explode, which is a good thing.

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

explore as scout: 3d6 + 1d12 ⇒ (3, 1, 6) + (12) = 22

Gori will also use his hardy trait while traveling


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

Given that Galadhon's specific mission is to aid Ayluin, the ranger will be Galadhon's Fellowship focus.

Galadhon listens to Ayluin's words and says nothing for a time, pondering the significance of the dúnadan's find. At last he unships the shield he has been carrying and pulls back its plain white cover to reveal a shield of surpassing beauty and obvious antiquity. Silvery runes are etched on its surface in the ancient language of the West. He watches Ayluin for a time before saying "I recovered this last summer. It had lain in the lair of a long-dead wyrm in the northern reaches of Ered Luin. By its markings it is the bulwark of Ecthelion of the Fountain, lord of Gondolin, who slew the Balrog on the walls of that city. It, too, came to me out of legend as if by unlikely chance, though I do not think that chance is rightly the name we should put to such happenings."

"Still, If doom it be, then it will come of its own accord. We who abide on the Hither Shore can do little to hasten or delay the tale of years. Our is but to play our part."

"Tell me of him we chase, if you will, and of the precious thing he stole."


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Ayluin's eyebrows crept up towards his hairline, clearly surprised by the Elf-lord's find. Echtelion was a name well-known to those that had studied the lore of Middle-earth; he had defeated Gothmog, Lord of Balrogs, who had served Morgoth Bauglir. Gothmog's only equal in rank was he who was now the great Enemy of all who dwelt in Middle-earth; Sauron the Deceiver.

Still, Ayluin took the information in stride, heeding Galadhon's counsel.

"We know little of the man, to be sure. Cilderic, he is named, a stout warrior by reputation. He was a trusted lieutenant of Hartfast, the Lord of the Mountain Hall. Hartfast possessed an item precious to him, a golden cup, apparently. It had been a gift from his mother to his father, though both have now left the world. Cilderic stole the item; we know not what drove his betrayal, only where we might find the man."


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You do not need to use Hardy; you succeed on a 12.

You only need roll for your Journey Roles when I call for it; Explore is currently unnecessary, Gori. However, you may "save" that roll and use it when next it is needed.

Also of note; Traits do not allow you to invoke an Attribute Bonus. They will allow you to succeed on a roll you would otherwise fail on if it's applicable, gain an Advancement Point on certain skill rolls, or roll on something I would otherwise not allow you to roll for.


Per Caunlaigdir's post he is unavailable; botting him for a Travel roll;

Travel: 2d6 + 1d12 ⇒ (5, 6) + (4) = 15
A Great Success, and an Advancement Point!

Coming east with great haste, you approach a forest of thick, tangled trees. This would be the Wolfswood; a small, but a wild place, never tamed by the Woodmen. From Beranald's direction, you are able to make your way through the wood with relative ease, and before long, you come across an old, crumbling fort; the very one Beranald guided you towards.

A quick exploration of the area around the fort (Gori, we'll use that Explore roll, now) yields some information; it seems that no living creature has been into or out of this area for some time. The light is, however, beginning to wane, and this fort seems, especially due to Gori's skilled roving of the area, to be the best place to spend the night.

The outside of the fort is in disrepair, but inside it is in somewhat better condition. The air is dank and musty; it has been some time since the doors have been opened. There is a large main room as well as several side rooms. The doors to these rooms are closed but do not seem locked.

What do you do?


Male Race of Men (Dunedain) | Valour 3 Wisdom 3 | Endurance 31/31 Fatigue 11 Hope 11/13 | Parry 9 (+2 Shield)
Common Skills:
Persuade 3 Athletics 2 Travel 3 Stealth 3 Awareness 3 Insight 2 Search 2 Explore 2 Healing 1 Hunting 2 Song 3 Courtesy 3 Battle 3 Lore 3
Traits:
Keen-eyed, Leadership, Lordly, Lore of Arnor, Storytelling
Weapon Skills and Statistics:
Long Sword 4 Bows 2 | Urfael- Damage 8/10, Edge 8, Injury TN 16/18 | Bow- Damage 5, Edge 10, Injury TN 14

Ayluin will take the time to properly search the area; he has a bit of curiosity. A constructed for in the area is indeed unusual; perhaps it was even constructed in an earlier Age.

Search roll?


Be my guest. Anyone who wishes to, feel free to as well.

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