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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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

treasure roll: 1d12 ⇒ 10

"The treasure remains unimportant, honestly. Ridding the tower of the dead was far more important, as we will prove to ourselves as we sleep tonight!"


None of you find anything beyond the mundane treasure, 20 points total, enough for 5 each.

The rest of the night passes pleasantly. Your road takes you south now, to Trader's Isle. Everyone make Travel Rolls for Fatigue!


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, 3) + (6) = 18
Ordinary Success


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

Travel: 2d6 + 1d12 ⇒ (5, 6) + (11) = 22

I was excited until I realized 11=0

I will use a point of hope to add 5 to the roll. Is that correct?


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

Travel: 2d6 + 1d12 ⇒ (1, 2) + (1) = 4

OUCH! Any options to make that better?


Male Dwarf Slayer

travel: 3d6 + 1d12 ⇒ (5, 1, 5) + (6) = 17


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

I would like to give one of my bonus die to Caunlaigdir. A good roll, plus a point of Hope, will keep him from his Fatigue rising;

Bonus Die: 1d6 ⇒ 6


I will assume that Caunlaigdir does so.

Similarly, Galadhon may give Aeddan a dice and roll it; over a 14 beats the check and no Hope will need be expended.


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

Galadhon? I assume you mean Gori, since I have not yet rolled.

Travel: 1d12 + 2d6 ⇒ (8) + (3, 1) = 12 And now I have.


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

Please, do. I didn't want to fail that roll that badly, and if I can convert it to a success!!


All right; Caunlaigdir, a point of Hope brings you to a success. Everyone else that got below a 14, unless a point of Hope will allow you to succeed, you add 2 to your Fatigue score.

Due to the fact that Aeddan rolled an 11, I would like the Company to nominate someone to face a potential Hazard.


Aeddan, make a hunting roll please.


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

Hunting: 1d12 + 3d6 ⇒ (8) + (1, 6, 4) = 19
Hunting/Hound: 1d12 ⇒ 2

Hound allows me to roll the feat dice twice and take the better result. Which is the first roll


Aeddan; you discover that a large, dangerous predator of some type has been tracking your party. Perhaps even a large, wild bear! However, you are able to pick up on sign and muddy your trail enough to throw the creature off, and you are all fine.

After some time, you reach Trader's Island, a sandy spit of land in the middle of the Anduin River. It is populated by the ealfolc; river people that make their livings mostly through trade.

If you ask around, it will not be difficult to find Widulven, the man you have a letter of introduction for.

You may make Lore rolls to determine what you can learn of the man.


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 ⇒ (1, 3, 6) + (3) = 13
Unsuccessful.

Rambler relies on his allies to find out the man's character; he merely focuses on finding this Widuven.


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

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

The Sindarin seems uncertain where to begin a search in this human settlement.


Male Dwarf Slayer

lore: 1d12 ⇒ 7

Gori is surprisingly unskilled in lore.


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

Lore: 1d12 + 1d6 ⇒ (8) + (6) = 14

Aeddan asked around and found some information on Widulvan's character.


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

Galadhon is learned in lore, though much of that has to do with elvish history and tales of the Enemy.

Lore: 1d12 + 5d6 ⇒ (8) + (2, 5, 6, 6, 3) = 30 Extraordinary success and a third AP in Vocation?


Indeed, Galadhon! You learn that Widulven is a fair, honest trader. He is likely to treat with you however you wish, and will be equally swayed by any social skill you make.

Widulven is also easy to find, having the largest and, apparently, most successful shop on Trader's Island. Widulven himself stands behind a counter, keeping an eye on the shop. He's a thin man, with dark hair and a bit of grey in his temples. He has a full beard, but seemingly a relatively easy-going demeanor.

If you wish to interact with him you may all roll Insight to determine bonus dice, and then introduce yourselves using Awe or Courtesy, unless you wish to elect a spokesperson to speak for the party.


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 approaches Widulven, smiling openly as he does so. As he approaches, he gauges the man's reactions, taking in his awareness, his posture, and attempts to discern his mood.

Insight: 3d6 + 1d12 ⇒ (3, 5, 4) + (9) = 21
Ordinary success, advancement point and one bonus die

"Greetings, friend! I am called Rambler. These are my companions; Galadhon of Rivendell, Aeddan, a hero of the Woodmen I'm sure you know, Gori son of Oin and Caunlaigdir of Mirkwood. An interesting group, to be sure, but we are recently of Mountain Hall, where Beranald, the doorwarden, enlisted our aid in a task. He named you as a man that might help, and wrote this letter on our behalf. If you'd care to read it, we can see what might be done to help our mutual friend, eh?"

Courtesy: 3d6 + 1d12 ⇒ (4, 5, 1) + (3) = 13
Damn. Will immediately use the bonus die.
Bonus Die: 1d6 ⇒ 6
For a great success and my second Custom A.P.


Widulven takes the letter, but does not open it. He smiles warmly.

"Ah, Beranald's a good man! But, come, I would rather hear the tale from you than from a parchment. Tell me, what brings you down here?"


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

"It is a somewhat long tale, and I am not the closest information, but I shall do my best! Tell me, do you know of the lay of the Lords of Mountain Hall?"

Ayluin begins to rattle off an old song he knows, celebrating the Woodmen of old.

Song: 3d6 + 1d12 ⇒ (6, 4, 1) + (1) = 12
Spend point of Hope; great success


"Aye, I do."

Widulven even joins in for a bit.

"Tell me, though, what has this to do with your errand here?"


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

"Why you see, friend, our errand here is, through Beranald, on behalf of Hartfast, the Lord of Mountain Hall! You are clearly a man of quality; surely, much like myself, you have no patience for traitors or oathbreakers. We are hear seeking one such. Tell me, have you recently met a man called Cilderic?"

Persuade: 3d6 + 1d12 ⇒ (5, 1, 3) + (4) = 13
...sigh. Another Hope, ordinary success


You see a flicker of recognition in Widulven's eyes.

"Aye; one such man has come through here recently, and about a dark business, make not mistake...though perhaps not dark in the way you're expecting. He did come through here, with some great golden cup. Most men with such treasure look to sell it. I have no interest in fencing stolen goods, so I am sure to question them whenever an item of obvious worth and dubious heritage comes my way! But he did not sell it. No, indeed, he was here for one reason; he wished to put an end the the River-hag."


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 blinked. This, he had not been expecting. He had heard no tale of any River-hag, nor, he was sure, had any of his companions. He consulted his own stores of knowledge to be sure.

Lore: 3d6 + 1d12 ⇒ (1, 2, 2) + (8) = 13
Failure unless Old Lore would apply

"I am not familiar with this...River-hag, Master Widulven. What is it? And why would Cilderic be looking to find it with a golden cup? If it has anything to do with defeating such a monster, I ask that you tell me true; for we here are a mighty Company, and few terrors of the old world can stand against us."

Persuade: 3d6 + 1d12 ⇒ (1, 2, 6) + (10) = 19
Great success, would like to invoke Lordly or Leadership for a third Advancement Point; persuading him that we are in fact a might Company (which we are)


Old-lore doesn't pop up much useful information; this seems specific to the Ealfolc. Other Companons, feel free to roll Lore; you might learn some interesting facts.

I'll give you Lordly on that, Ayluin, so take your advancement point.

Widulven strokes his beard, thinking for a minute before answering.

"The hag...she has been present for a long time, before my grandfather was born. How long, I could not say, but several lifetimes of Men. She resides on an island south of here. It is a bit difficult to get to, but can be done. She hoards treasures, loving gold; some sort of Dragon-lust, I think, though she is certainly not one of those!

Cilderic talked of finding the hag and slaying her; I think his head was full of heroic ambitions. The cup was meant to be a lure. I told him it was a fool's errand, for one man to attempt to fight so powerful a foe. But he did not listen, and he did not return."

Widulven eyes your Company, chewing his lip thoughtfully before responding.

"You all could stand a chance, though, if you're willing. And to be honest, I have long desired a token from this monster; the tales say that her hair is golden and magical. I wish to weave strands of it into my swords, and see if the tales are true! I am willing to tell you where the island is and offer some advice, and if you consent to bring back some of the monster's hair, we might be able to come into quite a fine arrangement as well. What say you?"


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 grins widely.

"Any help you can give would be most appreciated, and I do think we would be quite willing to explore the possibility of mutually beneficial arrangements as well, Master Widulven! Tell me, know, what should we know of this creature?"

Ayluin recalls a recent song, created after the Battle of the Five Armies, telling how people of the different Free Folk came together to fight evil.

Song: 2d6 + 1d12 ⇒ (6, 6) + (6) = 18
Extraordinary Success! 3rd A.P.


Widulven happily joins in; Ayluin, right now, seems to have an almost preternaturally majestic voice. The fact that the tune could be carried in a bucket is lost on everyone.

Widulven laughs and claps your shoulder.
"I must say, Master Rambler, it's been quite some time since a group like yours has passed through our island! Let me tell you of the hag.

She rarely leaves her lair, but for years, she has laid cunning traps about her island. So you must be wary. Her island lies to the south of here, in the Anduin. It is not overly large, but it is in the middle of some dangerous rapids. You must take care not to approach from the east; the current is strong there, and the waters dangerous. No, the west approach is best.

The monster has dangerous claws, and I have heard she can spew golden fire, though I am unsure as to that last claim.

I do have some boats that I own; I would like you to use them for this journey. They are sturdy and will not fail you!

Finally, it may be that there is some item here that may benefit you. I don't think I have something that will assist, but one of the other Craftsmen might. Take a look before you go, eh?

If you return, and with what I've asked for, I will modify your weapons. I don't know if there's truly magic in the hag's hair, but we can find out together!"

You get the sense that that is all Widulven can offer in the form of aid. If you have other questions he is happy to answer them. Otherwise, he introduces you to the traders and readies your boats.

Everyone in the Company now gains one free use of the Fellowship Undertaking; Visiting the Market at Trader's Island.

The markets of the River-folk are a supply of curiosities from the length of the Anduin. Companions spending a Fellowship phase in Mountain Hall can go visit the éafolc’s market. When heroes choose this undertaking, they spend 1 Treasure to make a roll on the table below. A hero possessing the Folk-lore Trait or who is an Éafolc-friend (see page 44) must roll too, but considers any result different from an 11 as if it was a 12.

  • 12; Choose an item of any type except Mab’s Liquor , or roll again.
  • 1; Nothing useful! You bought something that either broke very soon, or proved completely ineffective. Better luck next time!
  • 2-3; Food and Drinks. You spent your money drinking and playing games with the éafolc: the next time you visit their market, you will roll on the table twice and pick a result.
  • 4-5; Southern Wine. You bought yourself three bottles of southern wine. You may open one during a future encounter to raise its Tolerance rating by +2. Raise it by +4 if the people you meet are Elves or Men from the South.
  • 6-7; Good bargain. You found furs and wares that you may sell at three times their cost at the market of Lake-town: you may invest up to 5 Treasure, and receive three times that amount the next time you go to
    Esgaroth.
  • 8-9; River-charm. You bought a lucky amulet of the éafolc. For the length of the following Adventuring phase, if you are inside the Vales of Anduin you may spend 1 Hope to roll again if you get an 11 Feat die
    result.
  • 10; Mab’s Liquor. For your money you got a leathern flask containing three sips of an amber liquid, concocted by Mab the Spinner. Sipping from the flask restores a number of Endurance points equal to the drinker’s Wisdom or Valour score (the highest) plus the roll of a Success die.
  • 11; You have been tricked by the River-folk! You got something for your gold, but at a higher price: spend another point of Treasure and roll again (if you don’t have any Treasure left, you cannot roll again and have received a worthless trinket).


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

Trader's Isle Market: 1d12 ⇒ 4

Ayluin does not reckon he needs anything but Urfael and his companions at his back for the journey, and so instead he picks up some fine wine that might be enjoyed at a later date. Ayluin thanks Widulven and promises to return. Once all of the Companions who wish have visited the market, Ayluin makes for the boats; there is no sense in tarrying.

Ready to leave as soon as everyone else goes shopping :p


I will assume Caunligdir wishes to roll;
Market: 1d12 ⇒ 10

And rather luckily comes away with a flask of Mab's Liquor!

Everyone please make rolls for the market if you wish.

After you visit the market, you board the boats and make your way south. Widulven spoke true; the rapids are strong and the channels narrow, but thanks to his warning, you make your way to the western channel and to the island with relatively little difficulty.

The island is not large; perhaps two miles across. In the center, clearly visible, is a large mound of some type. If you had to guess, that's where the creature would be.

Everyone please make me Awareness rolls as well.


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

Awareness: 3d6 + 1d12 ⇒ (3, 2, 3) + (9) = 17


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

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

Galadhon is lost in moody thought and says little on the river, only dimly aware of what passes around 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

Aeddan makes the best of his time in the market finding many bargains.

Invests 2 treasure

Market: 1d12 ⇒ 6
Awareness: 1d12 + 3d6 ⇒ (3) + (5, 4, 3) = 15


Male Dwarf Slayer

Gori will hold onto his treasure In good dwarven fashion

Awareness: 2d6 + 1d12 ⇒ (5, 2) + (11) = 18


Caunlaigdir Awareness: 2d6 + 1d12 ⇒ (4, 1) + (9) = 14

Caunlaigdir, Aeddan and Ayluin all notice this.

As you set foot on the island, everything seems all right. It is verdant and seems quite untouched by man; a patch of true wilderness. As you move forward, however, the three Companions I mentioned notice odd things. The most glaringly obvious are patches of grass that, moments before you step onto it, you realize are not solid at all, but in fact cunningly concealed pits. Clearing away the thin layer of foliage, you find that the pit is filled with spikes slathered in some foul substance. Even if the trap did not kill you, your wounds would surely become infected without expert care.

Moving on, you find several other traps, but manage to avoid them without incident. Making your way to the mound in the center of the island, the greenery gives way a bit, leading to a more muddy terrain. Eventually you come to the mound, and find an opening that seems to lead into a large central chamber.

What do you do?


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

Bow at the ready, the younger elf turns to his companions. "Not many places she could be but in there. Think we can draw her out?"

I know you rolled for me, but can I invoke Keen-Eyed for a second advancement tick on Perception?


You certainly may, Caunlaigdir.


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 draws his long-ax and grips it tightly in his calloused hands, "It is worth a try Caulaigdir but I think we may be waiting awhile for this cunning adversary to come forth."


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 rubbed his jaw, thinking.

"I do not trust this. It is my thought the the quietest and craftiest amongst us should enter into this lair, carefully. I deem it wisdom that some should remain outside, in case anything goes awry. Who can move with the greatest stealth?"


Male Dwarf Slayer

"I can move quietly with moderate skill." I have 2 ranks in stealth


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

"Either Aeddan or myself, his displayed skill matches my own."

He looks at his companions, each in turn. "I have no objection to going in myself." Grinning, slightly, "We all know I'm less likely to try to go toe to toe with her by myself."


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 grins a bit.
”Then go, and take care! See what awaits us!”


Anyone who wishes to enter please make Stealth rolls.


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

Taking the time to stow his bow and pull only his dagger before beginning to move into the open maw, "May the Valar guide my feet."

He begins working his way in . . ..

Stealth: 3d6 + 1d12 ⇒ (5, 3, 1) + (12) = 21 Good time for a 12! Still would have liked a 6, though.


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 warily watched the elf's retreating back and eventually he lost sight of him as he disappeared into the darkness.


Caunlaigdir:
At night, it would likely be dark inside the mound, but enough light has filtered in through the opening to negate that worry.

The ground is rough at first, mud and stone and grass muddled together. As you go a bit deeper in, however, you see the light from outside reflected back at you from the floor. After a moment, you realize that the light is coming from a hoard of treasure, scattered about the floor and completely covering it in some places. Coins, gems and more beside are all about; this is likely the largest amount of treasure you've ever seen in one place.

Before you can get overawed, however, you notice something in the corner that turns your stomach; the half-eaten remains of a man that, by what few garments he has remaining, was surely a Woodman. You can guess his identity rather easily.

It is at this moment that you hear commotion outside...

Roll Awareness at TN 12. If you succeed, you may act in the surprise round. If you fail, you must wait until next round.

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