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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LM Rolls:
Stealth: 3d6 + 1d12 ⇒ (4, 5, 6) + (3) = 18

Caunlaigdir makes his way, slowly and carefully, into the opening in the mound. Several minutes have passed.

At this point, everyone must please make an Awareness roll, TN 18. If you succeed, you may then roll Battle and act. If you do not succeed, you will be unable to act for a time.

Awareness TN 18:
You are watchful, and notice something as it happens. The mud, perhaps ten feet away from you, begins to roil and churn every so slightly. Rising up from the mud, you see a horrible creature; not quite a troll, but surely something akin to it. It's skin is grey and fallow and sunken. It stands perhaps ten feet tall, and is wider than a man, but not quite so large as a troll. It's face is squat and bulbous, it's nose pointed and teeth wolf-sharp, with yellow eyes framed by matted golden hair. It's powerful arms end in savage looking claws.

You may roll Battle and then act normally.


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 ⇒ (2, 4, 5) + (9) = 20

Startled, Ayluin draws Urfael in one fluid motion, calling his allies to arms.
"To me, Companions! A foe is before us!"

Battle: 3d6 + 1d12 + 3 ⇒ (3, 1, 2) + (6) + 3 = 15
Ordinary success, one bonus dice

Ayluin will slide forward, unafraid to face the foe until his allies can gather themselves, if indeed they need the time.
"Come, devil! You face death! You face Ayluin son of Neluin and I will send you from this good world!"

Unsure, LM; I can attack as normal?


Yes, go right ahead


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 focuses intently on the opening in the mound paying scant attention to his immediate surroundings.

Awareness: 1d12 + 3d6 ⇒ (7) + (2, 1, 1) = 11


A note for ambushes in general; if you have failed, you are not yet in a combat stance, and thus derive no Parry bonus from it. Your Parry score is it's base until you adopt a combat stance


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 moves forward, engaging the creature. He brings his shield to bear and strikes forward.

Urfael (1H): 3d6 + 1d12 ⇒ (3, 1, 3) + (10) = 17
8 endurance, potential wound


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

Are the forums super janky for anyone else right now? It keeps logging me out, redirecting me to the home page and eating my posts...


LM Rolls:
Protection Test: 3d6 + 1d12 ⇒ (2, 3, 4) + (5) = 14

It has been weird for me as well but kindly relegate that talk to the Discussion tab

Ayluin;

The hag was coming for you. Some of your party were unawares, and, it thought, easy prey.

It did not even see Urfael when the blade separated it's head from it's shoulders.

You blink, surprised. It's normally not that easy. Today, however, it seems that luck was on your side.


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 mouth falls open, somewhat shocked. He had not meant for the truth of his words to be displayed quite so quickly.

Somewhat sheepishly, the Ranger quickly cleans the blood and gore from his blade and then sheathes it. He spreads his hands helplessly.

"Well...I suppose that could have gone worse! I do hope indeed that you will not be unsatisfied that I didn't leave enough for the rest of you! Quick is better than difficult, after all, as my father used to say."


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

Awareness: 2d6 + 1d12 ⇒ (6, 3) + (4) = 13
Battle: 2d6 + 1d12 ⇒ (5, 4) + (7) = 16

As Caunlaigdir pulls his bow and returns to the mound opening, he sees the foul creature fall in two pieces.

"I am afraid I found our thief. Or what is left of him. I'm not sure I would assume we are done. There is simply too much inside."

So, if I invoke Keen-Eyed, I can get the third advancement from Perception, right?


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

Yep. It's been awful for me. It keeps logging me out.

Awareness: 1d12 + 2d6 ⇒ (12) + (5, 2) = 19
Battle: 1d12 + 3d6 ⇒ (7) + (4, 3, 4) = 18

Galadhon steps forward to challenge the strange creature, but stops when Ayluin staves in the foe's head. The noldor regards the dunadan and reflects that the age of man is surely coming.

"What did you see inside, 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 looks away from the entrance just in time to see the foul creatures head fall to the ground.

"Too much? Then we all must go inside," he responded to the elves.


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

"The remains of her last meal, and more gold than I think we could possibly carry."


The treasure hoard has a rating of 50**.

You may all roll a d12 twice to check for magical treasure. At this point, you would all have 4 Experience Points to wager.


Also, you are quite correct, Caunlaigdir; take your third Advancement Point.


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

Treasure Roll: 2d12 ⇒ (12, 10) = 22
Cool. I will roll 4 success die.
Success Die: 4d6 ⇒ (5, 6, 4, 6) = 21
Rad! I will spend 2 Experience to gain a powerful treasure


Ayluin; nestled in a corner, you find a curious item. Just a bit of lacquered wood sticking out of the pile of gold, but enough to attract your attention nonetheless. Once you discern what the item is, you feel a bit of shock; you do not know by what strange turns of fate such an item has landed here, but you are glad for it nonetheless.

A Great Shield, easily large enough to protect from chin to shin, is in your hands. A Loremaster might be able to help you determine the specific lineage of the shield, but you certainly know where it is from; this is one of the storied Shields of Dol Amroth.

The Dunedain of the South, those not housed in Arnor in ancient times, were still mighty and steadfast. These shields had been gifts from the Eldar, tokens of bond, meant to be borne only by the Princes of Dol Amroth and their lieutenants. You can tell this easily by the heraldry on the shield; both the silver swan of Dol Amroth and the White Tree of Gondor stand proudly stark and silven upon the sable shield.

You can tell that this shield is of Ancient Cunning Make. It seems as though it has one other Quality as well, but you cannot discern what at this time.


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: 2d12 ⇒ (9, 3) = 12

Don't see nuthin'.


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 is still thinking about Rambler's remarkable blow and pays little attention to the treasure hoard.

Treasure: 2d12 ⇒ (1, 2) = 3


Male Dwarf Slayer

treasure: 2d12 ⇒ (6, 11) = 17 something shadow touched

4d6 ⇒ (6, 1, 5, 6) = 18 well now I am both curious and slightly scared. I will spend the required experience.


Make a Corruption Test for me, Gori. Roll a number of Success Die equal to your Wisdom score, plus the Feat die.


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

Treasure Roll: 2d12 ⇒ (10, 10) = 20 Nice!
XP Wagered: 4d6 ⇒ (3, 6, 6, 4) = 19 Sweet! I will spend the 2 XP to get a powerful treasure.


Male Dwarf Slayer

wisdom: 3d6 + 1d12 ⇒ (4, 3, 3) + (3) = 13


Galadhon- Unfortunately, you gain a treasure only on a roll of 11 or 12.

Gori, you fail your Corruption Test; you gain a point of Shadow. However, hidden in the hoard, you do find a wondrous treasure; a long-hafted axe, covered in runes only known to Durin's folk.

You will have to consult a Loremaster to uncover the item's lineage, but clearly, one of your people's craftsmen, mighty in their art, forged this weapon in ancient times.

This weapon has several qualities, but only the first is immediately obvious; it is of Superior Grievous quality, inflicting an additional loss of Endurance to your foes equal to your Valour score.


Three of you now have 50 points of treasure to divide. By what you're doing right now, that's 16 each, with 2 going into your overflow.

More importantly, amongst this vast hoard, you do find a golden cup that matches the description that Beranalad gave you.

Once you find the cup, I'd like everyone to make an Awareness roll for me, TN 16.

Awareness TN 16:
If your Company had not spent any time around magical objects, you would not have discovered this; but there is something different about the cup. You discover that drinking water poured into the cup has a minor healing effect on those that imbibe; the Cup confers a minor Blessing to Healing for it's owner.

There is little else to do here besides return from whence you came.


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 ⇒ (4, 6, 6) + (3) = 19

Extraordinary success!

Ayluin, from his experience with his enchanted war horn and his mighty blade Urfael, immediately recognizes the Cup as an enchanted object.
"Ho, friends! Here is a potent item indeed! I know not if Hartfast is aware of the enchantment on his father's cup; we must make sure to inform him of it when we return it."

Before they leave, Ayluin, remembering the words of the trader, will use his dagger to cut a handful of golden hair from the head of the hag. Satisfied, he will make for the boats as soon as his Companions are ready.


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

Awareness: 1d12 + 3d6 ⇒ (1) + (6, 5, 6) = 18 Nice!

Aeddan nods his head in agreement, "It does appear to be more then a mere cup. I think, perhaps, Hartfast knows its worth. He appeared to be a man who didn't miss much."


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

Awareness: 2d6 + 1d12 ⇒ (2, 5) + (3) = 10

The young elf looks from one companion to the other. "As you say." though he doesn't sound certain.

"Are you sure, Ayluin? We can take all of the creature's hair, and we are unlikely to come back for more. He should be happier the more we can bring, shouldn't he?" As he talks, Caunlaigdir reaches down to harvest more of the hair.


Male Dwarf Slayer

awareness: 2d6 + 1d12 ⇒ (1, 1) + (12) = 14

"I will have to take you word for it, nothing seems weird about it to me," Gori says as his eyes keep being drawn towards his new axe.


Actually, Gori, you pick up on it as well; a 12 is an automatic success regardless of the TN. Like rolling a natural 20.

You make it back to Trader's Isle with little difficulty. Widulven is waiting for you and, upon hearing your tale, he is quite impressed. He works with the hair a bit but, to his disappointment, the hair is not magical. It does, however, actually seem to be spun gold of some type, and he works a bit into the hilt of all of your weapons;

So long as you bear weapons with these hilts (and you can change hilts with a Craft check), you gain the Trait Eafolc-friend.

The journey back to Mountain Hall is pleasant and uneventful. You are received by Beranald at Mountain Hall as honored guests. Hartfast has returned to his hall, and on Beranald's word, receives you. He is overjoyed when you present him with his stolen item, and stunned when you reveal it's enchanted properties. He rewards you richly; 10 points of Treasure each, from his treasury, and he offers you guest rights for so long as his line remains lords- you gain Mountain Hall as a Sanctuary without need to spend a Fellowship Undertaking to open it.

Finally, Beranald, grateful for your assistance, rewards you with 2 points of Treasure each.

The Adventuring Phase is over- it is now time for a Fellowship Phase.

You each gain 1 bonus Experience Point for completing the Adventure.

Anyone besides Ayluin, if the party agrees to it, might be eligible to refill Hope from the Fellowship Pool. If your Fellowship Focus made it through the adventure without being Wounded, you regain one Hope point.

All Advancement Points are converted into a total pool; next Adventuring Phase you may gain Advancement Points again as normal.

What might each of you like to do for your Fellowship Phase?


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 spend 1 Experience Point and learn Strength of Will, becoming an even more Dauntless Guardian.


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 will spend 1 XP to teach his hound Support awareness ability.


Male Dwarf Slayer

If I tracked things properly I have 5 advancement points (total 7 with saved 2)

and having spent the 4 xp for my treasure I only have the 1 xp (total 3 with saved 2)

I will spend 4 XP to raise Awe to 1 rank

Gori will heal corruption if possible using craft to get rid of the shadow taint he gained with his new weapon.

Craft: 4d6 + 1d12 ⇒ (5, 4, 4, 6) + (6) = 25


Of note, Gori, you only spend half the XP to get the item; so you should still gain 3 Experience Points total to go along with your advancement points.


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

Caunlaigdir will spend the time learning about polite social interaction among the people of Mountain Hall, learning the basics of both Courtesy and Persuade, and hopefully making a few friends as he does.

He will spend some time searching for herbs, hoping to find something useful. (Yep, found a reference online.)

As I don't know what season it is, all I can do is roll the die.

1d12 ⇒ 6

Well, that should be something useful.


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

I'm sick as a dog. I'll try to post a Fellowship turn tomorrow.


I will have Galadhon post whenever he is ready, but I will move us on as well.

Your party decides to come together once more at Woodland Hall. With no particular objective, you decide to visit Rhosgobel, and have counsel with Radagast, for it is long since the dead walked in Rhovanion, and there is more to trouble you besides.

On your way there, however, something happens.

Everyone may roll Awareness.


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 ⇒ (6, 3, 4) + (7) = 20
Great success; first Advancement Point


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

Awareness: 3d6 + 1d12 ⇒ (5, 4, 4) + (6) = 19
Awareness (Hound Bonu): 1d12 ⇒ 2

Looks like the first roll stands


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

Awareness: 2d6 + 1d12 ⇒ (5, 5) + (12) = 22

Clear success. First Advancement Point.


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

I'm going to hold onto my XP and AP. Mostly because I don't know yet what I want to do with them.

Having a Noldo's love of craftsmanship, but little regard for personal wealth, Galadhon spends the winter dispersing his treasure among the Woodmen, helping the poorest and lending his insight to their craftsmen and his judgment to their lords.

Raise Standing with Woodland Hall. Spend 12 Treasure.

________________________________________________________________________

Awareness: 1d12 + 2d6 ⇒ (12) + (1, 2) = 15 Gandalf Rune. Automatic Success.


Male Dwarf Slayer

awareness 2d6 + 1d12 ⇒ (1, 2) + (7) = 10


Galadhon; you only have one Standing score, and this is with your own people. You may, at a later date, choose the Receive Title undertaking, which will allow your Standing to count for multiple Cultures. Your Standing amongst the Elves of Rivendell, however, is raised appropriately.

From the forest nearby, stumbling towards you, is a man who is clearly wounded. Yellow-flecked spittle wells at the corner of his mouth, and he is pale as a ghost. He approaches you, extending an arm with a crumpled piece of paper in it. Aeddan, he presses it into your hands, and then falls to the ground, unconscious.

Aeddan and Caunlaigdir, you recognize this man clearly. This is Beran the Watchful, well-known as an informant and watchmen of Radagast the Brown's.

Heal Test TN 14:
The man has clearly been attacked by one of the Spiders of Mirkwood, and their poison is in him. He will be unconscious for some time, but Rhosgobel most likely has the supplies to tend him. With treatment, Beran will recover.

The note mentions that Beran saw Orcs in Fenbridge Castle, which some of you know as one of the outlying fortifications of Dol Goldur. The note bears a scrawled map that marks Fenbridge Castle, as well as a tower near the Narrows of the Forest.


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 quickly examined the man and determined the cause of his wounds. "Spider venom from those bests that invest the Mirkwood," he informed his companions.
Heal: 4d6 + 1d12 ⇒ (6, 5, 2, 4) + (5) = 22 Great Success


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

Heal: 2d6 + 1d12 ⇒ (3, 1) + (2) = 6

"Beran's two-fold message is especially grim. My healing abilities are unlikely to help him if he's got shadow spider venom pumping through his system after running to bring the message. We need to get him better help, now. Anyone know the closest useful help?"


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 knows that time is of the essence for poor Beran. He orders, "Get me some water to clean the wound and I'll need some herbs for a poultice.

Heal: 4d6 + 1d12 ⇒ (1, 2, 5, 2) + (8) = 18 Using Herb-lore to find an antidote.


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

Galadhon attends, trying to be useful to Aeddan.

Heal: 1d12 + 2d6 ⇒ (8) + (1, 3) = 12


Aeddan, you believe you can concoct an antidote, but not with the herbs at hand. The closest place to you that you are fairly sure would have such herbs on hand is Rhosgobel.

As you check over Beran, from out of the trees comes a group of humans. They are of mixed gender, but a woman with a prominent scar splitting her brow steps forward. By the arms and armor they are clad in, they are Woodmen, but they carry no sigil or emblem that would place them with a particular group of Woodmen, and you have not come across them in your travels. All of them are accompanied by a hound; not the equal of Aeddan's mighty canine, but still looking as though they are trained for combat.

The woman speaks, her voice gravelly.
"Aaaaaah. I see you have done me a service; that man is a thief. I would have you return him to me."

Insight TN 14:
You should be wary of this woman. Her eyes are hard and when she saw the group o you, her hands twitched towards her weapons.


Male Dwarf Slayer

1d12 ⇒ 10

Gori may lack insight but he is suspicious that someone working for one of the Wise would be a thief.


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

Insight: 2d6 + 1d12 ⇒ (3, 4) + (3) = 10

Ayluin sees nothing but notices Gori’s unease.
”Pray tell, what did this man steal?”

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