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

Insight: 1d6 + 1d12 ⇒ (6) + (6) = 12

"I think your accusations against this man can wait. He needs tending by a healer, or your they won't matter. You would rather have a live thief to punish, wouldn't you?"

Persuade: 1d6 + 1d12 ⇒ (5) + (1) = 6 :facepalm:


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

Insight: 1d6 + 1d12 ⇒ (4) + (11) = 15

"And who are you?"Aeddan asked.


"I am Dagmar, servant of Mogred, Lord of Tyrant's Hill. We can see to the thief when we take him back."

None of you know either of the names.


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

Insight: 1d12 + 3d6 ⇒ (8) + (1, 1, 4) = 14 Nope.

GM, would this be an appropriate time for an Awe check?


That Insight roll was successful, Galadhon. Also, yes, you could make an Awe roll to impress or intimidate


Male Elf (High Elf of Rivendell) Valour 3 / Wisdom 3; Endurance: 30; Hope 12/14; Parry 10
The Fellowship of the Rings wrote:
"Glorfindel was tall and straight; his hair was of shining gold, his face fair and young and fearless and full of joy; his eyes were bright and keen, and his voice like music; on his brow sat wisdom, and in his hand was strength."

___________________________________________________________________

Awe: 1d12 + 3d6 ⇒ (11) + (6, 5, 6) = 28 Eye of Sauron, but an Extraordinary Success nonetheless. See also his Specialty (Enemy of Sauron) and Distinctive Feature: Lordly.

Suggestion to GM:
This could represent the figurative Eye of Sauron. Galadhon has a (bad?) habit of announcing himself wherever he goes, deliberately annoying the servants of the Enemy. Word of this instance could get back to Dol Guldur or Barad Dur.

Galadhon notices something in this woman's features, her hard and unforgiving eyes, the set of her jaw that says she is moments from starting a fight that will end poorly regardless of who wins.

He steps forward, spear in hand and shows forth a fraction of his true power, a Lord of the Elder Children of Iluvatar. To some there it will seem as if an old legend has arisen unbidden from the depths of time. Others more wise may perceive a figure wreathed in pure white starlight, the light seeming to pour forth from him and through him.

"Hold! I am Galadhon of Imladris and by the ancient laws, this man is under our protection. Seek to lay no hand upon him or that hand is forfeit. When he is tended to, we shall hear your tale and judge whether and where to bestow him."


Galadhon, those before you shy back, your splendor revealed! Yay, even your allies, with the exception of Ayluin (who has long walked among the Noldorin) are taken aback; Caunlaigdir, you are for a moment breathless, as you see here the cloaked might of one of the Firstborn, with a lineage to rival that of the Elven-king.

The woman snarls at you.
"Aye, you are mighty, and we will stay our hands! But our lord will hear of this; do not think that for this, you will escape the displeasure of the Lord of Tyrant's Hill!"

And they slink back into the forest, and trouble you no more.

Galadhon, I am awarding you a bonus experience point for the incredible roll and great roleplaying.

You now have Beran. You have driven off the servants of Tyrant's Hill. What do you do?


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

Quickly, we nee to get Beran to Rhosgobel while there is still hope, Aeddan said as he starts making a stretcher to carry the unconscious man on.


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 says nothing but readies his equipment and person for the journey.


As you are near to Rhosgobel, no travel rolls are necessary; you reach Rhosgobel in a few hours of travel.

When you get there, however, you find the place in a bit of chaos.

Entering the hall of Radagast, you see two Woodmen, unconscious on cots. They are both wounded and Radagast is tending one of them. As you enter, he looks yo.

”Ah! Luck, it is, that you have found me at this hour! If any of you have skill as healer, help me tend these men...and I see my own watchman there! I see venom in him. Well, we shall sort that out presently. Come, lend me your hands!”

Healing rolls from anyone who wishes. TN is 12


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

"Of course we will help!"

Healing: 2d6 + 1d12 ⇒ (6, 2) + (3) = 11

I'll burn a point of Hope to make that a success.


Male Dwarf Slayer

Gori will attempt to use what little healing skill he has.

heal: 1d6 + 1d12 ⇒ (2) + (9) = 11

He will also use a point of hope to push that into 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

"Let me help," Aeddan offered the Wizard.

Heal: 4d6 + 1d12 ⇒ (4, 4, 1, 2) + (9) = 20


Between the three rolls, you are able to assist the wounded men as well as put together an antivenom for Beran. Radagast watches your ministrations, helping when needed but otherwise letting you work.

Once you are all finished, Radagast fetches a basin with water for you all to cleanse yourself. He then speaks.
”Well! This had not been quite how I planned on meeting, but the best laid plans of men and Wizards often go awry, and I am grateful for your assistance. Please, take some wine and refreshment; I have long intended to meet the lot of you.”

Insight TN 14:
Radagast would favor individual introductions. He does not favor any one social skill over the other; you get the sense that he’s trying to see how you measure yourselves more than anything else.


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

Insight: 1d12 + 1d6 ⇒ (4) + (5) = 9

Aeddan introduces himself with a song telling of his deeds and his travels.

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


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

Aeddan- only Awe or Courtesy are used for Introduction unless DM Rag says otherwise. Song is an interaction skil, so I think you have to roll Awe or Courtesy forst.

Insight: 2d6 + 1d12 ⇒ (5, 4) + (10) = 19
Courtesy: 3d6 + 1d12 ⇒ (5, 5, 4) + (9) = 23
1 success and AP each, 1 bonus die

Ayluin bows deeply, then stands straight, his countenance shifting. Galadhon alone has seen Ayluin with his nobility revealed; here is the countenance of the ancient Kings of the greatest Men of any Age of Arda, tutored by the Firstborn and favoured by the Vala before the Enemy deceived them and led them to ruin.
”Long, it has been, since the descendent’s of Elendil have enjoyed the company of thr Istari. I an honored to be in your presence, Wise One. I am Ayluin, son of Neluin.”
This is the first time any of you have heard Ayluin give his given name to a stranger.

”By your word, you have desired to meet us. Is there some sevice we can render, my lord?”
Persuade: 3d6 + 1d12 ⇒ (6, 4, 3) + (10) = 23
Great Success!


”Not to me, young Ranger, but all the Free Folk. But come, I shall converse with all of you before beginning such dire talk.”


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

Insight: 1d6 + 1d12 ⇒ (5) + (4) = 9
Courtesy: 1d6 + 1d12 ⇒ (6) + (11) = 17 That counts as a 6 total, right? In addition to being an eye.

The young elf misses the desire, but knows to follow the example set by his companions.

He looks more confused at Ayluin than shocked. Maybe he's not quite past the revelation of Galadhon.

"A pleasure to meet you, great wizard. I am Caunlaigdir. How can my bow help you?"


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

Insight: 1d12 + 3d6 ⇒ (9) + (3, 3, 6) = 21 Great Success.

Galadhon is no fool. He cannot treat the wizard as he did the folk of Tyrant's Hill. Yet he knows his long years in the library of Rivendell have done nothing for his courtesy. Instead he sings a tale of Lindon and the landing of the Istari a thousand years before, intended as a honor to Radagast.

Song: 1d12 + 2d6 ⇒ (1) + (5, 3) = 9 Nope!


Ayluin was correct above; Song is not an Introduction Skill. Galadhon and Aeddan please roll Awe or Courtesy to see if you may interact with Radagast in regards to the social contest. Remember that success on your Insight Roll confers bonus dice; one for a regular success, two for great success, etc. Traits can be invoked as normal.


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

Awe: 1d12 + 1d6 ⇒ (7) + (6) = 13

Aeddan proudly introduced himself a a man of the woods.


In this case a 13 is successful, you may now roll Song to contribute to the social interaction with Radagast.


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 bows to the wizard and shares their story with a song.

Song: 1d12 + 3d6 ⇒ (7) + (2, 6, 2) = 17


Male Dwarf Slayer

Awe: 1d6 + 1d12 ⇒ (1) + (8) = 9

Gori lets the more well spoken members of the company lead the conversation with the wizard.


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

Galadhon is not going to try to impress the wizard. He knows what high order Radagast is from. He instead simply introduces himself.

"Master Radagast, I am Galadhon, of the folk of Imladris. I am here to learn of your wisdom, as my people did of old in the West."

Courtesy and Great Success on Insight: 1d12 + 1d6 + 2d6 ⇒ (5) + (4) + (4, 6) = 19 Great Success.


"Ah, it is a pleasure to meet you all. Especially one of the Noldo! Though I see you are too young to remember the light of the Trees, I say that is for the better. Still the fire of your spirit burns bright, and much good may it bring the Free Folk, and much woe to the Enemy!

I confess that I am troubled. These men were wounded by Goblins; while that in itself is not unusual, what is unusual is that, from what I can gather, these Goblins were from the Misty Mountains! Now, what think you of that, hm?"


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 pursed his lips, thinking.
"The Misty Mountains are far from here. If the group is from there...perhaps a remnant of the Battle of Five Armies? Though, that they've remained at large and united for so long is passing strange. Know you of this, Wizard?"
Persuade: 3d6 + 1d12 ⇒ (4, 4, 4) + (5) = 17
Ordinary success


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

"Or they have strayed far from their fastnesses in search of we know not what. But seldom do the yrch stray so far from home save at great need. It would be well to waken our guest and ask him what it was they sought."


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 remained silent content to let his companions carry the conversation.


Male Dwarf Slayer

"This is indeed troubling, whatever their reasons they are clearly a danger."


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

"They should be dealt with. Are we enough, or should we aid the locals as they clean out their own troubles?"


"I have more eyes and ears at my disposal than most. The birds and the beasts tell me that the forest stirs...that all is not right or natural. There is a shadow upon my thoughts these last hours, and I fear that we may face a threat far more dire than we ken.

Several of you are of the Firstborn. I believe that we should seek the aid of the Elvenking in puzzling out these events...because I fear that these Orcs have been organized by someone, or something, and we shall not be able to blunt their predations with the might of the Woodmen alone. Wait here a moment; I must compose a letter to Thranduil."

Radagast heads off to an adjacent room, returning after a few minutes with a sealed letter. In the wax, there is a stamp that is easily recognizable as a Rhosgobel hare; clearly Radagast's seal.

"If Thranduil becomes obstinate, remind him that the Beast is terrible, and that if it's gaze were no longer drawn by the Woodmen, swiftly would it turn to Mirkwood and his people. I will not ask if you will do this...I know you will, for I can see that you would not allow such dark events to befall the good people of Rhovanion. Now, go! Time is of the essence!"

You have sufficiently impressed Radagast that he has trusted you with important information, and a missive directly to Thranduil, the Elvenking of Mirkwood. The most common among you recognizes this as a great honor.

This would probably be the end of a session, so I would like everyone to take two Experience Points and whatever relevant Advancement Points from that interaction.

It's now time to plan your journey to Mirkwood! Anyone who wishes to may make a Lore roll; remember that failure with an 11 will make things more difficult.


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 ⇒ (4, 2, 6) + (5) = 17
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

Ayluin bows to the Wizard.
"We shall perform this task, Tender of Beasts. With wine and song and honey we shall ply the lord of Mirkwood and bid him to come hither and lend his aid."


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 ⇒ (2, 2, 5) + (8) = 17

Success.

"We thank you for your trust, and will deliver the message to Thranduil with all haste."


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 nods his head in farewell to the wizard.

Lore: 1d6 + 1d12 ⇒ (1) + (6) = 7


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

Galadhon Lore: 1d12 + 5d6 ⇒ (9) + (4, 5, 5, 2, 3) = 28 Ordinary success.

Galadon smiles. To be entrusted by one of the Istari is a great honor, and much in keeping with his charge by Lord Elrond to advise and safeguard the young Dunadan on his path.

"Long have I desired to look upon the Halls of King Thranduil," says Galadhon. "For they recall the glories of the Thousand Caves, it is said, and in their folk is recalled much not only of the Sindar but of our kin long sundered since before even the Thousand Caves were delved. Gladly will I go, if Master Caunlaigdir will vouch for me, for maybe there is little love in the Forest Halls for one of my race."

Ancient grievances run deep for the elves as for the dwarves.


Just need a Lore roll from Gori. After that we'll be underway; I'll roll tomorrow if it doesn't get up


It seems as though Gori has no ranks in Lore, so he will not roll. It is time for you all to fill your roles for a Journey! Guide, Scout and Huntsman, make me some rolls, 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

As they travel Aeddan try's to provide fresh meat for the group.

Hunting: 1d12 + 3d6 ⇒ (3) + (4, 1, 5) = 13
Hound roll: 1d12 ⇒ 9

Total =19


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

Gori? You around, sir?


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 ⇒ (4, 6, 2) + (11) = 23
11 is a 0...so I think I risk a hazard! Let's see what happens!


Male Dwarf Slayer

Somehow I didn't see any updates until today

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

Gori tries to scout ahead but achieves little.


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

Guide is taken by Ayluin. Should I double up on Scout or Huntsman? Or should I take the unrequested role of Look-Out Man? All 3 are skills I have 2 ranks in, so the dice will be identical, though I have traits for Look-Out.


The only role that may have more than one companion in it is Look-out


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

Got the PDF One Ring Bundle. Trying to look up rules as I need them so I am more likely to remember them. Top of 154, right-hand column: "With the exception of the company's Guide, more than one player-hero may be assigned the same role . . ., but normally no character may assume more than one role at the same time." That said, Look-Out's perfectly acceptable, and could well have a need.

Awareness: 2d6 + 1d12 ⇒ (4, 2) + (9) = 15 Success!


Must have mis-remembered!


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

Look-out here, too.

Awareness: 1d12 + 2d6 ⇒ (1) + (6, 3) = 10 Nope!

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