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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Looking at the rules more carefully, no, you do not need a Hazard test. It will take you some more time to get there, but you'll be fine. Hazard tests are only when you fail a Fatigue test with an 11/Eye.

Everything is fairly uneventful. Fatigue test time! TN is 14. Several players have bonus die for this test.


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 ⇒ (3, 6, 5) + (3) = 17
Great Succes; Endurance of the Ranger if necessary


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

Without looking it up . . .. If I remember, a success on the Lore gets me a bonus die for the Travel, which statistics says I could use, so . . ..

Travel w/ Bonus Die: 2d6 + 1d12 + 1d6 ⇒ (3, 3) + (4) + (4) = 14

Yep, I needed it. Success.


I will stop telling you all when to take Advancement Points; you know how the game works well enough by now, I think. So you all know for the future, you may roll a bonus dice AFTER you roll your normal dice. I would also like you to describe how you are gaining a bonus; what Great Success for your Lore roll allowed you to better deal with the fatigue of journeying to Mirkwood, Caunlaigdir?


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

Check. I had just gone through and taken the 3 marks for the last 3 rolls, actually. May have been too soon, though. As I said, working form memory and didn't look it up. Did I need a Great Success to have a bonus die? Then I don't have one and failed on the Travel roll. Now I'm going to have to go look it up . . ..

Found it. Page 151, before the rules on Journey, of course. Basic success is enough for one bonus die, so, yeah, I'm good. Okay, color text, then . . ..

The native of the Mirkwood spends a few moments considering the season and beasts commonly on the Western side of the forest, and adjusts his gear slightly for the expected weather and likely creature encounters.


Waiting on Fatigue checks from the rest of the group.


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 trudges along keeping his head down.

Travel: 2d6 + 1d12 ⇒ (3, 5) + (10) = 18


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

Travel: 1d12 + 2d6 ⇒ (11) + (6, 4) = 21 Poop. Eye of Sauron. So my total is a 10 and I probably invoke some sort of complication.


That is true, Galadhon; however, Ayluin may enable you to succeed rather than fail. Doing so will negate the risk of a Hazard.

Gori hasn't posted in about 3 weeks, it looks like, so I'll place him in "stasis" until he checks back in.

You all succeed (though Galadhon relies on the advice of Ayluin to do so) and make your way towards Mirkwood. The journey takes nearly two weeks, but the weather is pleasant and you have all come to enjoy each other's company, so the road does not appear to be overly toilsome.

Shortly after passing the Forest Gate and entering into Mirkwood, you are greeted by a Wood Elf patrol. There are six of them, and they are armed, but they do not seem threatened or surprised by you. 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

"Mae govannen! I am glad not only to see your patrol, but also that you appear unharmed. I am Caunlaigdir, and have spent some time working patrols such as yours."

Courtesy: 1d6 + 1d12 ⇒ (3) + (9) = 12

Harumph. I don't think any of my traits are useful ere (Elven Lore being the closest), so I guess I need to spend a point of Hope to be able to meaningfully engage with my kinsmen.


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 grimly watched as Caunlaigdir exchanged greetings with the wood elves.

Awe: 1d12 + 1d6 ⇒ (1) + (2) = 3


The Elves nod to you, Caunlaigdir, recognizing you as one of their people.
"Pray tell, brother, what brings you back to our wood?"


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

"Had I not lived it, I am uncertain I would believe it myself. We met the Brown Wizard, and he gave us words for King Thranduil. I am leading my companions to him so that we may discharge the Wizard's purpose."


"Seldom are the tasks of the Istari simple or without great import. Did the Brown One give you any missive that we may carry to our liege?"


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

"Only to announce our presence with his message. I thought I was clear that he tasked us to ensure delivery, not to hand the task off to others."


"That may be so, but in these unsure times, we must take extra care, even with one of our own when they come in the company of outsiders. We will carry this message to the Elven-king; you have our word of honor."


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 speaks softly to his companion.
"Peace, Caunlaigdir. These Elves merely perform their duty, as you would were you a patrolman for Thranduil King. If they shall transport our message for us, mayhap we may enjoy their hospitality for a bit, for even I am weary after our travels!"


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

"Take us to him and hold our arms and armor while we deliver the message if you must, but you will not insult us by relieving us of our task as though you are better suited to pick who serves the needs of the Istari than the Istari themselves."


The faces of the patrol turn steely.
"And yet, you would insult us, your own people, by so presuming we could not transport this message directly? Think you that the Elvenking, wise and powerful, would ignore the counsel of the Istari? So let it be; if you serve the needs of the Istari, ignoring the honour of your own folk charged by their King, we shall treat you as merely a servant of the Wizard."
The patrol leader who was speaking nods to his companions. They produce blindfolds.

"Since you deem we poor fools incapable of completing a task so daunting as relaying a message to our Lord, that he may judge for himself how best to proceed, you shall be blinded, and fettered. We will take you to a glade, and there you may keep your message to yourselves, and wait on Thranduil's pleasure. Had we seen one of our own kinfolk among you, surely we would have offered you refreshment after so toilsome a road; yet since only Wizard's pupils reside among you, we cannot be certain of thy quality, and you must remain under suspicion until our Lord gainsays this; clearly such a task is beyond those as lack-witted and incapable as we."


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 closes his eyes, stifling a sigh. He had foreseen this, though as a stranger to the Wood-Elves, he had no power to stop it.

Ayluin steps forward slowly and calmly. He holds out his hands to be bound and readies himself to accept a blindfold.
"Do your duty," he says, ready to accept whatever conditions they impose.


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

"No pupils here that I know of, but you know as well as I that a messenger who hands over his message to anyone else has failed in his task. If this is the only way you can feel powerful enough to let us deliver the message, than so be it."


You are all blindfolded and led through paths. Though they were unhappy with your manner, the Elves guide you true, and your journey is without difficulty.

Your blindfolds are removed, and you find yourselves in a large clearing, lush with grass and ringed by the forest.. The trees of Mirkwood grow thick and powerful all around, blotting out even the sun, but there are cunning lamps that shine with light like unto the stars, illuminating the clearing.

Two of the patrol remain with you. The rest leave to convey what has transpired.

Several hours pass uneventfully.

Eventually, a tall Elf that seems to radiate power and charisma strides swiftly from the treeline. Their fine clothes, green and white, are stained with dust and mud as though they have traveled in haste, but their face betrays no weariness.

Caunlaigdir, you know that you see the King of your people, Thranduil himself, before you.

He speaks to your group.

"So. It is as they said. One of my own subjects, and they flaunt decorum. Well, you are no courtier, this I know. You say you have a message. I will have it, and your names. I would have all the facts before I consider what you have brought me."

Thranduil holds out his hand expectantly.

This is a social encounter.

Insight TN 14:
Individual introductions are best. Awe or Courtesy will work equally well.

Thranduil is displeased that you did not follow the protocol that his watchmen set, but is curious about the message you bear.


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 ⇒ (6, 4) + (12) = 22
Great Success; two bonus dice

Ayluin bows deeply, speaking in the Elvenking's native tongue for a moment.

Sindarin:
"You honor us with your presence, Thranduil-King. I am Ayluin, son of Neluin, of the Dunedain. We have traveled far to bring you this message, as Caunlaigdir will tell."

After that, Ayluin will slowly and deliberately open his pack. He will produce a bottle of the wine that he purchased when they Trader's Isle.

"This is a particularly fine wine, m'lord. It would honor us all greatly if you would partake in a cup with us."

Though he lowers his eyes and offers the bottle in seeming supplication, any gathered can perceive a grace revealed in Ayluin; in the presence of one of the great among the Eldar, the countenance of the grubby ranger has begun to melt away, revealing one of the Men of Elendil lurking beneath.

Courtesy: 3d6 + 1d12 ⇒ (4, 6, 2) + (6) = 18
Great Success; would like to invoke Lordly for a third A.P.


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

Galadon keeps his counsel in the great wood, allowing Caunlaigdir to set the tone, though he marvels at the idea that one tasked with delivering a message to a king would reveal it to a mere forest patrol. He nods with approval when Caunlaigdir refuses to make so light of the Brown Wizard's task.

Galadhon bows low, for he knows the King of Mirkwood is great among both the Sylvan elves and the Sindar, a kinsman of the elves of lost Doriath.

"I am honored, great lord," he says. "I am Galadhon, son of Oronthir of the House of Finarfin. I offer you greetings from Master Elrond. Long have I desired to look upon your land and I see the tales were no exaggeration."

Insight: 1d12 + 3d6 ⇒ (2) + (1, 4, 1) = 8 Yikes!
Awe: 1d12 + 3d6 ⇒ (2) + (1, 6, 4) = 13 Drat!


Galadhon, that Awe roll is successful for you


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

Okay!

There is no canon age for Thranduil, but I have always felt that he and his dad Oropher must have been residents of Doriath in the First Age. Who knows how hold Oropher was (heck, he could have been born in Cuivienen for all we know), but Thranduil is likely in excess of six thousand years old and still rules the largest realm of elves in all of Middle-Earth. So, yeah. Respect.

I had Galadhon mention Finarfin because most of Finarfin's people stayed out of the Kinslaying (but it is likely that Galadhon's people were among those that did not (along with Galadriel and Gildor?)). It may have happened 6500 years ago, but elves have long memories.


Thranduil does not smile, but you sense the Elvenking is pleased. He gestures to the treeline, and from it, a servant approaches, bearing a cup. He fills the cup with your wine, Ayluin, and hands it to Thranduil.

The King of Mirkwood swirls the wine, examining and sniffing it. One eyebrow raises, but in appreciation rather than disdain. He tastes the wine, savoring it, and nods approvingly before speaking.

"An age of Arda, it has been, since one of the House of Hador and one of the House of Finarfin have stood together openly, though I do not doubt that you, at least, scion of Elendil, conceal through cunning arts thy true presence from the Enemy. Longer, still, it has been since Dunedain and Noldo have stood in my forest as my guests. You are welcome. Let us share wine. I will have that message as well. Tell me, as I read, what word from Lord Elrond? What news from Rhovanion?"

Yeah, it's not specified, but in my head I feel Oropher was born during the Years of the Trees. I'm not sure if Thranduil is quite that old, but I can see him having lived in the First Age for sure. It does mention that the Elvenking's halls were delved partially in memory of Menegroth, so he may have lived even in the Years of the Trees as well.


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 ⇒ (3) + (10) = 13 Missed. But I think I'm good with that, for now, honestly. I like where I'm going, even if the king won't.

"My king. Radagast chose to give us this message for you after we saved one of his agents, both from men of dark intent and powerful venom, and then we helped him heal most of the men in a settlement. These companions have displayed strength in the face of shades and skill at helping others."

Awe: 2d6 + 1d12 ⇒ (1, 5) + (9) = 15

"But delay was not indicated, and, so." The young elf extends the missive in his right hand, bowing above it.

I was really thinking Ayluin had it, but since he chose not to post about handing it over . . ..


I don't remember if we specified who has it, but you having it would make sense as they are your people.

Thranduil takes the missive, sipping wine as he reads. His brow furrows as he scans the parchment, then he regards your company.

"Are you aware of the contents of this message?"


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

"My king, he did not give us the specifics, but he did tell us he was requesting your assistance, and asked us to plead his case should you hesitate."


He sniffs.
"Aye, that is the way of the Istari. The letter says this; I should come and give aid and counsel in determining why Orcs from so far as the Misty Mountains are so far afield that they trouble the Woodmen.

Tell me; what think all of you of these matters?"


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 partook of the wine himself, mulling over the Elvenking's words.

"My thoughts are troubled by this, Thranduil-King. Long have I feared that the Shadow was not so quiescent as we may have wished, and if fell Goblins from the cold of the Misty Mountains are so far afield, indeed, then I fear that the power of the Orcs are not so broken in Rhovanion as we thought after the Wyrm was slain.

Many bonds of fellowship were forged that day. I know that the memory of the Eldar is long, and doubt not that you have grievances against some that dwell in Rhovanion. Those are yours, and you are Lord of your people, and must be proud and strong, and so they are legitimate. But even as your strength shelters those that dwell here, in the eves of the Greenforest, so too could the might of the Firstborn inspire and aid the mortal children of Iluvatar. You do not owe them this, but it would be a testament for all time of thy magnanimity."

Persuade: 3d6 + 1d12 ⇒ (1, 5, 6) + (1) = 13
Really, d12? Using bonus die.
Bonus Die: 1d6 ⇒ 4
Great 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

Aeddan simply stated, "It is only prudent for the elves of the woods to aid their allies."


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

"I am just one of your soldiers, my king, so I am certain there are many things about our world I do not understand. But it seems to me that as we have watched the Shadow seep into our forest, into our home, it has shown us that the more territory the Shadow controls, the more powerful it becomes. We could leave these men to their own devices and watch to see if they defend themselves well or if their homes are claimed by the Shadow. If they lose, though, then the power of the Shadow will continue to grow, and the task of defending our homes and our people from it will become more onerous. I would ask that you encourage our people to defend themselves and their homes. Such defense may require helping others as they oppose the Shadow in their own homes."

Persuade: 1d6 + 1d12 ⇒ (4) + (5) = 9 Wits is a 6, so I'll spend a point of Hope to make that a 15.


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

"The Woodland Realm is the greatest and oldest kingdom in Rhovanion," says Galadhon. "Yet mighty are the deeds of Men and Dwarves, to say nothing of wizards. If you would have my counsel, Lord, it is that the Younger Races need your counsel. They have energy and might, but not your long vision or experience. They have not lived through ages of the world. Great though your realm may be, your true strength, it is said, lies in your wisdom and experience. It is this I would urge you to share at the Council called by Radagast."


Thranduil purses his lips, considering, then he speaks again.

"It is said that my true strength is in my wisdom, and indeed, the Woodland Realm has lasted long through our might and cunning. Betimes, this cunning has guided me to withdraw and close my borders, focusing on the security of my people rather than the toils of the outside world. Tell me, of what concern is it to me or my realm that Orcs trouble the Woodmen?"

Insight TN 14:
Though his words seem cold, it does not seem that Thranduil actually means what he is saying. You sense that he wants to gauge your response.


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 ⇒ (5, 6) + (4) = 15
Ayluin frowns, composing his thoughts before speaking.
"Many might say that it is the duty of all who would live freely in this good world to aid our fellows against the Shadow, be they Men, Elves or Dwarves. Not all of those might truly reckon the depth of such counsel, for as one of a shattered, hidden people, I can say more surely than most; standing against the Shadow comes at a price.

And yet.

Offer me storied Numenor, risen from the depths and shining brightly, the seat of the authority of the Lords of Men. But to have this, my people restored and unblemished, the Enemy would never have been taken in the days of old and been free to work his evils on Middle-Earth with only the Eldar to oppose him...and I would say thee nay, if for no other reason than the certainty that once he had mastered all other foes, his terrible gaze would fall upon Numenor.

Even if altruism moves not your heart, my lord, you have far greater experience than I with the Enemy; surely 'tis reason to see that he would not let so great a foe as yourself reside unmolested for ever."

Persuade: 3d6 + 1d12 ⇒ (4, 3, 1) + (10) = 18


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 ⇒ (3) + (3) = 6 Okay, then . . ..

The young elf looks distinctly uncomfortable. "The training you have provided for me about the opponent suggests that any who are left for the Shadow to claim will be turned against those who still stand in opposition. If we do not help our neighbors defend themselves, then our neighbors are likely to be turned against us. That makes the risk of doing nothing greater than the risk of helping, right?"

Persuade: 1d6 + 1d12 ⇒ (4) + (6) = 10 Again with the point of Hope for the +6 . . .. Gonna have to improve the social skills across the board, it seems.


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 keeps silent unsure of what to make of the elf kings comments.

Insight: 1d12 + 1d6 ⇒ (5) + (5) = 10


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

"You are mighty, Lord, but the mightiest warrior cannot stand alone against an army. The shadow in the south grows strong. Dragons and trolls return to the world. The Easterlings grow powerful. Perhaps you would outlast all other realms, but that would be cold comfort when the Necromancer crosses the river or the hordes of the east sweep into your woods at last. If the Battle of Five Armies taught any lesson at all, it was this: that in these latter days the Free Peoples must stand together or fall separately."

Insight: 1d12 + 3d6 ⇒ (1) + (1, 6, 4) = 12 If that doesn't suffice, Galadhon spends a point of Hope to raise it to a 17.


Those two expenditures of Hope will bring those to a Success and Great Success respectively.

Thranduil says nothing for a moment, but drains his cup of wine in a long, practiced swallow. He stands, and you see in his countenance a glimpse of the mighty spirit that burns within; here is one of the Firstborn that has lived through ages of the World and stood against the Enemy, and the fire of his spirit is yet undimmed.

Thranduil turns to the aide that brought him his cup.
"Saddle my horse! I'll bring my personal guard and ride to Rhosgobel myself and confer with the Wizard."

Thranduil turns to you, and you see in his bearing some that some judgment has been made.

"Old Radagast is cunning. He knew just what group might sway me. You have done well, attending this errand for the Istari. I offer you the hospitality of my halls; you may take your rest and be refreshed. On the morrow, you will ride with us to Rhosgobel. You are too great a part of this stand aside now!"

It is quite clear that the Elvenking is not asking. After this, however, you are treated as honored guests; you are given fresh clothing while what you have is laundered. Warm baths are drawn for you, and you are provided a fine meal of venison and berries and root vegetables. Elven-wine is shared.

Though they are a secret, sometimes insular people, you see some of the glory and power of the oldest Kingdom of Middle-earth. You believe that, though it will not be easy, perhaps through your craft Thranduil could become a more regular ally to the Free Folk. Feeling this, and enjoying the hospitality of the Woodland Realm, your spirits are lifted.

All companions may lose two points of Fatigue from travel, if any, and regain one point of Hope, as you listen to strains of Elvensong that even you, Galadhon, have never heard. Here is but an echo of the strength of the Eldar in the days of old...but to know that even an echo still sounds does much to give you courage.

The next day, your garments are brought to you, clean and fresh. You are given horses for the journey, that you may keep up with the Elves. The journey is swift and easy; the Elves act as guides and huntsmen and the like. If you wish to aid, you are welcome to, but there are enough Elves that every check is automatically successful.

In less than half the time it took you to make the journey to Mirkwood, you return to Rhosgobel. Radagast stands in front of his dwelling, bowing and welcoming the Elvenking quite kindly. Thranduil gestures to your group, then instructs his guards to wait outside.

Upon going inside, Radagast and Thranduil talk, asking you for input or more information as appropriate. Since you have been gone, Radagast's animal companions have done some spying for him; it appears that a large group of Orcs are gathering, and are planning to attack Woodland Hall. For so many disparate groups of Orcs to come together, they must be driven by some dark power that has yet to reveal itself. There is no time for further speech or delay; action must be taken now or the Woodmen may fall to darkness.

Radagast's plan is simple; gather all able-bodied Woodmen, then make for Woodland Hall and set up a defense.

Thranduil agrees to lend his aid.

Your party sets out at once, heading North. The Woodmen-town is on the way, so you stop there, gathering volunteers and sending out scouts to patrol and warn outlying farms. You send messengers ahead of your party to forewarn the others.

Eventually, you arrive at Woodland Hall.

Bregdan, your ally, is waiting there, along with other chiefs of the Woodmen. They have been awaiting your arrival, and are ready to proceed with a council of war.

If any of you wish to participate, you may, or you may leave it to the others. What would you like to do?


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

Ayluin absolutely wishes to participate.


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

FAR too big an event to skip!


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

Honored to be invited to the council Aeddan finds a seat.


Sorry about the delays guys, work has been nuts

The war council begins. Radagast and Thranduil sit in silent contemplation as the situation is explained. Woodland Hall is, itself, quite defensible. The area in general is protected by a tall hedge and a stout stockade. The actual building is located atop a hillock, three sides of wish have been made sheer by the work of Men. The true difficulty they will face, they think, lies in defending some of the outlying areas. The easiest way into the Woodland Hall is through a gate, one defended by a palisade. The Orcs are likely to attack there. They will surely attack at night.

What is your input to this war council?


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 thinks while the leaders of the Woodmen converse, and when there is a break in the conversation, he chimes in.
"Skilled in woodcraft and all manner of hunting and trapping are the Woodmen of the Wilderland. To you, this is my counsel; if there is time enough for such cunning craft, set your people to quickly clear away some of the ground in front of the palisades. It need not be overly deep, perhaps three feet or so, but it should be wide, wide enough for three men abreast at the least. Fill that area with sharpened stakes and then conceal your work. Leave a wide enough path for men to stand together and fight on it, that we may hold the gate.

I say also that any excess hay or other flammable material should be gathered. Orcs and Goblins do not walk abroad in the day, and indeed they fear and flee from the light. Let us ring our battleground with such implements, and once we draw our foe into combat, set them alight with flaming arrows to bewilder and terrify them. My own horn shall sound the volley, and they shall know fear! With such cunning traps, surely the advantage will be ours!"

Battle: 3d6 + 1d12 + 2 ⇒ (2, 3, 4) + (8) + 2 = 19
Regular success but I'll invoke Leadership for a 2nd A.P.


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

As Ayluin's words are absorbed, Caunlaigdir adds to them. "He speaks true, but you will need extra labor to get the work done quickly enough. Given that the outer villages and farms are poorly defensible, you should gather those men here, bringing what supplies they can carry." He looks uncomfortable and glances around the table. "The enemy fears fire, but they respect it as a weapon. Fire could destroy the hedge while forcing people out of the fortification. Some of your extra manpower should go to firefighting details, in order to stay a step ahead should they choose that tactic. This will dangerously overflow your fortifications, I fear. One way to reduce that overcrowding is to take a force of volunteers to hide in the countryside, returning to attack the enemy's flank after they engage the assault. Such a group will face a great number of losses, but if they avoid early discovery they will simplify your main defense effort. Great risk for a small chance of great benefit."

Battle: 2d6 + 1d12 ⇒ (6, 4) + (8) = 18

Great success! REALLY risky tactic described though.

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