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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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 quiet for most of the council and stoically agreed with Caunlaigdir's idea of flanking the enemy.

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


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

Galadhon listens, agreeing more strongly with Caunlaigdir's initial point than his latter. His people have little history of woodcraft.

"I agree. The residents of the outlying farms should be gathered here and this place made as stout and defensible as possible. But you have present emissaries from great powers, and to these you must turn for such advice and succor as they may be able to give you, for their strength is great and their wisdom may be the margin upon which you survive this assault," he says, indicating Radagast and King Thranduil with respect.


Welcome back Galadhon! Hope all is well :)

At Galadhon's words, Thranduil himself rises, and in what Galadhon and Caunlaigdir can recognize as an almost shocking gesture of respect, the Elvenking inclines his head to the gathered Woodmen.
"Our journey here was swift, though not so swift that wise Radagast and I could not have counsel. I was reminded, then, of the Battle of Five Armies, and of the fact that all of us assembled, had we been alone, would have fallen to the Shadow that day.

This I say unto you; listen to the counsel of these brave warriors. Their words are wise. My own warriors will stand with you; the skill of the Woodland Folk with a bow is unmatched in Middle-Earth, and our warriors have experience contesting the Shadow in the days of old."

Radagast then chimes in.
"Speaking of these fine warriors...good Woodmen, you know me, and have for many a year. I, and these Elves, and this band of heroes here, are here to support your people, not fight your battles for you. Indeed, with the valour of the Woodmen such will hardly be necessary! It is my counsel that we keep this band of warriors in reserve, to counter any vile tricks or underhanded stratagems that the enemy might employ. Men mock the cunning of Orcs at their own peril! But let them try such things against the might of Eldar and Man united, and woe betide them."

At that, the war council resumes, discussing what to do. They agree that the farms should be pulled back and that fire should be used to trap and frighten the enemy. While Caunlaigdir's plan is bold, looking at their current manpower, they don't think they want to risk such an assault force. They do, however, like the idea of firefighting teams, and in fact dig some trenches in front of the hedge as they work, setting up a fire break. They are also able to rig some traps, though they simply do not have time to make them to the scale that Ayluin desired.

You lot spend the day ensuring that the Woodmen are ready to defend themselves. Many people come to you seeking advice on tactics and formations. If there is anything specific you would like to do, mention it in a spoiler and we will resolve it.

All of you gain an additional 2 Combat Advantage die that you may use in the coming fight due to your preparations.

Eventually, Woodmen scouts report in; the Orc warband has been sighted. It is large, but they have not yet made ready to attack. You all know, as do Thranduil, Radagast and some of the more experienced Woodmen, that they will attack at night.

Eventually, night fall. As it does, you make your way onto a covered platform near the palisade to better observe the battlefield, joined by Radagast, Thranduil and Bregdan. The sounds of clattering armor and weapons are heard off in the distance. After a minute, a large body of Orcs makes it's way into view. You can't quite hear them from this distance, but you can make out several distinct voices. The Orcs are not yet charging; clearly, someone (or several someones) is giving them orders.

Feel free to do any pre-battle things you might wish right now! Also, roll Battle checks to determine Combat Advantage!

The Orcs march forward slowly, the ones in front bearing stout shields. A rank of archers moves behind them. They will be in range shortly...but of course, these Orcs are not the match of Elves when it comes to archery, and the main body has finally moved inside the ring of combustibles. Thranduil raises one hand, barking a command in the Elvish tongue.
"Tangado a chadad!

It is now that you see how fearsome those of the Woodland realm can be. As one, with unerring precision, the Elves dip their arrowheads in waiting oil. They then raise their bows, but do not yet draw. A torchbearer crouches, moving swiftly underneath each of the upraised bows, pausing only long enough to light the oil on each arrowhead.

Thranduil speaks once more, hand snapping forward as he does.
"Hado i philinn!"

As one, the Elves loose. Some of the burning arrows find the flesh of Orcs, despite their shields. The others find their mark, lighting great fires. Many of the Orcs leap, startled and look about wildly, eyes betraying fright. Their ranks are in disarray, but still, they are forced forward by their captains, though much more unwillingly.

The battle is soon joined with a crashing of arms, and the screams of the injured and roaring of the Orcs. The Woodmen and Mirkwood Elves acquit themselves well, fighting with precision and purpose.

Awareness TN 14:
You notice that a group of Orcs has managed, in the confusion of the battle, to make it to a gate of the palisade. Though it is locked, the gate could eventually be battered down, which would leave the Orcs with another entrance and the ability to outflank the Woodmen. You must act quickly to stop them!


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 to any that ask questions of him, offering advice to those that would be captains in this coming battle. He speaks of what he has seen Orcs do in pitched battles, attempting to prepare them for what is to come. As the Orcs come into view, Ayluin will raise his voice, speaking in a clear, strong baritone.

"They have come to take what you hold dear, but they did not reckon on the strength of your resolve! They think to make you afraid, but they did not reckon on your stout hearts! They think to kill Men, but they did not reckon on your stout sword arms and your allies, making you mighty! We will stand against the Shadow! For Rhovanion! For the Woodmen!"

Battle: 3d6 + 1d12 + 2 ⇒ (6, 2, 3) + (12) + 2 = 25
Great Success, will invoke Leadership for 3rd AP

Awareness: 3d6 + 1d12 ⇒ (6, 2, 5) + (6) = 19
Great success

Seeing the Orcs, Ayluin reacts.
"We are needed! Look, to the gate! Quickly now, a volley of arrows and then it will be time for sword and axe! Caunlaigdir, remain here and rain arrows on our foes!"
Opening Volley?


Aye, you are entitled to an Opening Volley, anyone who wishes. Everyone else, roll for Awareness to see if you get the A.P., but at Ayluin's words, you may act on the information in the spoiler.

Also...

LM Roll:
Magic: 1d6 ⇒ 5

You can all see, out on the field an Orc suddenly swarmed by hundreds of black butterflies. Distracted and harassed, he is easily felled by an arrow shot.


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

Opening Volley: 2d6 + 1d12 ⇒ (6, 4) + (2) = 12
Ayluin attempts a shot, but misses; he is rushed, as far more important is getting to the gate to hold it.

Ayluin rips Urfael free from it's scabbard, the blade ringing with a pure, clear sound as it emerges. Ayluin moves swiftly, targeting multiple Orcs with his attacks, attempting to bring down several as quickly as possible; speed is the key to defending the Woodmen.

Open Stance
Swift Strokes Called Shot: 4d6 + 1d12 ⇒ (1, 6, 3, 3) + (2) = 15
13 damage to each


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

Battle: 2d6 + 1d12 ⇒ (5, 3) + (10) = 18 Simple Success provides a net of 3 Combat Advantages.

Awareness: 2d6 + 1d12 ⇒ (3, 2) + (1) = 6 Not so much

Rearward combat stance.

Opening Volley: 4d6 + 2d12 - 11 ⇒ (1, 5, 6, 4) + (11, 8) - 11 = 24 I'll skip the Eye, thank you very much. Great Success, I think. - 12 Endurance.

Woodland Bow Second Opening Volley: 4d6 + 2d12 - 6 ⇒ (4, 2, 5, 5) + (6, 9) - 6 = 25 Success, I think. - 5 Endurance.

First exchange: 4d6 + 2d12 - 9 ⇒ (6, 4, 1, 3) + (9, 12) - 9 = 26 Great Success, I think.
Piercing Blow, too. TN14. - 12 Endurance.

Wait, you called for me to "rain arrows." I didn't even try to do a "Rain of Arrows". Dang. Maybe next round. If I remember.


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

Awareness: 1d12 + 2d6 ⇒ (9) + (4, 5) = 18 Success.

Battle: 1d12 + 3d6 ⇒ (1) + (5, 4, 2) = 12 Failure.

Galadhon doesn't carry a bow, but is impressed by his sylvan companion's archery.

"Save some for us, Caunlaigdir! Will you kill them all before we reach the foe?"

So saying, he rushes after Ayluin (whose safety is after all his chiefest duty), pulling the cover from the Bulwark of Ecthelion and joins the Dunedain in battle, yelling his challenge to the foes of the Free People.

"Elbereth! Galadhon is upon you! Flee and live yet awhile!"

Spear: 1d12 + 3d6 ⇒ (1) + (6, 5, 6) = 18 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

Awareness: 3d6 + 1d12 ⇒ (5, 2, 1) + (12) = 20
Awareness, Hound: 1d12 ⇒ 6
Battle: 2d6 + 1d12 ⇒ (3, 2) + (11) = 16 Eye

Aeddan joins the fray with his companions.
Open stance

1 H long axe: 4d6 + 1d12 ⇒ (3, 1, 2, 4) + (3) = 13


LM Rolls:
Orc Protection Test: 3d6 + 1d12 ⇒ (3, 1, 5) + (10) = 19

The keen-eyed Wood Elf swiftly fells two of the Orcs in the time it takes you all to reach your foes! Urfael flashes as you have come to expect, claiming the lives of two more Orcs! Galadhon, your roll as in fact an Exceptional Success; the Bulwark of Ecthelion seems to reflect gathered starlight, blinding the Orc in front of you, and you impale the monster, transfixing him with one mighty blow!

Aeddan, you join the battle, your woodland axe biting into the shoulder of one of your foes!

Ayluin, you are Unengaged.
Galadhon, you are Engaged by one foe.
Aeddan, you are Engaged by two foes.

LM Rolls:
Galadhon Attack: 2d6 + 1d12 ⇒ (1, 5) + (6) = 12Aeddan Attack: 2d6 + 1d12 ⇒ (1, 2) + (9) = 12Aeddan Attack: 2d6 + 1d12 ⇒ (1, 5) + (3) = 9Magic: 1d6 ⇒ 3

These craven servants of the Shadow were clearly not expecting so mighty an alliance of Man and Elf to assault their flank! They offer only feeble blows, none of them enough to threaten so doughty a force as yourselves.

A sound grows in the distance, swelling until it drowns out even the din of the battle. It is a choir of maidens, voices coming together, pure and true, and you are all bolstered; all of you gain one point of Hope.

Player turns and remember to list your stances and damage for me please :)


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 brandishes his blade, uttering a battle cry in Quenya, causing the foes to shy before his wrath and brilliance. He steps forward, tall and strong, a lord of Men come to do battle against the Shadow.

He stepped forward, standing next to Aeddan, his mighty weapon slashing out twice.

Swift Strokes: 4d6 + 1d12 ⇒ (2, 3, 6, 4) + (3) = 18
Success; 13 Endurance damage


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

Seeing the ranger step to Aeddan's aid, he shrugs and lets only one arrow fly at the orc threatening Galadhon.

Woodland Bow: 4d6 + 2d12 - 9 ⇒ (4, 1, 6, 4) + (9, 12) - 9 = 27

Likely Great Success and Piercing blow both. TN14. - 12 Endurance.

Oh yeah. And rearward stance.


Ayluin continues his fell work, Orcs falling before the mighty ranger! Caunlaigdir's bow fells the last Orc harassing Aeddan, and the enemies have been routed...the gate to the Palisade is safe.

LM Rolls:
Magic: 1d6 ⇒ 4

A breeze stirs from the West, and the sky turns a shade lighter. The men are holding the gate, and have beaten back the Orcs with the help of their elven allies.

Then you hear it.

Fell voices, cutting through the cheers and good spirits of Men and Elves, chanting in a dark, forbidden tongue that makes the very air seem heavy with malice.
"Gu kibum kelkum-ishi, burzum-ishi! Akha-gum-ishi ashi gurum!"

You can see them, now; perhaps two dozen Orcs, all that remains of the mighty host, yet they are not cowed. They stand out of the range of arrows, ringed by flame, banging weapons on shield and chanting to that rhythm. It rises, reaching a crescendo;

And from beyond, a large shape rushes forward through the flames.

As clear as day, you can make out a Troll, heavily armored and brandishing a club as large as a man. It bellows, and the men standing at the gate wail in fear and anguish, their resolve crumbling. The troll begins to charge. As it comes into range, the elves loose a volley, but it raises it's armored arms over it's face and hunkers down, and most of the arrows clatter harmlessly off it it. A few stick in, but do very little damage. It resumes it's charge, the men near to panic.

What do you do?


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

"Do not let fear darken your hearts, son of Men! The Enemy is terrible, but there are those here that cannot be cowed, cannot be driven away, no matter how terrible the foe! Rambler is here, fell-handed and dour! Galadhon of the House of Glorfindel spits in the eye of the Shadow, and long has his people opposed the Enemy, ever a blight on their plans! Aeddan, your own kin, mighty among the Woodmen stands! Rescuer of Wolfbiter, you hold him in high esteem, and well it is that you do so for so doughty a Woodman! Not least among us is Caunlaigdir, whose sure hand and keen eye, and unmatched skill with the bow, has already saved many of us.

You have fought, and you have bled, and you have won! The Enemy is simply too dim to know that it has already lost, but I vow to you now, as you hold this gate, so shall we! This foe shall not survive our blades!"

Battle: 3d6 + 1d12 + 3 ⇒ (5, 1, 1) + (7) + 3 = 17
Ayluin grabbed the Horn of Arnor and blew, a clear, loud note sounding forth, filling the hearts of those who heard it with emotion.
Ayluin will then turn to Galadhon and Aeddan, smiling with grim determination, then raised his blade in salute to Caunlaigdir, speaking loudly enough that the Elf on the platform could hear.
"This is not the most fearsome foe we have fought! He shall be felled, like the others before him. Together, friends! Caunlaigdir, aim for the neck and armpits!"

Ayluin then charged, trusting Galadhon and Aeddan to follow alongside. Ayluin held the Shield of Dol Amroth aloft, then cried out wordlessly. He aimed for the beast's hand, using his blade to simultaneously attempt to wound the Troll and deprive it of it's weapon.

Disarm: 4d6 + 1d12 ⇒ (5, 3, 1, 6) + (11) = 26
Ouch. Gonna use a bonus dice.
Bonus Dice: 1d6 ⇒ 2
Should be a roll of 17 total, and 13 damage if successful.


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

"Armpits? While he's fighting? He is serious, isn't he?" The elf watches the beast's movements until he feels them, and then takes a shot at the beast's neck . . ..

Called Shot (Pierce) w/ Bow: 4d6 + 2d12 - 4 ⇒ (2, 5, 5, 3) + (10, 4) - 4 = 25

No 6 means the Called Shot fails, right? Time for a bonus die, then . . ..

Bonus Die 1 of 3: 1d6 + 25 ⇒ (4) + 25 = 29

And the shot flies true and powerful right to where the beast's neck SHOULD have been . . ..

And the real kicker is it would have been a Piercing shot that hit if I hadn't called for the called shot. :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

Aeddan rushed in after the ranger wildly swinging his axe.

1h long axe: 4d6 + 1d12 ⇒ (5, 2, 4, 3) + (4) = 18


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

Seeing the troll, Galadhon shouts a challenge to it, banging his spear across his shimmering bulwark.

"Come and fight me, troll! Here is Galadhon!"

Spear, Forward Stance: 1d12 + 3d6 ⇒ (1) + (5, 5, 2) = 13 Meh.


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

We still doing this? It's been almost three weeks.

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