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About This Game

Banner art by Gianna Michèle Kaye. A game set in Middle-Earth between the events of the Hobbit and the Lord of the Rings.

Game System

The One Ring

Detailed Description

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(Art credit: Gianna Michèle Kaye)

β€˜It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.’

Β 

It is the year 2950 of the Third Age. Smaug has been defeated and the battle of the Five Armies has been won. It is the dawn of a time of prosperity and hope. The dwarven kingdom of Erebor has been reclaimed; the descendants of Durin the Deathless are wealthier than ever before. Dale and lake-town have been rebuilt. Agents of King Bard are now roaming the Wilderland, eager to lead Men into a golden age. In the forests, the elves of the woodland realm can again venture deep into what once was Greenwood the Great, while the Woodmen see their holdings expand for the first time in centuries. To the west, Beorn the Skinchanger has abandoned his solitude, and now leads all sorts of brave, stout-hearted folk to patrol the Misty Mountains. Further to the west, the remarkable stories of Bilbo have spread throughout the Shire, inspiring many young hobbits. This is a time for trade, exploration, travelling and all sorts of adventure.

Yet the Shadow, although defeated, has not been truly vanquished. It still lingers in places where no elf or mortal dares set foot. The Enemy awaits in hiding, scheming his return… for if the Free Folks do not unite to hold back the Darkness, the Shadow is certain to grow stronger and envelop the whole of Wilderland.

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The campaign

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(Art credit: Jon Hodgson)

This game started in 2016 on the original Myth-Weavers website (here). We've had three game masters, dozens of players and about ten adventures over the years. The game moves at a casual but consistent pace; most active participants are in it for the long haul.

We draw heavily from published material, especially from The One Ring (1st edition). In particular, we have ran adventures from Tales from Wilderland, The Darkening of Mirkwood, fan-made content or our own homebrew creations. For a list of our adventures thus far, click here.

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The setting

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(Art credit: Jeff Murray)

This is Middle-Earth in the twilight years of the Third Age. In particular, the game has so far focused in Wilderland (Rhovanion), though there are plans to potentially expand to other regions as we progress along the Tale of the Years.

The tale begins at 2946 T.A., five years following the death of Smaug and the Battle of the Five Armies. These are the last good years for the peoples of Wilderland; they are not fated to last for long. We are currently in 2950 T.A.

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Tone and mood

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(Art credit: Jon Hodgson)

This is, first and foremost, a game of grounded fantasy. Player characters are not great heroes (at least not to begin with). They are normal peoples with normal lives, thrust into situations that are greater than them. While the game is not necessarily always grim or dark, those aspects are certainly present, and the tone is for the most part serious.

The world itself is also low-magic (or at least, low overt magic), as befits the Third Age of Middle-Earth.

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The systems

Initially, the game used The One Ring (1st edition) rules. More recently, we have been experimenting with Ironsworn as well as the second edition of The One Ring. The plan is to employ additional systems and subsystems to run side-stories, with mechanics carefully selected to reinforce the mood of particular narrative arcs.Β 

Familiarity with the mechanics is not a requirement. We are a friendly bunch, and happy to teach them to anyone interested in the game. Similarly, ownership of the rulebooks is not required.

  1. What's new in this game
  2. Gramtyng's gesture was at once understood by Magric, and the trapper swiftly unshouldered his bow and readied an arrow... Yet the confidence that the bard had wordlessly instilled seemed not sufficient; not fully. Magric crawled closer to the reeds, and closer to the lone orc, still keeping his cover. His movements were slow, reluctant, and Gram could see his hands shaking a great deal... He was the better shot, certainly: but these were not normal circumstances, and his prey was not some unsuspecting and defenseless coney hiding in the bushes. Could Gram be certain that Magric's aim would remain as steady as he remembered it? Meanwhile, Dahr-Ol watched and waited. Their hiding-place was a blessing and a boon, but this marshland seemed to offer no other advantages. Indeed, the terrain was a challenge. The unsteady, muddy footing would surely hinder them all in a melee. In contrast, the orc was sure-footed, used to these flooded fields. Greatly outnumbered, yes: but the battlefield favored him. Ernstyr readied his bow. Cecil too, opening his ears as he did the same. The wind was weak, but there were sounds in it: faint and concealed by the occasional cawing of a waterbird or the movement of the reeds. But he could perceive them: footsteps approaching, making a squelching noise as they stepped in and out of the muds. The orc was not alone! He was merely the vanguard, and his friends would soon arrive. A small party, the halfling thought, perhaps matching in strength the company, or perhaps a somewhat greater number. But probably not by much. At the same time, Barin crept onwards, taking advantage of the reeds and his smaller stature, until he was within just a few yards only from the scout. Just in time too: for the orc had knelt over his prey, and at the same time Magric let loose his arrow... but it flew astray, and with snake-like speed the orc now turned towards the company's direction and raised his knife. OOC Gram: I am good for Old Songs to apply here. Dahr-Ol: The Battle roll is a failure, but I can anyway inform you that the difficult terrain will impose a +2 TN on all melee attacks ('moderately hindered' to use the rulebook's parlanse) if battle is joined. The orcs are used to the swamps, so they will not suffer from such a penalty-as Dahr-Ol can judge already. Ernstyr: There's no official rules for readied actions (ala D&D) but if Magric misses, or fails to kill the orc, feel free to shoot in your next post. Cecil: The hobbit perceives more orcs approaching-probably anywhere between five or ten. They'll be here soon. Barin: The eye adds to Eye Awareness but the Stealth is a success, so you can freely attack the orc in your next post. Magric: He will succeed on a 51+ roll (see below). Edit: He failed, and the company can now go! We are officially in combat. Ernstyr and Cecil can shoot, as can anyone else with a ranged weapon. Only Barin can make a melee attack; others will have to close the gap first to get into hand-to-hand range.
  3. Cecil Brandybuck Through the reeds, the creature looked smaller and more gaunt than those he had seen at Mountain Hall. But its abhorrence was unmistakable. It was an orc, or some cousin of it, wreathed in mud. It moved with greater speed, too, but did not have the stoutness of a warrior. A scout, perhaps. Cecil turned to his right and left as his comrades moved around him. Barin, he thought, was merely creeping until he caught the shimmer of his axe and Ernstyr's bow behind him. Cecil froze. He peered again forward, expecting a troop of orcs to leap through the reeds to maul the man. He knew there surely were more. Pack animals, he was told! With a hand trained by the hunt, he slipped forward his bow and nocked an arrow. But he did not think to shoot. He knew the path rearwards well, and if necessary, he would hide in the thickets.
  4. Culture: Elf of MirkwoodCultural Blessing – Folk of the dusk. When you are in a forest, or at night, you can spend 1 point of Hope to achieve a Magical success on a skill roll. | Standard of Living: Common | AttributesStrength 4 Hearts 4 Wits 6 | CallingMessenger The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger. | Distinctive FeaturesCunning, Keen-eyed | Adventure Points: 0 | Skill Points: 2 Valour: 1Rewards: 1. Fell bow (+2 Injury) | Wisdom: 1Virtues: 1. Mastery: Riddle and Lore are favoured. | Endurance: 20/20 | Load: 9 | Fatigue: 1 | Hope: 12/12 | Shadow: 1 | Parry: 21 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundYou were born in the dusk of these Fading Years, under the twilight of your peoples, of whom few now remain in the East. You grew up in the shadow of your father and your mother, who were emissaries and ambassadors. They made frequent journeys to Lake-Town and beyond, at times in the king's company, and at others alone. You yearned to walk in their footsteps, and to follow that tradition, but that was forbidden for you: for you were deemed too precious to risk in these times of waning. But things have changed of late, and many perils have now perished. The Free Folk are gathering again in strength in many places, and even your folk rejoice under the boughs of Mirkwood, setting foot to where they did not dare before. Things seem brighter, and there is a world of possibilities beyond the borders of your realm. Permission has been granted to you to journey a little further, and to seek your folk in Esgaroth and convey a message. Perhaps after this task is completed, and if it goes well, further horizons will be unlocked to you. Skills: Body 4 (TN 16)Awe β–£β˜β˜β˜β˜β˜ Athletics β–£β–£β˜β˜β˜β˜ Awareness (f) β–£β–£β˜β˜β˜β˜ Hunting β–£β–£β˜β˜β˜β˜ Song β–£β–£β˜β˜β˜β˜ Craft β–£β˜β˜β˜β˜β˜ | Heart 4 (TN16)Enhearten ☐☐☐☐☐☐ Travel (f) β–£β–£β˜β˜β˜β˜ Insight β–£β–£β˜β˜β˜β˜ Healing β–£β˜β˜β˜β˜β˜ Courtesy (f) β–£β–£β˜β˜β˜β˜ Battle β–£β˜β˜β˜β˜β˜ | Wits 6 (TN14)Persuade ☐☐☐☐☐☐ Stealth β–£β–£β–£β˜β˜β˜ Scan β–£β–£β˜β˜β˜β˜ Explore β–£β˜β˜β˜β˜β˜ Riddle (f) β–£β–£β˜β˜β˜β˜ Lore (f) β–£β–£β–£β˜β˜β˜ | WeaponsBows β–£β–£β˜β˜β˜β˜ Swords β–£β˜β˜β˜β˜β˜ | War GearShort Sword Bow Leather corselet | EquipmentTreasure Rating: 0 War Gear: Short sword, bow, leather corselet | Old Tome (Lore)An old book containing tales and histories of the Free Peoples (Lore). For all her confidence, Arbereth only managed to secure refusals that were at least somewhat more courteous than those that had been offered to Varr. Joined by the rest of her small company, she tried two places, yet in both she was given the same answer, and was directed towards the elven quarter. Since she wanted to remain with Varr and Breda, that particular suggestion could hardly do. Having twice being refused, she sighed, and resigned herself to this new reality. "Old Lake-Town was more hospitable." she remarked, not hiding her disappointment. Inwardly, she had to wonder if Varr's appearance and presence had played a part in receiving those refusals. "Tent-town it must be, then." she said at length, and the others nodded, and before too long they begun their approach towards the bridge district.
  5. Still shaken by the sight of the undead horror that assailed them, BrΓ³in is silent as he slogs through the marshy muck alongside his comrades. This silence carries into the morning and for most of their continued trek, and seems poised to hang over the Dwarf for the rest of their journey... until a yelp of pain escapes from his mouth. Leaning down to assess his leg, a string of expletives pour out of his mouth in long suppressed rage. It seems that a fat, bloated leech had latched onto a tear in his fine pants! Gripping the little monster firmly, BrΓ³in grits his teeth as he tears the creature off his leg. Motioning for some bandages he wraps the wound as best he can before continuing on. Vara, nested in a pouch in his beg, speaks up haggardly. "To... hazard a guess BrΓ³in... I'd wager you're... starting to regret this little adventure..." Pausing as he looks down at his old friend, BrΓ³in can't help but let out a much needed laugh... OOC Current Momentum: +8 Vara's Health: 1/2 I'll have a go at the Leeches. So with a Weak Hit that's a -1 to Health. Okay Strong Hit on the Endure Harm roll. I'll let it stand and take the +1 Momentum.
  6. Welcome back . Do you need a TL;DR? Unfortunately you got busy right around the time when I was introducing some events to hopefully engage Ernstyr's backstory... but we can always summarise them as happening in the background. It's up to you, but I am happy to discuss.
  7. As soon as he saw Barin heading for the Orc, Ernstyr knew the stout dwarf would need cover. Even a lone foe could be a danger, and an arrow from this range would be an easy shot. Raising his bow, he reached over his shoulder for one of the waiting shafts. If Barin were noticed, he was ready to fire. OOC Readied action to fire, but not shooting in a way that could cause jeopardy to Barin's stealthy approach.
  8. Culture: Elf of MirkwoodCultural Blessing – Folk of the dusk. When you are in a forest, or at night, you can spend 1 point of Hope to achieve a Magical success on a skill roll. | Standard of Living: Common | AttributesStrength 4 Hearts 4 Wits 6 | CallingMessenger The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger. | Distinctive FeaturesCunning, Keen-eyed | Adventure Points: 0 | Skill Points: 2 Valour: 1Rewards: 1. Fell bow (+2 Injury) | Wisdom: 1Virtues: 1. Mastery: Riddle and Lore are favoured. | Endurance: 20/20 | Load: 9 | Fatigue: 1 | Hope: 12/12 | Shadow: 1 | Parry: 21 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundYou were born in the dusk of these Fading Years, under the twilight of your peoples, of whom few now remain in the East. You grew up in the shadow of your father and your mother, who were emissaries and ambassadors. They made frequent journeys to Lake-Town and beyond, at times in the king's company, and at others alone. You yearned to walk in their footsteps, and to follow that tradition, but that was forbidden for you: for you were deemed too precious to risk in these times of waning. But things have changed of late, and many perils have now perished. The Free Folk are gathering again in strength in many places, and even your folk rejoice under the boughs of Mirkwood, setting foot to where they did not dare before. Things seem brighter, and there is a world of possibilities beyond the borders of your realm. Permission has been granted to you to journey a little further, and to seek your folk in Esgaroth and convey a message. Perhaps after this task is completed, and if it goes well, further horizons will be unlocked to you. Skills: Body 4 (TN 16)Awe β–£β˜β˜β˜β˜β˜ Athletics β–£β–£β˜β˜β˜β˜ Awareness (f) β–£β–£β˜β˜β˜β˜ Hunting β–£β–£β˜β˜β˜β˜ Song β–£β–£β˜β˜β˜β˜ Craft β–£β˜β˜β˜β˜β˜ | Heart 4 (TN16)Enhearten ☐☐☐☐☐☐ Travel (f) β–£β–£β˜β˜β˜β˜ Insight β–£β–£β˜β˜β˜β˜ Healing β–£β˜β˜β˜β˜β˜ Courtesy (f) β–£β–£β˜β˜β˜β˜ Battle β–£β˜β˜β˜β˜β˜ | Wits 6 (TN14)Persuade ☐☐☐☐☐☐ Stealth β–£β–£β–£β˜β˜β˜ Scan β–£β–£β˜β˜β˜β˜ Explore β–£β˜β˜β˜β˜β˜ Riddle (f) β–£β–£β˜β˜β˜β˜ Lore (f) β–£β–£β–£β˜β˜β˜ | WeaponsBows β–£β–£β˜β˜β˜β˜ Swords β–£β˜β˜β˜β˜β˜ | War GearShort Sword Bow Leather corselet | EquipmentTreasure Rating: 0 War Gear: Short sword, bow, leather corselet | Old Tome (Lore)An old book containing tales and histories of the Free Peoples (Lore). "Let me give it a try." she suggested kindly. "The Men of Esgaroth have ever been hospitable to my folk. Perhaps a request may be granted if it were to come from myself. It does not hurt to ask in any case."
  9. Culture: Barding of DaleCultural Blessing – Stout-hearted. Your Valour rolls are Favoured. | Standard of Living: Common | AttributesStrength 5 Hearts 5 Wits 4 | CallingTreasure-Hunter Additional Distinctive Feature: Burglary: This venerable talent includes pickpocketing, lock picking, and, in general, any shadowy way to get a hold of possessions of others or access protected areas. Shadow Path: Dragon-Sickness: Adventurers who find themselves on the Road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the Shadow tightens its grip on their hearts, the world shrinks around them and their closely guarded possessions. | Distinctive FeaturesEager, Tall | Adventure Points: 2 | Skill Points: 5 Valour: 1Rewards: 1. Reinforced shield (+1 Parry) | Wisdom: 1Virtues: 1. Nimbleness: +1 Parry | Endurance: 25/25 | Load: 15 | Fatigue: 1 | Hope: 5/13 | Shadow: 0 | Parry: 17 or 19 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundWhen Smaug came to Lake-Town, he set the city ablaze, and many perished in the flames before Bard the Bowman slew him. Your folk were amongst the unfortunate few. Only your father survived, but the destruction left him destitute, and before long despair drove him to death. It has been almost a decade since that fateful day. In the intervening years, you did what you had to, falling in with unsavory folk. Of late, your have decided that you can no longer stomach their dealings. The time has come to set out alone in the world, and sever old ties lest they become chains. Skills: Body 5 (TN 15)Awe β–£β–£β˜β˜β˜β˜ Athletics (f) β–£β–£β˜β˜β˜β˜ Awareness ☐☐☐☐☐☐ Hunting β–£β–£β˜β˜β˜β˜ Song β–£β˜β˜β˜β˜β˜ Craft β–£β˜β˜β˜β˜β˜ | Heart 5 (TN15)Enhearten β–£β–£β˜β˜β˜β˜ Travel β–£β˜β˜β˜β˜β˜ Insight β–£β–£β˜β˜β˜β˜ Healing ☐☐☐☐☐☐ Courtesy β–£β–£β˜β˜β˜β˜ Battle β–£β–£β˜β˜β˜β˜ | Wits 4 (TN16)Persuade β–£β–£β–£β˜β˜β˜ Stealth (f) β–£β–£β–£β˜β˜β˜ Scan (f) β–£β˜β˜β˜β˜β˜ Explore β–£β˜β˜β˜β˜β˜ Riddle ☐☐☐☐☐☐ Lore β–£β˜β˜β˜β˜β˜ | WeaponsSwords β–£β–£β–£β˜β˜β˜ Bows β–£β–£β˜β˜β˜β˜ | War GearLong Sword Bow Reinforced shield Leather corselet | EquipmentTreasure Rating: 30 War Gear: Long sword, bow, reinforced shield, leather corselet Old horse: Vigor 1 | Breda of Frostward (Awareness)A new friend, and a keen-eyed companion. | Cloak (Stealth)An old, weather-worn yet warm green cloak, bought at the market-pool of Esgaroth at a bargain price. Perhaps it had once belonged to an elf? (Stealth). It was already in the late hours of the evening when Varr had decided at last to give up his futile search and return with Breda to the aforementioned meeting-place. By this point he had lost count of the inns and guest-houses where he had inquired. It was all in vain. Everywhere he asked it was the same: folks took one good look at him and shook their heads, sometimes with feigned sympathy, before declining him. Even Breda's presence-which was supposed to soften their hearts to the request-seemed utterly ineffective. Disappointed and yet not fully dismayed, a defeated Varr tried to cheer himself up by telling Breda (and himself as well) that a tent wouldn't be so bad after all. They had endured worse on the road, and worse yet after the destruction of the original Lake-Town. "Maybe tomorrow." he half-heartedly asserted, not truly believing his own words. They did not wait long before the Town Hall when Arbereth rejoined them. Varr explained how difficult it had proven to secure lodgings, and the elf-maiden smiled, understanding of their plight.
  10. The lone Orc leaves little choice but for the party to act as far as Barin sees it. The man must clearly still be alive if the creature is attempting to slit his throat, although he muses that it could just be collecting a trophy. Either way, the Orc couldn't be allowed to live lest it spot them and alert more of its kind. An arrow would be best placed to silence the creature, but glancing at his companions, he couldn't see any of them immediately reaching for their bows. As stealthily as he could, he began to creep from his spot in the rushes towards the Orc, praying to Mahal that the creature wouldn't spot him or cry out until it was too late, fixated as it was on the man lying before it. With his axe raised and ready in one hand, and his knife in the other, ready for a swift throw at the creature should it prove necessary, Barin made his way ever closer.
  11. Dahr-Ol of the Beornings Dahr-Ol eyed the orc as it closed on its prey. He could see Magric, and the man looked as worried as Dahr-Ol had ever seen him. Dahr-Ol held his axe tight, while Gramtyng tried to steady Magric. If it didn't work Dahr-Ol would ensure the orc never made it back to it's camp.
  12. Riders of RohanThe Men of the Mark are a generous folk, but when war is upon them, then they are fell to their enemies as they are loyal to their friends. When the lust of battle is on them, they appear as men stricken with grief, their faces deathly white, or as madmen ready to laugh at despair. The Riders of Rohan may enter a battle-fury if they roll an 11 or 12 on any attack or Protection roll. When this happens, they may choose to gain a point of Shadow, to add one Success die (up to a maximum of 6) to all their close combat attack rolls until the end of the battle. Minstrel of the Golden Hall The history of Rohan is not written in any book or tome. Instead it is secreted in the verses of those songs you were taught by your mother and father. You have sung for the living and the dead, and your voice has filled even the Golden Hall of Meduseld. But new deeds worthy of song occur each day as a darkness gathers and you would be there to witness them first-hand and weave them into legend. Basic Attributes: Body 5. Heart 5. Wits 4. Favoured Skill: Song | Standard of Living: MartialIndividuals belonging to a Martial culture often live according to their status in the military hierarchy, with simple warriors and soldiers sleeping together in a common area; probably as part of the household of a renowned chieftain or noble. Meals are usually consumed in large halls, with seats and tables arranged to observe rules of precedence or respect. Clothing reflects the military status of an individual as well, or that of his family. Martial player-heroes have enough resources to look after themselves, and to pay for such things as simple accommodation and meals. Ever mindful of the cost of any luxury, they often lead an austere life, or resort to haggling to lower the price of whatever they are trying to get hold of.| Calling"Speak no secrets! Here is a scholar in the Ancient Tongue." For you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Favoured Skill Groups: Perception, Vocation Trait: Rhymes of Lore Shadow Weakness: Lure of Secrets "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.| TraitsMinistrelsy ☐ Story-Telling ☐ Rhymes of Lore ☐ Hero of the Woodmen ☐ Fair ☐ Reckless(Mastery) ☐ β–£ | AP: 1Personality: ✦✦✧ Movement: ✦✦✦ Perception: ✦✦✦ Survival: ✦✦✧ Custom: ✧✧✧ Vocation: ✦✦✧ ✦✧ | XP: 88(62) | DP: 0No Challenges Yet. Valour: 4Ancient Mail from Gondor(Mail) - lets you Rally Comrades from Forward Stance and allowed to attack(Found). Horsetail Helm - Standing +1. When fighting on horseback or foot in Forward Stance, if you roll a Gandalf, you receive a bonus success die you can spend on any future rolls or give to a companion(From Heruthain). Raging - quality unlock for Cenegeslit. | Wisdom: 4Old Songs and Children's Tales - When you roll a success on Inspire, Travel, Insight, Healing, Riddle, Lore check Song rating, if it is same or higher, then upgrade the quality of the success up by one: Normal->Great->Extraordinary. If the roll produced Gandalf rune, gain 1 point of Hope, once per session. Household Esquire: Add an extra die to preparation rolls: Lore, Battle, and Insight when preparing for Journey/Combat/Social. Max 6 dice. Squire can also recover horse, bring spare weapon or shield if you drop or are disarmed, will carry you from field of battle if knocked down. Ominous Blessing: Born in the shadow of Dwimorberg. When you roll a Sauron, can change it into a Gandalf for 1 shadow point. Luck turns and favors you but someone suffers. | End: 27/27 | Load: 15 | Fatigue: 1 [+1] | Hope: 12/14 | Shadow: 6 [0] | Parry: 6 | Weary: No | Miserable: No |Wound: No Skills: Body 5 (8)+Awe β–£β–£β˜β˜β˜β˜ Athletics β–£β–£β–£β–£β˜β˜ Awareness β–£β˜β˜β˜β˜β˜ Explore β–£β˜β˜β˜β˜β˜ +Song β–£β–£β–£β–£β˜β˜ Craft β–£β˜β˜β˜β˜β˜ | Heart 5 (7)Inspire β–£β–£β–£β˜β˜β˜ Travel β–£β–£β–£β˜β˜β˜ +Insight β–£β–£β–£β˜β˜β˜ Healing☐☐☐☐☐☐ Courtesy β–£β–£β˜β˜β˜β˜ Battle β–£β–£β˜β˜β˜β˜| Wits 4 (5)Persuade ☐☐☐☐☐☐ Stealth ☐☐☐☐☐☐ Search ☐☐☐☐☐☐ Hunting β–£β–£β–£β˜β˜β˜ Riddle β–£β˜β˜β˜β˜β˜ +Lore β–£β–£β–£β˜β˜β˜ | WeaponsSwords β–£β–£β–£β–£β˜β˜ Bow β–£β–£β–£β˜β˜β˜ Dagger β–£β˜β˜β˜β˜β˜ | War GearWeapon | Damage | Edge | Injury | Notes | Enc Sword 5 8 16 Ancient Keen 2 Bow 5 10 14 N/A 1 Armour/Shield | Protection | Parry | Enc Mail 3d 12(6) Helm +4 2 Shield +2 3 | EquipmentTreasure: 7 War Gear: Mail Shirt, Helm, Shield Leasere: Radhors Mab's Liquor(3) Elven-Crafted Horse Reins Durin the Seeker Radagast's Tome. | SongsSong of Mourning(Tome) ☐ Battle-Song ☐ β–£ Something seemed off about the trapper... A knife? One orc would die quickly enough... Was this to mean the man who was shot was alive still? Gramtyng crawled to the side slightly and grabbed hold of Magric's shoulder, giving it a squeeze. Words would alert the creature... But not if an arrow found its throat. Magric was the better shot... He mimicked shooting an arrow. Maybe the concentration would help the hunter. OOC/Actions* That is a Great Success because of Old Songs but... It may not apply since this was silent? I guess I could have just remembered one for myself.
  13. Location: The fens of Dol Guldur Time: Noon. Fourteen days after setting out from Rhosgobel Idunn of Firienseld [Mom: 1 (10/2) | Health: 5 | Spirit: 2 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 12] They marched on at a quickened pace, far faster than they had before, pushing themselves to their limits. Whether it was for fear or wisdom mattered little now. All things urged them towards the same action, and they fled at great speed into the gloomy thicket, and did not stop even after reaching it, and not even after all trace of the dreaded dead was a distant (yet hardly forgotten) memory. By nightfall they had left the dead thicket, and re-entered a bare and muddy marshland. Even though they wished to maintain their speed, here they simply could not. In fact, it was impossible to go faster than at snail's pace. Exhausted by the day's exertions, they finally gave up, and they made camp in a grey and featureless place, and they doubled their sentries out of a wariness that Radagast encouraged. The wizard himself seemed to not sleep at all that night, fearing the return of the dead. But that place was forsaken, abandoned not only by orcs but also the restless corpses. The night passed in quiet watchfulness, but without need for blade or bow. They had a quick bite in the morning before continuing along the marshes. The hours passed slowly, their progress stymied by the nearly impassable terrain. On many occasions they had to wade knee-deep or waist-deep into a thick muck, and much time was spent to ensure the safety of every companion, with usage of rope and harnesses to tie everyone to everyone else. By the noon they were a sorry sight, all brown and caked with dry mud and almost indistinguishable from one another. If they were now to suddenly cross the double doors of the Great Hall of Woodmen-Town looking like this, it was doubtful if even their closest friends would recognise them. The only silver lining was the absence of foes. But that did not mean these swamplands were devoid of dangers. Snakes and fat, black-bodied leeches crawled in the mud, and sucking sink-holes were everywhere. Grim remains lurked beneath the blackened surface: unfortunate animals most of the time, but imaginations could run wild with speculation. Such things were best ignored or forgotten. And by noon-time it had become clear that it must have been the plan of the undead watchers all along to lure them into this bleak and dangerous place. OOC For the trap, let's enumerate a set of choices to keep things interesting. You can choose any one for your PC, or even roll to randomly determine one: The march proves extremely taxing, physically or mentally, for your PC. Endure Harm (-2 Health) or Endure Stress (-2 Spirit). Your PC blunders into a sucking sink-hole and must be rescued by the others. Face Danger +iron to pull yourself up and out of it. On a miss, one possibility is to lose an item of worth-for example, a weapon, or anything that would disable the use of an asset until the end of the adventure (e.g., for Idunn, she could lose her spear, which would disable use of her Skirmisher asset until she replaced it). Your PC is infested by black leeches. Face Danger +heart or +wits to remove them; on a failure, Endure Harm (-3 health). Your PC finds something grim and terrible in the marsh: a corpse, or a vision of something (like a waking nightmare). Face Danger +heart. On a miss, Endure Stress (-3 spirit). Fortified Shadowfen Dangerous Delve Day: 1 (out of maybe 3-5) Progress: β– β– β– β– β– β– β–‘β–‘β–‘β–‘ Edit: For Idunn, the march proves Stressful (-2 Spirit) and she fails her endure stress too (-1 momentum). Stats updated!
  14. They had seen the approaching figure just in time. At once they moved, scrambling to conceal themselves behind a patch of reeds. Barin, in his haste to hide, stumbled into a deep puddle of mire, and he was far slower than he would have liked. But he was quickly aided by Gramtyng, and joined the rest of them just in time to see him who had shot the deadly dart. It was the silhouette of an orc: before long, it emerged from the gloomy mists like an apparition. It bore all the characteristic features of that foul race: short legs, broad shoulders, swarthy skin. He wore a piecemeal armor of hide, leather and padded cloth, as filthy as the swamps were, and in his hand he bore a bow, strung and ready with another arrow. A lesser specimen of his kind: not a soldier, but a mere tracker, weaker than others, but with a keen sense of smell. Those amongst the company who had encountered orcs before knew this well. He sniffed the air, but he did not grow alert to the presence of the company: perhaps Radagast's spell of secrecy was proving its worth. The orc moved with slow yet steady steps towards the fallen man, shouldering his bow of horn as he approached. He was only a few more paces away from his quarry when he drew a jagged knife, making his intent plain to the hidden company. There would be no quarter given to the wounded fellow today. Both Barin and Cecil were focused on this foe, but Dahr-Ol and Gramtyng also noticed something else, perhaps no less disconcerting. For Magric had grown as pale as a corpse, and had fallen back to the rear of the company. Terror had seized him, and to Gramtyng in particular he seemed almost certain to flee, and perhaps in a reckless manner, thus endangering their hiding-place. Words could strengthen his resolve, perhaps, but not without risk: the orc-tracker might hear them, and thus such words could ruin all secrecy. OOC Summary of mechanics: No shadow points gained except for Ernstyr (+1 Shadow, stats updated on first post). You rolled really well for stealth/hunting: only Barin failed, but he can be assisted by either Cecil or Gramtyng, who secured an Extraordinary and Great success, respectively (I'll roll to see who helped Barin... edit: it's Gram). I'll roll for Ernstyr too, but even if he fails, he can be helped (edit 2: by Cecil). Practically, this means that the company can choose to: (1) remain hidden or (2) ambush the orc. Your choice! Gramtyng and Dahr-Ol are both aware of Magric's fear. Next mechanics: Everyone can roll Battle (TN 14) for combat advantages (bonus dice) in case combat is joined (combat is a possibility, but it can still be avoided). Anyone with a ranged weapon (bow or spear) can attempt to attack the orc (TN 15 with bow, or TN 17 with thrown spear). Gramtyng and/or Dahr-Ol can try to steady Magric's nerves, but they must do so quietly (Inspire TN 16) or risk alerting the orc. Anyone not attacking the orc or interacting with Magric can roll Awareness (TN 14) to observe the environment.
  15. I love how our hobbit is totally digging the Gladden fields.
  16. Cecil Brandybuck Cecil marveled as they passed. Within these shallows… there was untouched beauty. The soil was supple and bounded by mulch. Fish leapt from clear sheltered waters without needing to be teased. He only had to wade knee-deep and hold out his cloak. His pilgrimage had not been in vain. These lands offered to the hearty hobbit all his needs. Food, shelter, and good old fashioned peace and quiet. He felt the weight of the deed in his coat and had half a mind to wander behind a bush and bury it. But he knew this was not the end. What! A man raced through the reeds, shot! Cecil plunged to the ground, hands sucking into the muck, and peered through the slip.
  17. (Art credit: GermΓ‘n Orozco) Idunn of Firienseld [Mom: 2 (10/2) | Health: 5 | Spirit: 4 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 11] As the huntress fell back, heeding the wizard's counsel, her Woodmen kin stepped forth, placing themselves between her and her foes. But the dead moved slowly; their greatest weapon was the air of terror that surrounded them. As they marched towards the company, the company moved backwards, and the gap between them grew steadily, until Radagast at last pointed towards a thicket of blackened trees, small and misshaped, all of them either dead or dying. If they reached them quickly, then they could try and seek cover there, and hopefully disappear into the rising mists about them. Thus, Idunn threw away the wariness that had previously guided her steps, choosing instead speed and haste as she led them exactly where Radagast had indicated. For the undead were slow, but they were tireless, and they would endure far worse than they mortals could. And while other terrors might lie ahead, none were as certain as those that followed them... OOC Short post, as I am short on time. you rolled a 7 vs a 2 and an 8 which is already a Weak hit (2 > 7 > 8), so no need to burn the momentum. Also, animal companions each have their own health, and in the case of the Raven asset that's 2 max, so Vara's at 1/2, not 1/5. Feel free to correct/adjust these stats. no ideas on the miss with match for the nightmares... but if something terrible comes to your mind, feel free to use it! Since Idunn's legging it, I'll roll Delve the depths +edge (with speed) and see what happens... rolling dice in progress... Edit: Weak hit, and the d100 result (96) says mark progress twice and reveal a danger... 28, which is 'check the theme card', so... It's a trap! Fortified Shadowfen Dangerous Delve Day: 0 (out of maybe 3-5) Progress: β– β– β– β– β– β– β–‘β–‘β–‘β–‘ I won't post a description of anything yet because (a) I don't have the time and (b) it gives you a chance to add your own posts if you want. But I'll try to have something up next week. Sooner if it works out.
  18. For Explore, your results are a fail, a basic success and a great success on days 1, 2 and 3 respectively. For Hunting, you have a great success, a basic success and another basic success on days 1, 2 and 3 respectively. I'll edit Elfwyn's info on the sheet to make it clear that she supports Hunting specifically.
  19. BrΓ³in was horrified at the undead monstrosity that now assailed the Company. That such evil could exist even in a place as foul as Mirkwood... the fear in his heart seems to have locked BrΓ³in in place as battle begins around him. Soon enough however he musters up the courage needed to regain his footing, and takes stock of the situation. OOC Current Momentum: +8 I'm gonna Burn my Momentum here, make that a Weak Hit. Then I might as well take that -1 to Momentum as well. Might as well try a Secure the Advantage roll as well, using Wits. Another Weak Hit, so that brings me up to the base of +2. Vara's Health: 1/2
  20. I need a post and at least a roll (a Face Danger +heart) to push the story a little forward...
  21. Culture: Barding of DaleCultural Blessing – Stout-hearted. Your Valour rolls are Favoured. | Standard of Living: Common | AttributesStrength 5 Hearts 5 Wits 4 | CallingTreasure-Hunter Additional Distinctive Feature: Burglary: This venerable talent includes pickpocketing, lock picking, and, in general, any shadowy way to get a hold of possessions of others or access protected areas. Shadow Path: Dragon-Sickness: Adventurers who find themselves on the Road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the Shadow tightens its grip on their hearts, the world shrinks around them and their closely guarded possessions. | Distinctive FeaturesEager, Tall | Adventure Points: 2 | Skill Points: 5 Valour: 1Rewards: 1. Reinforced shield (+1 Parry) | Wisdom: 1Virtues: 1. Nimbleness: +1 Parry | Endurance: 25/25 | Load: 15 | Fatigue: 1 | Hope: 5/13 | Shadow: 0 | Parry: 17 or 19 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundWhen Smaug came to Lake-Town, he set the city ablaze, and many perished in the flames before Bard the Bowman slew him. Your folk were amongst the unfortunate few. Only your father survived, but the destruction left him destitute, and before long despair drove him to death. It has been almost a decade since that fateful day. In the intervening years, you did what you had to, falling in with unsavory folk. Of late, your have decided that you can no longer stomach their dealings. The time has come to set out alone in the world, and sever old ties lest they become chains. Skills: Body 5 (TN 15)Awe β–£β–£β˜β˜β˜β˜ Athletics (f) β–£β–£β˜β˜β˜β˜ Awareness ☐☐☐☐☐☐ Hunting β–£β–£β˜β˜β˜β˜ Song β–£β˜β˜β˜β˜β˜ Craft β–£β˜β˜β˜β˜β˜ | Heart 5 (TN15)Enhearten β–£β–£β˜β˜β˜β˜ Travel β–£β˜β˜β˜β˜β˜ Insight β–£β–£β˜β˜β˜β˜ Healing ☐☐☐☐☐☐ Courtesy β–£β–£β˜β˜β˜β˜ Battle β–£β–£β˜β˜β˜β˜ | Wits 4 (TN16)Persuade β–£β–£β–£β˜β˜β˜ Stealth (f) β–£β–£β–£β˜β˜β˜ Scan (f) β–£β˜β˜β˜β˜β˜ Explore β–£β˜β˜β˜β˜β˜ Riddle ☐☐☐☐☐☐ Lore β–£β˜β˜β˜β˜β˜ | WeaponsSwords β–£β–£β–£β˜β˜β˜ Bows β–£β–£β˜β˜β˜β˜ | War GearLong Sword Bow Reinforced shield Leather corselet | EquipmentTreasure Rating: 30 War Gear: Long sword, bow, reinforced shield, leather corselet Old horse: Vigor 1 | Breda of Frostward (Awareness)A new friend, and a keen-eyed companion. | Cloak (Stealth)An old, weather-worn yet warm green cloak, bought at the market-pool of Esgaroth at a bargain price. Perhaps it had once belonged to an elf? (Stealth). Varr gave Arbereth a strange look, and firstly he sought to make sure if she was certain she did not prefer to remain with her kin while they were in Lake-Town. This would be, after all, the favored arrangement for fair folk staying in the city: to seek their own company instead of that of mortals. No less surprised when Arbereth, swiftly yet surely, reaffirmed her words, he nevertheless replied at once, for he knew what to do. "Then we will see to it that we might find an inn for the three of us, for tonight at least. I am not sure that we can easily find a place, and I suppose there's a good chance they'll make us stay outside, in some tent. But I'll try anyway. Good luck. We will be waiting for you before sundown." OOC Let's try a Persuade roll to see if he manages to find anything. Edit: A failure.
  22. Upon leaving the river and beginning their trek through the marshes, Barin was sorely reminded of the treacherous grounds he travelled previously not that many years ago. The sucking mud, the ever-present, chilling mists, the glow-lights from will-o-wisps over the marsh waters at night, the constant buzzing of midges. At least, his bears protected him a little from the annoying little biting things which buzzed incessantly around them. The discovery of the abandoned Γ©afolk boats on the first day at least let them know they were on the right track, although the fact that the boats and nearby camp did little to lift the company's spirits. Perhaps, mused Barin, the river people had all travelled further into the marsh as a group and the smaller company would catch them up eventually. That night's camp was a miserable affair. They daren't risk a fire lest they alert agents of the Enemy to their presence, so a cold meal of water, dried meat and trailbread was rounded off with a night spent shivering in damp clothing and blankets. The following day, was much as the first. Following a path found by Magric, come midday, they eventually stumbled upon another Γ©afolk camp, but this one, this one looked more like a charnel house. The man lying in the centre of the camp, obviously executed. As pointed out by Magric, they were getting closer to the enemy. When the man burst from the reeds not a hundred yards ahead of them and then dropped suddenly, a long black arrow embedded in his back, Barin joined his companions hunkered down in the reeds, pulling NΓΊr down alongside him. Hoping, praying silently to Mahal that whoever had fired the shot had not seen, nor heard any sign of the company's approach. Peering through his cover, Barin strained to see if he could detect any movement up ahead.
  23. Culture: Elf of MirkwoodCultural Blessing – Folk of the dusk. When you are in a forest, or at night, you can spend 1 point of Hope to achieve a Magical success on a skill roll. | Standard of Living: Common | AttributesStrength 4 Hearts 4 Wits 6 | CallingMessenger The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger. | Distinctive FeaturesCunning, Keen-eyed | Adventure Points: 0 | Skill Points: 2 Valour: 1Rewards: 1. Fell bow (+2 Injury) | Wisdom: 1Virtues: 1. Mastery: Riddle and Lore are favoured. | Endurance: 20/20 | Load: 9 | Fatigue: 1 | Hope: 12/12 | Shadow: 1 | Parry: 21 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundYou were born in the dusk of these Fading Years, under the twilight of your peoples, of whom few now remain in the East. You grew up in the shadow of your father and your mother, who were emissaries and ambassadors. They made frequent journeys to Lake-Town and beyond, at times in the king's company, and at others alone. You yearned to walk in their footsteps, and to follow that tradition, but that was forbidden for you: for you were deemed too precious to risk in these times of waning. But things have changed of late, and many perils have now perished. The Free Folk are gathering again in strength in many places, and even your folk rejoice under the boughs of Mirkwood, setting foot to where they did not dare before. Things seem brighter, and there is a world of possibilities beyond the borders of your realm. Permission has been granted to you to journey a little further, and to seek your folk in Esgaroth and convey a message. Perhaps after this task is completed, and if it goes well, further horizons will be unlocked to you. Skills: Body 4 (TN 16)Awe β–£β˜β˜β˜β˜β˜ Athletics β–£β–£β˜β˜β˜β˜ Awareness (f) β–£β–£β˜β˜β˜β˜ Hunting β–£β–£β˜β˜β˜β˜ Song β–£β–£β˜β˜β˜β˜ Craft β–£β˜β˜β˜β˜β˜ | Heart 4 (TN16)Enhearten ☐☐☐☐☐☐ Travel (f) β–£β–£β˜β˜β˜β˜ Insight β–£β–£β˜β˜β˜β˜ Healing β–£β˜β˜β˜β˜β˜ Courtesy (f) β–£β–£β˜β˜β˜β˜ Battle β–£β˜β˜β˜β˜β˜ | Wits 6 (TN14)Persuade ☐☐☐☐☐☐ Stealth β–£β–£β–£β˜β˜β˜ Scan β–£β–£β˜β˜β˜β˜ Explore β–£β˜β˜β˜β˜β˜ Riddle (f) β–£β–£β˜β˜β˜β˜ Lore (f) β–£β–£β–£β˜β˜β˜ | WeaponsBows β–£β–£β˜β˜β˜β˜ Swords β–£β˜β˜β˜β˜β˜ | War GearShort Sword Bow Leather corselet | EquipmentTreasure Rating: 0 War Gear: Short sword, bow, leather corselet | Old Tome (Lore)An old book containing tales and histories of the Free Peoples (Lore). They drew near the entrance to the elven quarter, and at the gate they caught the attention of a pair of sentries, and soon an emissary was summoned and added to the guards. There, they spoke for a long time in the fair tongue of the Woodland Realm. To Varr and to Breda, the words sounded much like the songs that had lured them into the forest outside Frostward, but they could understand nothing of their meaning. After some time, Arbereth turned her attention back to them and spoke in the common tongue. "They wish for me to come with them," she explained plainly, "...so I must go. I am afraid that they will not extend their hospitality towards you, even though I have requested it-they advised me to tell you to find an inn, if you can. But I will come with you after I have passed the message." She paused for a moment, and sought to calculate exactly how much time the task would take, and determined that it would not be long. "Let us meet just before the sunset in front of the Town Hall. We can decide what to do next together."
  24. Culture: Elf of MirkwoodCultural Blessing – Folk of the dusk. When you are in a forest, or at night, you can spend 1 point of Hope to achieve a Magical success on a skill roll. | Standard of Living: Common | AttributesStrength 4 Hearts 4 Wits 6 | CallingMessenger The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger. | Distinctive FeaturesCunning, Keen-eyed | Adventure Points: 0 | Skill Points: 2 Valour: 1Rewards: 1. Fell bow (+2 Injury) | Wisdom: 1Virtues: 1. Mastery: Riddle and Lore are favoured. | Endurance: 20/20 | Load: 9 | Fatigue: 1 | Hope: 12/12 | Shadow: 1 | Parry: 21 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundYou were born in the dusk of these Fading Years, under the twilight of your peoples, of whom few now remain in the East. You grew up in the shadow of your father and your mother, who were emissaries and ambassadors. They made frequent journeys to Lake-Town and beyond, at times in the king's company, and at others alone. You yearned to walk in their footsteps, and to follow that tradition, but that was forbidden for you: for you were deemed too precious to risk in these times of waning. But things have changed of late, and many perils have now perished. The Free Folk are gathering again in strength in many places, and even your folk rejoice under the boughs of Mirkwood, setting foot to where they did not dare before. Things seem brighter, and there is a world of possibilities beyond the borders of your realm. Permission has been granted to you to journey a little further, and to seek your folk in Esgaroth and convey a message. Perhaps after this task is completed, and if it goes well, further horizons will be unlocked to you. Skills: Body 4 (TN 16)Awe β–£β˜β˜β˜β˜β˜ Athletics β–£β–£β˜β˜β˜β˜ Awareness (f) β–£β–£β˜β˜β˜β˜ Hunting β–£β–£β˜β˜β˜β˜ Song β–£β–£β˜β˜β˜β˜ Craft β–£β˜β˜β˜β˜β˜ | Heart 4 (TN16)Enhearten ☐☐☐☐☐☐ Travel (f) β–£β–£β˜β˜β˜β˜ Insight β–£β–£β˜β˜β˜β˜ Healing β–£β˜β˜β˜β˜β˜ Courtesy (f) β–£β–£β˜β˜β˜β˜ Battle β–£β˜β˜β˜β˜β˜ | Wits 6 (TN14)Persuade ☐☐☐☐☐☐ Stealth β–£β–£β–£β˜β˜β˜ Scan β–£β–£β˜β˜β˜β˜ Explore β–£β˜β˜β˜β˜β˜ Riddle (f) β–£β–£β˜β˜β˜β˜ Lore (f) β–£β–£β–£β˜β˜β˜ | WeaponsBows β–£β–£β˜β˜β˜β˜ Swords β–£β˜β˜β˜β˜β˜ | War GearShort Sword Bow Leather corselet | EquipmentTreasure Rating: 0 War Gear: Short sword, bow, leather corselet | Old Tome (Lore)An old book containing tales and histories of the Free Peoples (Lore). "I must speak to my kin first." said Arbereth, whose task was to pass on the message she had been given to her own peoples that dwelled in the elven quarter. As they made their way towards the city gates, they were joined by many others, and a queue-orderly for the most part, save for the occasional quarrel-was quickly formed before the bridge. It moved slowly, as many amongst them were merchants, and had to have their goods inspected and their taxes determined and paid. The guardsmen of the city seemed to have no system for distinguishing visitors from tradesfolk this early in autumn. But at length they were granted passage without trouble, and not long after they found themselves navigating the busy streets of Lake-Town. They had all seen those before, but for Breda it had been a few years since she had looked upon them last, and her eyes were wide with amazement of how the city had grown and changed over such a short timespan. A festive mood filled the streets, mixed in with the more business-like attitudes of the merchants, who had come from near and far to ply their wares.
  25. Culture: Barding of DaleCultural Blessing – Stout-hearted. Your Valour rolls are Favoured. | Standard of Living: Common | AttributesStrength 5 Hearts 5 Wits 4 | CallingTreasure-Hunter Additional Distinctive Feature: Burglary: This venerable talent includes pickpocketing, lock picking, and, in general, any shadowy way to get a hold of possessions of others or access protected areas. Shadow Path: Dragon-Sickness: Adventurers who find themselves on the Road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the Shadow tightens its grip on their hearts, the world shrinks around them and their closely guarded possessions. | Distinctive FeaturesEager, Tall | Adventure Points: 2 | Skill Points: 5 Valour: 1Rewards: 1. Reinforced shield (+1 Parry) | Wisdom: 1Virtues: 1. Nimbleness: +1 Parry | Endurance: 25/25 | Load: 15 | Fatigue: 1 | Hope: 5/13 | Shadow: 0 | Parry: 17 or 19 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundWhen Smaug came to Lake-Town, he set the city ablaze, and many perished in the flames before Bard the Bowman slew him. Your folk were amongst the unfortunate few. Only your father survived, but the destruction left him destitute, and before long despair drove him to death. It has been almost a decade since that fateful day. In the intervening years, you did what you had to, falling in with unsavory folk. Of late, your have decided that you can no longer stomach their dealings. The time has come to set out alone in the world, and sever old ties lest they become chains. Skills: Body 5 (TN 15)Awe β–£β–£β˜β˜β˜β˜ Athletics (f) β–£β–£β˜β˜β˜β˜ Awareness ☐☐☐☐☐☐ Hunting β–£β–£β˜β˜β˜β˜ Song β–£β˜β˜β˜β˜β˜ Craft β–£β˜β˜β˜β˜β˜ | Heart 5 (TN15)Enhearten β–£β–£β˜β˜β˜β˜ Travel β–£β˜β˜β˜β˜β˜ Insight β–£β–£β˜β˜β˜β˜ Healing ☐☐☐☐☐☐ Courtesy β–£β–£β˜β˜β˜β˜ Battle β–£β–£β˜β˜β˜β˜ | Wits 4 (TN16)Persuade β–£β–£β–£β˜β˜β˜ Stealth (f) β–£β–£β–£β˜β˜β˜ Scan (f) β–£β˜β˜β˜β˜β˜ Explore β–£β˜β˜β˜β˜β˜ Riddle ☐☐☐☐☐☐ Lore β–£β˜β˜β˜β˜β˜ | WeaponsSwords β–£β–£β–£β˜β˜β˜ Bows β–£β–£β˜β˜β˜β˜ | War GearLong Sword Bow Reinforced shield Leather corselet | EquipmentTreasure Rating: 30 War Gear: Long sword, bow, reinforced shield, leather corselet Old horse: Vigor 1 | Breda of Frostward (Awareness)A new friend, and a keen-eyed companion. | Cloak (Stealth)An old, weather-worn yet warm green cloak, bought at the market-pool of Esgaroth at a bargain price. Perhaps it had once belonged to an elf? (Stealth). They made it past the hustle and bustle of the tent-town, where countless folk from all corners of Wilderland and beyond had gathered for the upcoming festival. As they walked on, Stig and Vandil's eyes went wide with amazement at the sights, scents and sounds of the great gathering. Both had kinsfolk in Dale, but they now grew eager to partake in the festivities, having spent recent months in Frostward, where few avenues for entertainment had been afforded them. Varr let them go, but not before reminding them their promise to corroborate his own account when he summoned them, before any official of the kingdom-even the king himself. He knew where to find them-for this matter had already been discussed at length-and if he managed to secure an audience, he would call on them. At length the two loggers bid them farewell and went off on their way, disappearing into the crowds of Lake-Town. "Well, that's done." said Varr as they stood just outside the great gate, watching them vanish. He turned towards Breda and Arbereth, who remained by his side. "I suppose all the inns will be full, and we will be made to camp. It is always busy this time of year."
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