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  1. Table of contents: Session 1, Chapter 1, Scene 1: Session 1, Chapter 1, Scene 2: Session 1, Chapter 1, Scene 3: Session 1, Chapter 1, Scene 4: Session 1, Chapter 2, Scene 5: Session 1, Chapter 2, Scene 6: Session 1, Chapter 2, Scene 7: Session 1, Chapter 2, Scene 8: Session 1, Chapter 2, Scene 9: Session 1, Chapter 2, Scene 10: Session 1, Chapter 2, Scene 11: Session 1, Chapter 2, Scene 12: Session 2, Chapter 3, Scene 13: Session 2, Chapter 3, Scene 14: Session 2, Chapter 3, Scene 15: Session 2, Chapter 3, Scene 16: Session 2, Chapter 3, Scene 16: Character traits: Usable once per chapter for an auto-success (TN 14 or less) or lowering the TN by 2 (TN > 14). Gramtyng: Ministrelsy, Story-Telling, Rhymes of Lore, Hero of the Woodmen, Fair, Reckless Dahr-Ol: Beast Lore, Fishing, Shadow Lore, Dreams of Old Arnor, Curious, Suspicious Barin: Mountaineer, Stone-Craft, Folk-Lore, Cunning, Hardy Cecil: Gardner, Folk-lore, Herb-lore, Eager, Merry Ernstyr: Beast-lore, Herb-lore, Folk-lore, Curious, Adventurous Fellowship pool: Use in place of Hope, once per session (more with group permission). Replenishes every session. Total: 5/6 PCs that used Fellowship: Gramtyng Eye awareness: Eye Awareness increased by rolls with eye (outside combat), shadow gain and magic use. Starting score: 10 (company: 4 / high Wisdom and Valour: +1 / Famous weapons and armour: +3 / Radagast's spell: +2) Hunt threshold: 20 (Free lands) / 18 (Border lands) / 16 (Wild lands) / 14 (Shadow-lands) / 12 (Dark lands) Hunt modifier: -2 (rarely trodden lands) Eyes rolled: 3 Current score: 11/16 Fellowship focus: Each PC can typically choose one other companion to share a bond with. Gramtyng: Barin Dahr-Ol: ?? Barin: ?? Cecil: ?? Ernstyr: ?? Travel roles: One guide only, but multiple PCs possible for the other three roles. Guide (Travel skill): Barin (2/2 bonus d6s) Scout(s) (Explore skill): Magric (Explore 4) Look-out(s) (Awareness skill): Ernstyr Hunter(s) (Hunting skill): Cecil, Gramtyng, Dahr-Ol (1/1 bonus d6s) Other stats: Companion XPTotal/Unspent Courage+1 Courage for each 10 total XP difference with the most experienced member of the company (Ingi; 64 XP) to a max of Heart. Can be used in place of hope, or to generate 1 XP or 2 APs at the end of a session. Endurance Fatigue Hope Shadow Status Gramtyng 65/8 0 27/27 15+1 (16) 12/14 6 None Dahr-Ol 41/9 2 29/29 11+4 (15) 7/13 4 None Barin 41/9 2 31/31 18+4 (22) 7/9 2 None Cecil 35/7 2/3 22/22 6+4 (10) 18/18 3 None Ernstyr 33/7 3 25/25 12+0 (12) 15/15 4 None Previous XP calculations For new companions: Lachiel: Higher staring Valour + Wisdom of 3/3 (+16 XP) and free Bow 3 (+12 XP) = 28 XP. Cecil: Higher staring Valour + Wisdom of 3/3 (+16 XP); free Bow 3 (+12 XP); +3 XP from 3 Shadow points = 31 XP. Ernstyr: Higher staring Valour + Wisdom of 3/3 (+16 XP); free Long-hafted axe 3 (+10 XP); +3 XP from 3 Shadow points = 29 XP.
  2. Dahr-Ol, Son of Throl Gender: Male Culture: Beorning, of Hillman descentBeornings are rugged men with brawny arms and legs, and lively women with undaunted eyes. Their spirit is reflected in their appearance: the women have long, wild hair and the men unkempt beards. Born free, they pay no tribute nor bow to any crown, keeping at peace the strip of land they have chosen as their own. All foes of the Beornings are mortal foes, but friends who prove to be trustworthy are friends for life. Calling: WardenIn this age of the world where shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilised areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger to the eyes of the common folk, a threatening figure like those you are protecting them from. Distinctive Features: CuriousYour inquisitive nature is easily aroused by what is often not your concern., SuspiciousYou strongly believe in the old proverb that says that ‘he who trusts not, is not deceived’ and live by its words. 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. Cultural Blessing: FuriousSwiftly he returned and his wrath was redoubled… • Beornings fight like cornered animals: when they see their own blood they are filled with a red wrath. During combat, a Wounded Beorning ignores the effects of being Weary (whether he was injured during the same fight or not). Shadow Weakness: Lure of Power Specialties: Beast LoreThe forests, plains, marshes and mountain ranges of Wilderland teem with life. Your knowledge of beasts can provide information regarding an animal you are hunting, or tell you whether a cave you chose as refuge is likely to be the den of a dangerous creature., FishingYou are able to catch fish with net, spear, bow or line, or even with your hands, if you are given time to exercise your patient craft., Shadow LoreYou have recognised that there is a shadowy thread unifying most of what is malicious, dark and terrible in Middle-earth, and that the thread is thickening year after year. A quality shared by the wise of the land, the truth behind this knowledge is getting plainer as the time passes. Wardens, committed to opposing the Shadow at every turn, collect this knowledge wherever they can., Dreams of Old ArnorWhenever you use this specialty to gain an auto-success, roll a d6. On a 1, gain a point of temporary Shadow (nightmares). On a 6, gain a point of Current Hope (dreams of glorious past, etc). On a 2-5, nothing of note happens (but you can still use the trait)., Fellowship Pocus: EflwynnPermanent Secondary Focus. Can assist with awareness if present. Possesses Elven Great Shield, Warg Bane, Advancement Points: 3 Experience: 5 Total Experience: 37 Attributes & Derived Statistics Body: 5 (8) Heart: 5 (7) Wits: 4 (5) Endurance 25 / 29 Encumbrance 12 Fatigue 0 Travel 0 Hope 7 / 13 Courage 3 / 3 Shadow Pts 4 (Temporary 4, Permanent 0) Parry 4 Valour 3 KEEN AND GRIEVOUS APPLIED TO AXE(weapon, unique) Keen lowers edge to 10. Grievous raises damage rating by two. This upgrade may be applied only once, to any one weapon type. Wisdom 3 Night GoerBeorning trait to shift into bear form. Only done at night. Human body remains at location and is unconscious. In bear form can travel 3 days distance in one night. At sunrise bear vanishes and human awakens in place human body was left. Any harm suffered transfers to the human form upon awakening Shieldmaiden of the NorthElfwyn has chosen to accompany you in your wanderings and her faithfulness reinforces your spirit. *Mark Elfwyn as a secondary Fellowship Focus, with all bonuses and penalties that entails. You can still choose another PC as another Fellowship Focus, too. *When you are engaged in battle, if an attack aimed at you produces an Eye Of Sauron result, the blow hits and automatically wounds Elfwyn instead (in place of the effects of a normal hit). You may prevent this by taking the automatic wound yourself (you cannot roll for Protection). Elfwyn is put out of combat for the remainder of the scene, and will return at your side at the start of the next session only if you (or another PC) succeed in a Healing roll with a TN of 16. If that fails, Elfwyn will not recover until the next Fellowship phase. *When you first choose this Virtue, Elfwyn can assist you with one Common skill as described under Support below, without paying the Experience point cost. You can spend time together to Support additional skills, as well as to assist you in combat, as a separate undertaking during later Fellowship phases, as follows: (a) Support Elfwyn can assist you in one activity, in any one of the following skill rolls: Awe, Awareness, Explore, or Hunting. It takes a Fellowship phase and one Experience point to learn to work together in each skill. When you are making a roll using one of the skills in which Elfwyn is aiding, you may roll the Feat die twice, and keep the best result. (b) Harass Enemy You may spend a Fellowship phase and two Experience points to learn how to fight together, when fighting at close quarters. When you are fighting alongside Elfwyn, your immediate adversary in close combat is always considered to be Weary. (c) Protect You may spend a Fellowship phase and one Experience point to allow Elfwyn to steadfastly defend you when you withdraw to attack your enemies with a ranged weapon. If you want to fight in a rearward stance, Elfwyn protects you, counting as a companion fighting in a close combat stance (so that you need only another companion in close combat). Additionally, you are allowed to choose a rearward stance even if the total number of enemies is more than twice the number of companions (up to three times) - see Combat at page 156). Current abilities: Support (Hunting) Other abilities ShapeshifterBears have one Called Shot - Smash Shield. Damage: 6 Edge: 12 Injury: 12 Attack Dice: 3 Conditions ☐ Weary ☐ Miserable ☐ Wounded __(Injury: …) Skills & Proficiencies Awe ▣▣▣☐☐☐ Athletics ▣▣☐☐☐☐ Awareness ▣▣☐☐☐☐ Explore ▣▣▣☐☐☐ Song ☐☐☐☐☐☐ Craft ▣▣☐☐☐☐ Inspire ▣☐☐☐☐☐ Travel ▣▣☐☐☐☐ Insight ▣▣▣☐☐☐ Healing ▣☐☐☐☐☐ Courtesy ☐☐☐☐☐☐ Battle ▣▣☐☐☐☐ Persuade ▣▣☐☐☐☐ Stealth ▣☐☐☐☐☐ Search ▣☐☐☐☐☐ Hunting ▣▣▣☐☐☐ Riddle ▣☐☐☐☐☐ Lore ▣▣☐☐☐☐ Personality: 0 / 3 Movement: 0 / 3 Perception: 0 / 3 Survival: 0 / 3 Custom: 0 / 3 Vocation: 0 / 3 War Gear Weapon Skill Damage Edge Injury Load (Axes) ▣▣▣▣☐☐ 7/9 10 18/20 3 Spear ▣☐☐☐☐☐ 5 10 14 1 Dagger ▣☐☐☐☐☐ 3 ᚠ 12 0 Armour/Shield Protection Load Leather-corslet 2d 8 NANA. Other Modifiers: Parry: 4 Damage: 5 Ranged: 5 Equipment Treasure Rating: 45 Weapons Long-hafted Axe (Keen & Grievous) Dagger Armour Leather corslet (Enc. 8 2D) Misc Miscellaneous Patrons: (None) Sanctuaries: Holdings: (None) Friendships & Bonds: Known to Fundor. Known to Beorn. Hero of Stonyford. Exiled by Viglund. Book-keeping: Character generation 1. Received 14 Starting XP and 4 Temporary Shadow points, allocated as follows: Explore 0 -> 2 (3 Starting XP) Craft 1 -> 2 (2 Starting XP) Travel 0 -> 2 (3 Starting XP) Battle 0 -> 2 (3 Staring XP) Persuade 0 -> 1 (1 Starting XP) Stealth 0 -> 1 (1 Starting XP) Lore 0 -> 1 (1 Starting XP) 2. Received 4 'normal' XP used to improve Valour from 1 ->2 and gain the Grievous Reward Upgrades after Kinstrife and Dark Tidings Receives 12 XP. Upgrades (Axes) 2 -> 3 (for 6 XP) Upgrades Valour 2 -> 3 and receives Keen Reward (for 6 XP) Upgrades after Sentinel of the North Receives 18 XP and 31 APs. Upgrades (Axes) 3 -> 4 (for 10 XP) Upgrades Wisdom 2 -> 3 and receives 'Shieldmaiden of the North' Virtue (for 6 XP); Elfwyn supports Awareness. Upgrades Persuade 1 -> 2 (8 APs) Upgrades Lore 1-> 2 (8 APs) Upgrades Explore 2 -> 3 (12 APs) Receives 'Dreams of Old Arnor' custom trait. 2 XP and 3 APs banked for future use.
  3. “The traveler sees the beauty oft overlooked” Ernstyr of Rhosgobel Gender: Male Culture: Woodman of WilderlandAs all Men of the North, they are commonly light-haired and tall, but often brown-skinned with a little red in their cheeks thanks to a life in the open. Sometimes deemed surly of speech and unforthcoming by other folk, they are rangers and hunters, haters of Orcs and Spiders, skilled in fighting in the deep of the woods with bows of yew, stout spears, and long-hafted axes. They were once skilful tamers of steeds and hunting dogs, but their life under the Shadow has forced them to mostly abandon the training of horses, and to favour that of hounds. Calling: WandererYou see the wonders of living in Middle-earth even where the Shadow is deepest. Every corner of the land holds a promise of untold secrets, and this is why you have decided that any dell, cave and river vale can be your home, albeit briefly. For when the morning comes, another horizon will show your new destination. Distinctive Features: CuriousYour inquisitive nature is easily aroused by what is often not your concern., AdventurousYour spirit is attracted by new experiences and challenges, especially when they seem perilous enough to put your mettle to the test. Standard of Living: FrugalFrugal folk usually sleep in comfortable common halls (or tents, if nomadic) and eat the produce of their own lands and pastures. They wear simple clothes at most times, although they may possess finer garments for special gatherings like season festivals, marriages or funerals. Jewels and other superior ornaments, if any are in the keeping of members of the society, are treasured as possessions belonging to the community, and are passed down through generations of appointed keepers. Adventurers coming from a Frugal folk do not usually carry anything of unusual worth (unless as part of their war gear), with the possible exception of one or two pieces of expensive clothing or common jewellery, like a rich mantle or a golden necklace or bracelet; probably a token of their status among their peers. Consequently, Frugal adventurers can rarely afford to pay for anything, and prefer to find or make what they need instead. Cultural Blessing: WoodcraftyThe Woodmen know the woods so well that they can put a name on every shade of green found in a forest. Wearing the proper raiment and adopting clever ploys suggested by the Brown Wizard, they can trick the eyes of others and use the many obstacles found in the woods to their advantage. • When the Woodmen fight in the woods, they use their favoured Wits score as their basic Parry rating. Shadow Weakness: Wandering-madness Specialties: Beast LoreThe forests, plains, marshes and mountain ranges of Wilderland teem with life. Your knowledge of beasts can provide information regarding an animal you are hunting, or tell you whether a cave you chose as refuge is likely to be the den of a dangerous creature., Herb-loreWhether used to identify a spice, a plant with curative properties or a blend of pipe-weed, herb-lore is a knowledge favoured by many races of Middle-earth. Among other uses, this Trait may prove helpful when cooking, or when preparing a healing salve., Folk-loreYou possess some knowledge of the many traditional customs, beliefs and stories of the various communities that compose the Free Peoples. Likely the result of your wanderings, this information may help you when dealing with strangers, letting you come up with some useful fact regarding their folk or a smattering of the appropriate language. Wanderers generally pick up this Trait during their time on the road. Fellowship Focus: Advancement Points: 5 Experience: 3 Total Experience: 29 Attributes & Derived Statistics Body: 2 (4) Heart: 5 (6) Wits: 7 (10) Endurance 25 / 25 Encumbrance 12 Fatigue 0 Travel 0 Hope 14 / 15 Courage 3 / 3 Shadow Pts 3 (Temporary 3, Permanent 0) Parry 7 Valour 3 Fear Mastery, Herbal Remedies Wisdom 3 Cunning-Make Leather Corselet, Shepherds-Bow Great Bow Conditions ☐ Weary ☐ Miserable ☐ Wounded __(Injury: …) Skills & Proficiencies Awe ▣☐☐☐☐☐ Athletics ▣▣☐☐☐☐ Awareness ▣▣▣☐☐☐ Explore ▣▣▣☐☐☐ Song ▣☐☐☐☐☐ Craft ▣☐☐☐☐☐ Inspire ▣☐☐☐☐☐ Travel ▣▣▣☐☐☐ Insight ▣☐☐☐☐☐ Healing ▣▣▣☐☐☐ Courtesy ▣▣☐☐☐☐ Battle ▣☐☐☐☐☐ Persuade ▣☐☐☐☐☐ Stealth ▣▣☐☐☐☐ Search ▣▣☐☐☐☐ Hunting ▣▣☐☐☐☐ Riddle ▣☐☐☐☐☐ Lore ▣☐☐☐☐☐ Personality: 0 / 3 Movement: 0 / 3 Perception: 0 / 3 Survival: 0 / 3 Custom: 0 / 3 Vocation: 0 / 3 War Gear Weapon Skill Damage Edge Injury Load (Bows) ▣▣▣☐☐☐ 7 10 16 3 Long-hafted axe ▣▣▣☐☐☐ 5/7 ᚠ 18/20 3 Dagger ▣☐☐☐☐☐ 3 ᚠ 12 0 Armour/Shield Protection Load Cunning-Make Leather Corselet 2d 6 Other Modifiers: Parry: 7 Damage: 2 Ranged: 2 Equipment Treasure Rating: Weapons Shepherds-Bow Great Bow Long-hafted axe Dagger Armour Cunning-Make Leather Corselet Misc Miscellaneous Patrons: (None) Sanctuaries: Rhosgobel Holdings: (None) Friendships & Bonds: TBD Tale of the Years TBD...
  4. The Easterly Inn, early winter 2949 Chapter 1: The North Beckons Scene 1: A homely house ’(…) A chance meeting, as we say in Middle Earth.’ J. R. R. Tolkien, Unfinished Tales Gramtyng, Nori, Idunn, Ingi, Dahr-Ol and Annungil Spring turned to summer, and summer in turn brought autumn and winter. The companions, who in the interim had elected to go about their separate ways, or remain together, according to everyone’s wants and needs, found themselves reunited again, this time at the Easterly Inn: a waystation conveniently located between the lands of the Woodmen and those of the Dwarves of Erebor and the Bardings. The inn itself took pride in being a piece of the Shire on the wrong side of the Misty Mountains (as its proprietor, Dodinas Brandyback, was fond of saying). A humble abode, yet homely and welcoming, it was under the direct auspices of Beorn himself. It was a strange sight in these lands, having been raised no more than a few years ago, and despite its growing popularity, tales still spoke of it being run by ‘wise children’ – what the most superstitious amongst the Beornings and the Woodmen called Hobbits. Despite being so recent, the inn was already prospering, situated as it was so near the Forest Gate, which linked east and west through the elf-path. Here the companions were welcome – indeed, more than welcome – for their valiant deeds in these lands and their wise counsel had not been forgotten. In particular, Dodinas was grateful to Dahr-Ol and Annungil for life, for they had rescued his brother Dindy and his companions from certain death at the hands of goblins. As for the rest, word had spread of their deeds in defending the lands of the Beornings from Valtar's army, and their names were well-known in these lands. [OOC: Both Dahr-Ol and Annungil receive a free Attribute bonus to all rolls when interacting with the proprietors of the inn, because of the aid they have previously offered (link). Everyone else gains an advantage on all such rolls (re-roll d12, take best result) because of their deeds in Theft of the Moon and / or Kinstrife.] Barin and Celebros In Lake-Town, Barin sought to talk to Bofri and to Gloin, who were joyous to see him return successful from the Woodnand Realm. Yet Bofri’s joy soon turned to disappointment, for he had hoped that Barin would remain committed towards restoring the Old Forest Road. Nevertheless, he was understanding, for he too had heard rumours that orcs were amassing again under the Grey Mountains, and when his attempts at changing Barin’s mind failed, he accepted his decision. With the aid of Gloin, and the first-hand accounts of Polin and Pomin, Dain was convinced to send aid to the Grey Mountains. A small force would aid their kinfolk to evacuate the most dangerous areas, and Dain promised that he would see to it that all the refugees will be resettled in Erebor – temporarily if they wished to return later, when the orcs had been dealt with. But he could send no army to drive the orcs back, for there were not enough stout dwarven warriors to spare, and Dain did not wish to risk losing those that he had. When the mountains were stiff with orcs, before the Battle of the Five Armies, it was in Mount Gundabad that they had their capital. The mountain, a place of great importance for the dwarves (for it was here that Durin the Deathless awoke in ages past), was almost liberated hundreds of years ago, in the great war of orcs and dwarves, but the dwarves chose not to remain there, and so the orcs returned. What had happened under Gundabad after the Battle of the Five Armies none could tell, but some said that the orcs that were attacking the Grey Mountains were under the command of Gundabad. To investigate, Barin had decided to undertake the journey from Erebor to the lands of the Beornings, travelling through the Elf-Path, with the permission and support of the Elvenking. He was joined by some of his old companions – namely, Fareth and Lara (for Asfrid and Ewald had elected to remain to Lake-Town and Dale respectively), but also some new ones – for the Elvenking had provided a small group of sentries to help in the journey through Mirkwood. Amongst them was Celebros, a young elf (or, at least, young by the counting of the years amongst the firstborn). Unbeknownst to Barin – at least initially – Celebros was under orders to join the dwarf in his journey. And so, unlike the rest of the fair folk that accompanied the dwarf, Celebros did not turn back at the sight of the Forest Gate, but instead continued. Thranduil himself was now involved in Barin’s mission, for he did not want to see dwarven refugees or orcish marauders from the North trespass on his realm. To deny his will would mean risking the fragile alliance that Barin had managed to secure during the hunt. The journey, long and exhausting, having taken the better part of November, was now behind them, and the two unlikely companions found themselves at the Easterly Inn, a hobbitish establishment of all things, where they could rest and recuperate for a few days, while collecting information from the folk that dwelt here. [OOC: Both Barin and Celebros gain an advantage on all rolls when interacting with the inn's proprietors (re-roll d12, take best result) because of the relative rarity of elves here, and Barin's tales from his previous adventures (assuming that he shares some).] Scene purpose The main goals of this short, introductory scene are: 1. To give you a chance to describe how your characters relax and recuperate in a homely, comfortable setting, in much the same way that the first chapter of the Hobbit and its descriptions of Bilbo's comfortable life contrast with the later chapters. It is also possible to highlight your character's inability to relax / recuperate, if that's more appropriate for your PC (your decision). See the mechanics spoiler for more details. 2. To gather and exchange news. This you can do in two ways. * First, you can RP amongst yourself, especially by having the old-timers (Gramtyng, Nori, Ingi, Dahr-Ol and Annungil) interact with the newcomers (Barin and Celebros). These two groups should have access to news from different places (depending on where the NPCs were in the previous adventure and / or fellowship phase). * Second, you can engage the NPCs at the inn - just RP it or provide some kind of Common Skill roll if you want (any you can justify) and I will provide the relevant info, if any. Although interaction between PCs is encouraged, it is not critical. I will provide much stronger incentives for interaction / cooperation in the next scene. Mechanics Regarding the mechanics: 1. You can provide a description of how your character enjoys life (eating, drinking, playing music, story-telling, socializing, whatever) you can regain a point of Hope (or, if you are full on Hope, an Experience Point). I will not police this - just award yourself the point if you think it's appropriate. 2. However, maybe some characters are unable to enjoy life because of the grim happenings in the previous adventure (e.g. Kinstrife). If such is the case, you may take one of the following negative effects; the trade-off is that you also get so-called destiny points (a new sub-system for this adventure, more on those below - check the 'Hard Mode' spoiler) as follows: 2a. Anywhere from -1 to -3 Hope. Gives 2 Destiny Points per Hope point spent. 2b. Your PC is Daunted for this chapter and the next (I will let you know when the condition is removed). This means that they cannot spend Hope / Fellowship Points / Courage. Gives 5 Destiny Points. 2c. Your PC is Miserable (therefore risking a bout of Madness / permanent Shadow when a Sauron (11 on the d12) is rolled) for this chapter and the next. Gives 12 Destiny Points. Hard Mode Throughout this adventure, I will give you several chances to make some decision that will impact your character negatively (including mechanics). This is meant to emphasize the hardships your PCs encounter, but I will leave the decision to you always. In this way you can adjust the difficulty level as you wish / think is most appropriate for your PCs. An example has already been provided above. In exchange, I will always provide some Destiny Points as a trade-off, as above. These can be used at specific points (around the middle and also at the end of the adventure) to either improve the chances of finding good treasure (e.g. by allowing re-rolls in treasure rolls, or upgrading the quality of success of treasure rolls) or gain new abilities. The specific mechanics will be explained as they come up (but I am happy to provide them earlier upon request). As for character death, while it is a possibility, I'd rather that it does not come about because of some bad random dice roll, but because of player choice (e.g. valiant last stand, attonement) or at least because you evaluate risks and benefits and decide that a risk is worth it. In some cases, I may instead of death apply some permanent, nasty effect like Frodo's stab-wound from the morgul-knife or missing finger. Expectations As previously: 1. Posting rate. I’ll assume a posting rate of about once a week per participant (more is welcome). I will also strive for one post that pushes the narrative forwards a week. If someone cannot meet this requirement, then I will move on without them until they are able to return to the narrative. 2. Communication. Please communicate absences if possible. I will also let you know if I am unavailable. If you are bored, it’s always better to post something, rather than nothing (even if it is a simple out-of-character statement that you feel you have nothing to add to a scene). 3. Tracking your stats. Please keep track of your character’s statistics (Endurance, Fatigue, Hope, Shadow points, Advancement points, Experience points etc). I will keep track of group statistics (Fellowship pool etc). 4. Contents of posts. I will not place any limitations, but I encourage you to be creative and proactive with your characters. I also encourage you to take control of the narrative to set the mood, embellish a description or develop a minor character. This is in general allowed if it does not ‘break’ the game or make your character unreasonably powerful. It is also up to you to pursue interesting subplots for your characters, or suggest some to me. The only limitation is to please try and stay true to the setting. In addition: 5. NPCing the PCs. In cases of extended player inactivity (2 weeks +) I may need to NPC certain PCs. While I will avoid this as much as possible, this adventure is designed with critical points where the narrative may only be able to continue because of a specific PC's knowledge / expertise. At these points, I may need to briefly NPC said PC if the player is absent. 6. Player removal. This will only be considered after one month of inactivity without prior notice / explanation in the OOC thread. Even then, I will probably be even more lenient than that. NPCs of note _Dody and Dindy and Agatha are all co-owners. _Dody and Dindy are brothers. _Agatha is Dody's wife. _Dando and Rodry are their children. _The cat and the dog are the family pets. _Frier is a dwarf tinker who helps with repairs and expansion. %5Btable%3D4%2C2%5D%5BR%3D1%2C1%5D%5Bcenter%5D%5Bimg2%3D150%5Dhttps%3A%2F%2Fi.imgur.com%2FfKGF2jq.png%5B%2Fimg2%5D%0A%5Bb%5DDodinas%20(Dody)%20Brandybuck%5B%2Fb%5D%5B%2Fcenter%5D%0A%5BR%3D2%2C1%5D%5Bcenter%5D%5Bimg2%3D150%5Dhttps%3A%2F%2Fi.imgur.com%2F2eL7lWr.png%5B%2Fimg2%5D%0A%5Bb%5DAgatha%20Brandybuck%0A%0A%5B%2Fb%5D%5B%2Fcenter%5D%0A%5BR%3D3%2C1%5D%5Bcenter%5D%5Bimg2%3D150%5Dhttps%3A%2F%2Fi.imgur.com%2FYI7UYZV.jpg%5B%2Fimg2%5D%0A%5Bb%5DDinodas%20(Dindy)%20Brandybuck%5B%2Fb%5D%5B%2Fcenter%5D%0A%5BR%3D4%2C1%5D%5Bcenter%5D%5Bimg2%3D150%5Dhttps%3A%2F%2Fi.imgur.com%2Fyw689Yg.jpg%5B%2Fimg2%5D%0A%5Bb%5DFrier%20the%20dwarf%0A%0A%5B%2Fb%5D%5B%2Fcenter%5D%0A%5BR%3D1%2C2%5D%5Bcenter%5D%5Bimg2%3D150%5Dhttps%3A%2F%2Fi.imgur.com%2F70RipeF.jpg%5B%2Fimg2%5D%0A%5Bb%5DDando%20Brandybuck%5B%2Fb%5D%5B%2Fcenter%5D%0A%5BR%3D2%2C2%5D%5Bcenter%5D%5Bimg2%3D150%5Dhttps%3A%2F%2Fi.imgur.com%2FBn1lUjD.jpg%5B%2Fimg2%5D%0A%5Bb%5DRodry%20Brandybuck%5B%2Fb%5D%5B%2Fcenter%5D%0A%5BR%3D3%2C2%5D%5Bcenter%5D%5Bimg2%3D150%5Dhttps%3A%2F%2Fi.imgur.com%2FB6FA7lN.jpg%5B%2Fimg2%5D%0A%5Bb%5DGriffo%20Longwhiskers%5B%2Fb%5D%5B%2Fcenter%5D%0A%5BR%3D4%2C2%5D%5Bcenter%5D%5Bimg2%3D150%5Dhttps%3A%2F%2Fi.imgur.com%2FqLgQQOi.jpg%5B%2Fimg2%5D%0A%5Bb%5DShadrach%5B%2Fb%5D%5B%2Fcenter%5D%5B%2Ftable%5D Dodinas (Dody) Brandybuck Agatha Brandybuck Dinodas (Dindy) Brandybuck Frier the dwarf Dando Brandybuck Rodry Brandybuck Griffo Longwhiskers Shadrach
  5. A few weeks had passed since the fellowship’s return to Esgaroth-upon-the-lake. Now spring was starting to turn to summer, and the folk of Lake-Town were slowly starting to think about the preparations for Dragontide. As for Bofri, he had not been idle: he travelled to and fro between Lake-Town and Dale and Erebor, like a buzzing bee flies from flower to flower. He made sure to spread word of their journey and accomplishments to the good and the wise and the mighty of these kingdoms. But these leaders and their trusted councillors were the only folk he spoke to. In fact, he had sworn the company to complete secrecy with regards to their journey. Idle tales of treasure would certainly intrigue the curious and the greedy, and Bofri did not wish to be responsible for the death of such individuals, should they foolishly seek to trace the company’s footsteps in search of riches. Bofri’s concerns did prove well-placed after all, however, when word of the journey did start to sprout here and there. How the information got out and who was responsible for this were both unclear, but word dod get out, much to Bofri dismay. The dwarf kept an ear out, monitoring the tales and gossip as they spread with growing concern, but assured the company that at this stage, they were nothing but fanciful tales, too vague for anyone to act on them. Yet he wondered how long they had before any ‘adventurers’ and other suspicious sorts – at their mention he shook his head disapprovingly – would start seeking the Marsh-dwellers’ gold. Thus it was with no small sense of urgency that he continued going about his tasks and councils, for now he was operating under limited time. Lord Ewald had not been idle either. A private, informal audience was granted to him by King Bard. His king listened to his tale with great interest, speaking only rarely to ask clarifying questions, and not saying much one way or the other. Yet it was clear that he was pleased with the mission that the company had undertaken, and greatly intrigued by the tales of the Marsh-dwellers’ gold. As for Ewald’s own questions, King Bard answered cryptically. It seemed that the fair lady Hafgrim had mentioned at the stairs of Girion was indeed from far-away Dorwinion, a land of fine wines and exotic merchants, and that she was indeed someone important: a merchant-princess in her own homeland. With Erebor restored, and the gold from Smaug’s hoard now flowing freely in the North, trade was flourishing again, and the bonds between Dale and Dorwinion were growing stronger. King Bard did reveal a few additional pieces of information: the woman’s name was Una the Fair, and she was an honoured guest in his court for the time being. At the conclusion of their brief audience, King Bard expressed a clear desire to meet the others that had accompanied Lord Ewald in his journey down the Long Marshes. The king knew of Bofri’s quest, of course, as he had spoken both with the dwarf and King Dain about it, but now he worried about recovering the gold, as it lay so far away. Thus, another audience was arranged, this time not only with Ewald, but also his companions. It is for this audience that the company had gathered again, to seek counsel and support for the tasks that lay ahead. [OOC: The audience with King Bard can be simply role-played, in which case it will be handled with just writing and potentially skill rolls (when you want to achieve something). Alternatively, we can also play it out as an Encounter, if your PCs have specific objectives for the company and want to achieve them (things like material support, soldiers, a good cut of the treasure, etc). Just let me know what you decide! The arguments you make here will also impact the mechanics, with good arguments granting a reduction in Target Numbers or even outright successes.]
  6. The Road to Beorn's House, Wilderland, Late Spring of 2949 Part One: A Funeral Boat With Black Tarn rebuilt, and the companions have spent their time resting as they pleased, they gathered once more in Rhosgobel, before journeying north, at the Brown Wizard's behest, in order to deliver a small shipment of herbs - normally, the job would have been entrusted to Beran or Banna, but both had been preoccupied in Black Tarn, and the Company was passing through that way on the way to Mountain Hall in either case, so it was convenient. The journey goes quite simply and easily - after all, these are Beorn's lands, and he does not permit any trespass from creatures of Shadow. Leaving Stoneyford behind, the Carrock was clearly visible in the distance, Beorn's home perhaps ten miles away. The sun had already begun to set, but with Beorn's dwelling this close, it woould be meaningless to look for a campsite. The land had fully awakened from the winter, and even here, close to the edge of Mirkwood, nature took it's due - the grass glistened with dew, birds flew overhead, insects buzzed, and the leaves of trees gently whispered in the wind, here and there. For most of the travelers, this was at least not the worst of times to travel - but it was different for Idunn. Something felt amiss - where others saw birds and associated them with the upcoming summer, the huntress' eyes could pick out that the birds were too dark to be songbirds local to the area, and that most circled a spot up ahead. In the dying light of the sun, things began to suddenly look much less pleasant, as the road neared the river, an odd noise could be heard, rhythmic and hollow, resembling a drum. No crickets could be heard - instead there was a loud buzzing of flies. Looking closer, Idunn can tell that, tangled in the weeds and thick rushes on the east side of the stream, there is a boat, with two slumped shapes within it - flies buzz overhead, and a limp arm trails in the water. Investigation There are a few things you can do here. Rather than outline all the skills possible and what they will do, I will simply say that if you give me a roll and can justify it to me, it will work out. But generally, 'Investigative' skills are things like Riddle, Search, Awareness, Hunting, and Lore, with other ones possible. The TN is 14 unless otherwise specified! New Players After this scene finishes, you guys get your cue to enter! Private Content for: Jacob Lewis, thesloth, Varon777 The idea is, you are a patrol returning to Beorn's House - he's likely quite happy with you from the previous adventure with the Hobbits, the summary of which I will post tomorrow! Also, it would be good if you picked a Role for yourself in the company - Scout, Lookout, or Hunter all work - There can only be one guide, but multiple others. Deciding on a Fellowship Focus is also a good idea!
  7. [OOC: I will be posting introductory text over the next few days, expanding the backstory of at least some of the characters, to explain how we transition from previous events into the start of this adventure. Please refrain from posting here for now!] The story so far… Lord Ewald of Dale You had hoped to convince the folk of Ceawin, son of Ingelram, to see the folly of settling in the East Bight. This land, despite being the place where his ancient ancestors once dwelt, is cut off from the rest of the Free Folk. But not only that. You have heard tales of ghosts in the eaves of the forest that borders this land in all directions but the east. Still, Ceawin and his folk would not listen, not even after you extended King Bard’s offer to grant them good land near Dale. They would not change their minds even after it was made known publicly, in the folk-moot of the Woodmen, that Radagast the Brown thought the East Bight too dangerous, and had warned Ceawin to stay away. Instead, they raised a great long-house in the East Bight, and around it they built a village they call the Sunstead. The folk of the East Bight now look to their new friendship with the Woodmen, and hope to cut good paths through the Narrows of Mirkwood to link up Rhosgobel and the Sunstead. But the Narrows are dangerous, and the Necromancer’s taint still lingers there. The failure of your mission has cost you dearly, for many amongst the nobility of Dale now doubt your skills and think that you are a poor ambassador. Yet King Bard is not amongst them, and he still has faith in you, though you have lost much of your old standing. To repair somewhat the friendship between Dale and the Woodmen, you have returned to Dale, accompanied by Asfrid of Lake-Town, Beran and Fareth of Rhosgobel, as well as others. There, you commissioned the casting of a great Dalish bell, to be gifted to the Woodmen of Black Tarn Hall. Moreover, at the urging of King Bard, you have joined the mission of Bofri, son of Bofur, who wishes to see the Old Forest Road restored, and trade across Wilderland flourish. Thus King Bard hopes to see you continue your work with the Woodmen, and hopes that the bonds of friendship will be strengthened. You have also not forgotten the folk of Ceawin. Perhaps they are foolish to follow him, yet you are unwilling to abandon them to the horrors of Mirkwood. You have spoken to Bofri the dwarf, and he has explained that once, when the Old Forest Road cut through Mirkwood, there was a great fort at the place where it exited into the eastern eaves of the forest. The Eastfort is what the dwarves called it, and near it your Northmen ancestors built a city, many centuries ago. It is there that Bofri wishes to go, to examine the ruins that remain. Though you doubt that the Sunstead can be linked to Rhosgobel easily, given that Mirkwood remains untamed, dark and dangerous, perhaps it would be possible to go around the forest, and build a road connecting the Eastfort to the Sunstead. This could, perhaps, secure some safety for the East Bight and its foolish leader. OOC A few things: _I had to, somehow, explain why your PC, despite being a noble lord, has a standing of 0. I decided to use the failure of his most recent diplomatic mission (to convince the people of the East Bight to move to Dale) to explain why he has lost standing. I hope during the game to offer Ewald opportunities to mend and improve his standing. _For this post, I used the 2nd person. I think it’s better for the opening post, but I tend to prefer 3rd later on in the narrative. _All this backstory comes from the previous adventure and filling in the gaps. If you don’t like something, please let me know and maybe we can change it. _Feel free to look at a map (link here, click!) to understand the locations involved (the main ones are Rhosgobel, Black Tarn (the black lake directly to the East of Rhosobel), the East Bight, the east end of the Old Forest Road that joins the Running River and, of course, Dale and the Iron Hills. If something is unclear, let me know!
  8. Mountain-Hall, Misty Mountains, Early Summer of 2948 Scene 1: By valleys, plains and rivers True to their promise, the companions met again in spring, in Mountain-Hall. Hartfast, chief of the village, greeted them all with open arms: he had heard of what had happened at the Festival of the Moon from Magric, and was much pleased with the outcome. Still, he complained about Nori’s long absences, which meant that there was much work to be done in the mines. Much had happened in Mountain-Hall during their absence, and Hartfast was eager to exchange news. Progress in the mines had been slow, yet steady. There was other business at hand, too: many news about the Woodmen that dwelt far away, across the great river and nearest to the forest. Messengers spoke of a new Woodmen settlement near Rhosgobel, by the Black Tarn. Folks there were raising a new long-house over the spring, and though it was not complete yet, it was said that it would rival the one in Rhosgobel in size and beauty. More news was carried in the wind, becoming confused with rumours and impossible tales about an outlander who led many men and lived on the other side of the great forest, who wished to join the Woodmen. Ceawin was his name and, if the stories were anything to go by, he was richer than all the other Woodmen combined, laden with gold and many gifts, which he gave wherever he went. Word was that there would be a great gathering in Rhosgobel in the summer; a folk-moot of sorts, and friends and guests of the Woodmen were welcome. Indeed, the rumours were true, Hartfast confirmed, and he too would soon be undertaking the journey to Rhosgobel. The companions had travelled much, and they represented many of the Free Folk of the North. Would they not join the chieftain on his journey, and would they not speak for Mountain-Hall during the folk-moot? ’I would be glad if you joined me and my sons. We must show our cousins what friendship between our folk can achieve. I hear that Ewald will also come. I will not be outdone by some Dalish lord, however rich and mighty he thinks he is!’ The two sons, sitting by their father, looked at the companions, one with anticipation, the other with apprehension. The former, Einar, sat to his left, and was the younger of the two. Everyone in Mountain-Hall knew him, and as a younger man he had travelled to Dale, when the efforts to rebuild the ancient city had only started. It was there that he took to the dressing style and appearance of the Men of Dale. The latter, Wulfred, was also well-known, though rarely seen, for he spent much of his time patrolling the Misty Mountains. He was Hartfast’s eldest: a silent man, tall and wearing ragged clothes, he made it his duty to always see to Mountain-Hall’s safety. Everyone in the village knew that Hartfast was old, and only getting older. Soon, he would have to choose a successor, and though he had many children, these two sons, different as day and night, were his most likely heirs. ’So? What say you?’ asked Hartfast. ’Will you join me?’ OOC There are only two options here: Go to Rhosgobel with Hartfast and his sons, or travel separately. You don’t have the option of not going; if you do, you essentially remove your characters from the game. I apologize for this, but I will try not to rail-road you as much later on. So I recommend coming up with reasons of why your characters would go. I tried to be as vague as possible for the fellowship phase, so you can fill in the dots. Did Gram share his marching-song already? Did Nori tell Idunn about the Werewolf attack? Is Idunn able to understand her hound's speech? What was the attack at the Old Ford? All these details we can fill out now or later, or even just let our imaginations fill the gaps.
  9. It is in the year 2947, the very next after the Company undertook Baldor's task to guide him from Dale, across the breadth of Mirkwood, a trek which cost nearly cost Arphel the Ranger's life, and sat to seal Ellerina's decision to leave the waning Third Age of Middle-Earth and travel West. The Company were tested, but their bonds saw them through to the end, as they always have. Leaves have fallen, crinkling underfoot, when Fall spread throughout Wilderland - giving room to Winter, whose cold grasp and icy breath left it covered beneath a blanket of snow: but the fires of Mountain Hall burned brightly and hotly, chasing away any and all shadows that crept close. A cozy place by the Common Room's fire was always open to any who wished it, and many stories were told when the blizzards howled outside. Winter turned to Spring, relinquishing its hold, and Wilderland ran with streams as nature awakened once more to a new year. Perhaps dark tidings would come this year, but the buds on the trees would open regardless, and the woods and mountains would be once more filled with the songs of life: Birds, animals, insects, streams, and the sound of leaves in the wind. Many important tasks had to be done at Mountain Hall, as the new season began; for there was much to do if the new Winter was to be defeated like the one before it. News reach Mountain Hall of the Gathering of the Five Armies, a new celebration to mark the victory over the orcs at the Battle of the Five Armies, which had been held in Dale - King Bard, the people said, was planning on making this a yearly thing. They spoke of a three events: Horsemanship, where a masked man with a horse-tail helm made the crowds roar as he hit every target with his spear, singing a song in a language foreign to Dale; the Wreathe Shot - an archer's proving ground where Galia, an elf bearing a half-moon mask, had bested the Royal Archers of Dale and the archers from the Bowmen’s Guild of Esgaroth, accomplishing feats previously thought impossible. More was told of the Ring of Strength, where a man who was nearly mistaken for a bear, named Gerlod, had beaten the best contestant in a rather humiliating way: he picked up the young dwarf by his beard and tossed him out of the ring. The Grand melee followed these events, with multiple companies taking the field, and where Elstan, the Captain of the Guard, took first prize, defeating the Beorning Gerlod. The travelers spoke almost as if in a daze of the grand feast and the masked ball, filled with songs and tales of adventure - and of the gleaming chest of gold received by the winner of the Melee. Tales far darker were told by other travelers still: Stories of a bright-eyed, spindly creature, too quick for a spider, too smart for a mere goblin. It preyed on the unwary and the weak, a blood-drinking ghost could not be caught, stealing into many houses. But, regardless of what happened in Wilderland, the seasons moved on: Spring gently moved on to Summer, as even the last memory of Winter was erased, and trees bloomed, the land flowering and filled with greenery; a great time for travelling throughout the land. Summer passed quickly and busily as hunters supplied Mountain Hall with fresh game for immediate consumption and supplies for the Winter. Fall had come once more, and with it, harvest - to Mountain Hall itself, it mattered little, as their fields were few, and most pasture was used to set the goats out to graze. To their neighbors the Beornings, with whom they traded extensively for other foods, it was a different matter altogether. It was then, when Hartfast summoned the Company, standing on the balcony of his home, overlooking the village. He tells the company that there is something he needs to do, but cannot go himself, as he must stay at Mountain Hall due to a matter requiring his attention - he does not seem to wish to disclose the reason, but his countenance is grim. As it turns out, he'd sent an envoy to Beorn, attempting to make another agreement for the betterment of trade and patrol of the lands. The envoy discovered that Beorn had been absent, but one of his Thanes, a man named Merovech the Mighty, who had been busy organizing some manner of harvest festival along with Marshall Torbald, explained while he could not make such decisions in the absence of the Bear Lord, he graciously invited Hartfast and any who were recommended by him to attend the Festival, which would be held at Stoneyford. Hartfast explains to the Company that he would prefer that they go to the Festival instead of others, as he wishes for Beorn's folk to be exposed to more than simply the Woodmen, whom they are already comfortable with. This is a plan, he says, for the Beornings to expand their dealings to more than just a few cultures, as the North will not hold long if it is divided, no matter the victories earned. Borin's news seemed to have had at least some measure of effect on Hartfast. As the meeting ends, Gerold pulls Idunn aside to tell her that he, too, wants to ask her to go to the Festival, as Merovech, her cousin, had asked for her in particular to attend; it seemed besides the festivities, there was something else he wanted to discuss in person. Arphel, whom the beautiful Noldor that visited them diagnosed with being poisoned particularly badly, had to eventually be taken to Rivendell for treatment - her life was not in danger, but the poison seemed to have not been that of goblin-make after all, and was something far darker, but what it was, the Noldor would not say: She only told Ellerina, whose only mentioned very unwillingly, that the poison was, in fact, not a poison, but a venom. Arphel's treatment would require perhaps years, so horrid was the venom. What manner of beast could produce such, neither Elf mentioned. Before she departed, taking her brother's ring, she implored Almarion to take her place in the Company. The proud Ranger took the incident with the orcs as her own fault, no matter how many times she had been told it had been none of hers. She all but begged Almarion to go with them to redeem the honor of the Dunedain - whatever she thought of this were her own thoughts, but it was true that with Arphel now out of commission, this part of Wilderland no longer had a Ranger patrolling it, and the Company's journeys would make the wanderings simpler. Hartfast, on the other hand, had asked Borin to stay, and asked him to once more, describe Frar and his quest to return the Greydelve to the dwarves. He listened silently, without interrupting, and did not speak for several minutes after the dwarf was finished with his tale. He then spoke once more, putting fourth a proposal: though he'd loved having a whole three dwarves here, he deemed their desire as highly strategic, as it placed another bulwark against Gundabad, and would allow for easier trade. Thus, he advised Borin to speak to the Bear Lord and his Thanes of this, while warning him that usually, Beorn is not too happy with dwarves - but that his is another opinion that needs to be heard, and another hard head that needs convincing. When asked on his own position, Hartfast himself explains that he is getting old, and must ensure that the new generation of Woodmen have a good start and a safe haven; it is why he is hesitant to help. However, should the dwarves recruit others to their help, he will speak to his people and see what he can offer those that would reclaim their old home. Meanwhile, another messenger arrived for Hartfast, who awaited him to be finished with Borin in the common room - he proved a chatty fellow named Magric, particularly puffed up and proud of himself. The man was the one responsible for running messages between the Beornings and the folk of Mountain Hall - while his manner was unpleasant, his knowledge of tracking and trapping was undeniable, so he was an ideal candidate for many such trips in the area. He made it no secret of the thing he'd learned while at Stoneyford, and some were more interesting than most to some companions: Drinking, he sneered about how Beorn has taken to raising odd children who smoke pipes - only he hadn't had enough patience of them and sent them up north to live with one of his dogs (which, as he was quick to claim, were by far inferior to the Hounds of Mirkwood that the Woodmen trained, of course!) After several cups, he had gotten much less humorous and his voice had a great deal more spite, and he talked about how he lost a good purse of coins betting on the fierce Gerlod in the Horsemanship contest when the Feast up north happened last year, all because of that thrice-damned mop-helm and his songs. Gerlod himself nursed a grudge, and would rant about it to any who would listen, as he had spoken to his horse about the contest and felt he was entitled to the win based on the sheer level of communication he had. Magric felt the man was clearly drunk, but everyone back in Stoneyford seemed to accept his story and nod with varying degrees of pity or disgust. Sorcery scared the trapper even more, but the thought of the bear-like man being a 'sorceror' made him laugh, sending goat fat spraying from his mouth, as his mood changed to the better. His eyes nearly lit when he lowered his voice and spoke of the final thing he'd uncovered: Apparently, this time, the Festival was to be of Seven Trials, and the winner would win rewards and acclaim among the Beornings - but more than that, was the story of the truest reward: the winner would be allowed, for one year, to keep a precious artifact belonging to Beorn - an ornate sickle, littered with old runes and markings; he'd only caught a glimpse and even then, he could barely believe his luck, as the Beornings were quite secretive with it. He couldn't get any explanation of what was so special about it, but the folk spoke of it in reverent tones, and one lad even said 'power', though he was shushed as soon as he opened his mouth. Whatever the case, the thing was old and quite desired... of course, there was little chance of a non-Beorning to allow to keep it - but apparently, before, a Barding was sponsored by one of the families who let him choose between gold or using the sickle for a smaller part of time. The barding laughed and chose the gold. Magric made it clear what he thought of the man's intelligence. After all, who knew what manner of story something that old carried(or how much it was worth)? The meetings over, Magric had gone over to Hartfast, and the Company was left alone in the quietened Common Hall as everyone returned to their drinks. Each now had something to think about, and the road beckoned once more, as after all, it went ever ever on...
  10. [Post 1] Author : Dramacydal Date : Jun 29 '16 12:22am It is the year 2946 of the Third Age, and the lands east of the Misty Mountains are astir. From the cloud-shrouded peaks above the High Pass to the spider-infested gloom of the forest of Mirkwood, paths long-deserted are trodden once again. Busy merchants carry their wares to new markets, messengers bring tidings from foreign realms, and kings send forth armed men to extend their influence and the rule of law. Some say that a new age of freedom has begun, a time for adventure and great deeds to reclaim glories lost in long centuries of oppression and decline. But adventures are not really things that people go out and look for. They are dangerous and rarely end well. While it is true that a handful of valiant individuals set out to make their mark on the world, for others it seems that adventure chooses them as though it is the path they are fated to tread. They are restless warriors, curious scholars and wanderers, always eager to seek what was lost or explore what was forgotten. Ordinary people call them adventurers, and when they return successful, they call them heroes. But if they fail, no one will even remember their names. Making your way back to Dale, specifically the Knights Stave, people and patrons alike greet you to warm camaraderie and fellowship. Instantly making new friends, your fellowship is celebrated this night as within the morning the Great Hunt will start. A man with a stained white shirt, apparently the cook takes the large game bird from Baderac and smiles. His missing teeth and whiskers give sign that he is sloth and apparently to busy or cares little about his appearance. Your table is center to the room with a simple cotton linen draped over the elongated and warped wooden table. Sitting upon the used and rickety wooden chairs, Serving maids bring tankards of ale and fresh wooden cutlery of plates filled with enriched peasant breads and sides of fruit and grapes. In an instance song can be heard from all around celebrating the Autumn Festival. After sometime drinking on your alcoholic beverage, people are front row busy trying to order tankards for themselves. There was the lone barkeep that was taken direct orders from the demanding patrons. The Knights Stave was busy around this time of year and always brought in a great crowd during the Festival. The pictures of age old artists depict the Dale and some famous people of the land. Finally the serving maids brought out the large bird roasted to a golden brown and stuffed with apples, pine nuts and sweat bread stuffing. The turkey looked absolutely divine and to top it off more ale flowed this night, sometimes spilling onto the floor. The smell of the feast as others ordered some compliments of food themselves as the stale pipe smoke and smell of stale ale filled the air. The sign of excitement was in the air. As the night drew on, the festive entertainment was met with casual talk to one another and the union of shared experiences. The customary tradition of 'breaking bread' was something simply to be freely enjoyed in the time of prosperity. But soon as the night waned on, people were leaving and returning home, with the Tavern closing in a few moments, you turn to people that you shared worldly talk with and are again customarily appreciated because of your Fellowship winning some of the events at Farmer Meads.
  11. (Art by Jon Hodgson for The One Ring, first edition)   Table of contents: Character sheet (The One Ring, first edition) Character sheet (Ironsworn) Character sheet (The One Ring, second edition) Character sheet (The One Ring, second edition, Strider mode) Background Game prequel Year 2946, summer: Don't leave the path Year 2947, autumn: Theft of the moon Year 2948, summer: Putting down roots Year 2949, spring: Kinstrife and dark tidings Year 2949-50, winter: Sentinel of the north Year 2950, spring: Words of the Wise Year 2950, summer: Secrets Buried
  12. Basic: Culture: Man of the LakeThe Men of the lake distinguish themselves from their neighbours, the inhabitants of Dale, by their greater love for 'modern' things and exotic novelties, a contrast with the Bardings' healthier respect for tradition. Where the wealthiest among the men and women of dale display their status wearing gold bracelets and torques, or pins and brooches with precious stones, the inhabitants of Lake-town favour rich furs and fine-woven fabrics, often the product of foreign craftmanship. Their differences extend beyond mere appearance though: Bardings are said to prize nobility and lineage, while Lake-men value above all men or women who elevate themselves through resourcefulness and daring. Standard of Living: ProsperousAlmost all families belonging to a Prosperous culture can afford to live in separate, private houses. Important individuals wear fine clothing and often have one or more servants in their service at home. Characters coming from a Prosperous culture can usually pay for their share of any out of pocket expense encountered along their journey, and might even pay for another companion, if need be. This includes, for example, paying for comfortable accommodation, spending some time drinking in company at an inn, and hiring beasts of burden (such as ponies). Cultural blessing: TenaciousThe Men of Esgaroth are quick to find and exploit the positive in everything they experience, however little it seems. Every defeat is a chance to learn, every blow suffered is a lesson taken by heart. • When a Man of the lake is wounded, or fails at a roll with seriously negative consequences, he may spend a point of Hope to earn an Experience point. Eligible rolls are, for example, all Fear tests made during combat, all Corruption tests, or any failed roll deemed suitable by the Loremaster. Background: Masterful fingersEveryone who knows you has, at least once, seen you sitting for long hours at your hearth or on the steps of the market-square quays with your knife in hand, whittling pieces of wood into animals, blossoms and leaves. Your ability has even drawn comments from passing raft-elves, their praise music to your ears: you feel a measure of kinship with those graceful and silent forest-dwelling people, and you will one day go and visit their halls with many pillars, to see with your eyes the fabled carven throne of the Elvenking. Calling: ScholarFor 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. Shadow weakness: Lure of SecretsInquisitiveness 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. Specialities: Rhymes of LoreRhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes., BoatingYou know how to handle a boat in the running waters of a river, or in the tricky currents of a lake., WoodwrightThe art of cutting and carving wood deftly to create useful tools or beautiful things has long been your trade. You can easily mend broken instruments and even weapons with wooden parts., Herb-loreWhether used to identify a spice, a plant with curative properties or a blend of pipe-weed, herb-lore is a knowledge favoured by many races of Middle-earth. Among other uses, this Trait may prove helpful when cooking, or when preparing a healing salve., Beast-loreThe forests, plains, marshes and mountain ranges of Wilderland teem with life. Your knowledge of beasts can provide information regarding an animal you are hunting, or tell you whether a cave you chose as refuge is likely to be the den of a dangerous creature., Raven-speechIngi: (a) Understands the speech of Munir, his raven companion, very well. Munir essentially becomes a secondary, minor character under Yelik's control, to be used to embellish the narrative; (b) Gains Raven-speech, a limited, situational trait that can be invoked when communicating with ravens; (c) Learns to communicate with birds more effectively, essentially lowering the Song / Riddle TNs to communicate with any bird by one level (e.g. a TN 14 becomes a 12, and so on). Distinctive features: CleverYou are ingenious and smart, quick to learn and able to make intuitive leaps., NimbleYour movements are sure and agile. Attributes: Body: 6 (7) Heart: 6 (9) Wits: 2 (4) Common Skills: Awe: Inspire: Persuade: •• Athletics: •• Travel: ••• Stealth: *Bonuses: Re-roll the feat die and take the best result (Hound).Awareness: ••• *Add your wisdom score to all Insight checks. Spend a point of Hope to obtain a magical result (source: Emerald Brooch).Insight: ••• *After making a Search check, you may re-roll a success die (d6). You must take the new result, even if it is worse. Alternatively, once per adventuring phase, you may re-roll all dice on a Search check (including the feat die). You must take the new result, even if it is worse (Source: Munir the raven).Search: •• Explore: • Healing: ••• Hunting: Song: •• *Penalty: When making a Courtesy check, if a 6 is obtained with a success die, you must re-roll that 6 and take the new result. If more than one 6s are obtained, only one of them must be re-rolled (Source: Munir the raven).Courtesy: •• *Bonuses: 1. Add your Wisdom score to all Riddle checks. Spend a point of Hope to obtain a magical result. (Source: Emerald Brooch). 2. Roll feat die twice and keep best result (Merchant Prince virtue)Riddle: •• Craft: ••• Battle: • *Bonus: 1. Roll feat die twice and keep best result (Merchant Prince virtue)Lore: •• Combat: Skill: Damage: Edge: Injury: Enc: Great Bow •••• + M 9 10 18 3 Sword •• 5 10 16 2 Dagger • 3 G 12 1 Armour: 3d Headgear: 0 Parry: 2 Shield: N/A Damage: 6 Ranged: 6 Rewards, Virtues & Other abilities: Virtues Rewards Other abilities Bowman of the GuildYou have demonstrated a talent worthy of admission to the Bowmen's Guild of Esgaroth, a honourable association uniting the best archers of Lake-town. Now you may train and share secrets of the trade with many old friends of Bard the Bowman himself, all veterans of the Battle of Five Armies. • Raise your Standing by 1 point. Additionally, from now on, when you are using a bow or a great bow, you may spend a point of Hope to upgrade the quality of a successful attack roll by one level, turning a success into a great success, or a great success into an extraordinary one. Fell Great Bow+2 Injury. Raven-speechIngi: (a) Understands the speech of Munir, his raven companion, very well. Munir essentially becomes a secondary, minor character under Yelik's control, to be used to embellish the narrative; (b) Gains Raven-speech, a limited, situational trait that can be invoked when communicating with ravens; (c) Learns to communicate with birds more effectively, essentially lowering the Song / Riddle TNs to communicate with any bird by one level (e.g. a TN 14 becomes a 12, and so on). Skill Mastery (Great Bow)+1 Mastery die. Grievous Great Bow+2 Damage. Trait Mastery (Nimble)Once per chapter, you can invoke the trait (if narratively appropriate) to upgrade the quality of success of a common skill roll (Basic Success is upgraded to Great, Great to Extraordinary, Extraordinary to Magical). You may still use the trait for other purposes (auto-success, gaining advancement points, etc). Merchant PrinceYour family's fortune is rising with the reopening of the trading routes that lead to the markets in the South and East. This increased affluence has started to positively affect your adventuring life, as you may choose a servant from those employed in your household and have him join you in your next endeavour. At the start of an Adventuring phase you may pick one servant to accompany you: Page: a page assists you in all your daily routines, like washing and dressing, and takes care of your clothes and gear. He is at your side during any encounter, making sure that you are properly introduced and providing advice and counsel. When you enjoy the help of a page, you can roll the Feat die twice and keep the best result when you are making any Courtesy and Insight rolls. Physician: a physician is an older servant who has long been trained in the arts of taking care of your health. He knows every little ailment you might have suffered from since you were a child, and possesses the knowledge to prepare a remedy. As long as you are assisted by a physician, you can roll the Feat die twice and keep the best result when you are making a Healing roll. Porter: a porter helps you in carrying your gear when you are adventuring. When you are making a Fatigue test, you can roll the Feat die twice and keep the best result. Scrivener: a scrivener is a personal servant who can read and write. He is usually well-learned and keeps a daily record of your exploits, if you are employing a scrivener you can roll the Feat die twice and keep the best result when you are making any Lore and Riddle rolls. With the exception of a physician, a servant in a rich trading family is usually a young boy, often a minor relative of modest ambition. Regardless of his duty, your servant is no fighting man, but is considered to be always around and eager to perform his assigned task. Currently selected: Scrivener (Master Alviss) Miscellaneous: Total XP: 64 Unspent XP: 9 Wisdom: 4 Valour: 3 Endurance: 28/28 Fatigue: 14 Encumbrance: 14 Travel: 0 Hope: 14/15 Shadow: 8 Temporary: 8 Permanent: 0 Fellowship: 7 APs: 27 Treasure: 53 Standing: 2 Patrons: Radagast the Brown Fellowship Focus: ? Sanctuaries: Mountain Hall (Firienseld) Holdings: N/A Friendships and bonds: Cilderic the Wanderer Travelling companions & equipment: VethrfolnirHound of Mirkwood, supports Awareness skill. MunirBonus: Search. After making a Search check, you may re-roll a success die (d6). You must take the new result, even if it is worse. Alternatively, once per adventuring phase, you may re-roll all dice on a Search check (including the feat die). You must take the new result, even if it is worse. Penalty: Courtesy. When making a Courtesy check, if a 6 is obtained with a success die, you must re-roll that 6 and take the new result. If more than one 6s are obtained, only one of them must be re-rolled. Backstory: The smallest of the ravens, Munir is also the most curious, and has great interest in all sorts of objects, especially those that are shiny. He also likes crawling into all the drawers and shelves and cupboards in Radagast's cottage, and many of the wizard's confidants say that Munir is the true reason why the wizard's hut is in such disarray. Munir does not have a good reputation in Rhosgobel: some say he has stolen many coins, and has hidden them somewhere in the forest, in his nest, while others say he knows where old treasure is to be found. These rumours are likely false, but it is true that the raven probably hoards trinkets he has 'borrowed' from the Brown Wizard somewhere in Rhosgobel. Emerald BroochA deep green, square stone set in a golden fastening with scroll like lettering covering it and a pin on the back as if to suggest some sort of cloak fastening. Blessing to Riddle & Insight. Elven chain shirtQualities: (1) Ancient Cunning Make Advancement History Theft of the Moon (T.A. 2947): AP: Travel: 2 ->3 (12AP) Awareness: 2 ->3 (9AP) Unspent advancement points 3 for a total of 24AP XP: Great bow 2->3 (6XP); Valour 1->2 (4XP), taking Fell Great bow as the Reward; Sword: 1->2 (4XP); Wisdom: 2->3 (6XP) taking Skill mastery (Great Bow) as the virtue. Unspent XP 4 for a total of 24XP. Fellowship: Mab the Spinner for Herb-lore, Befriend the beasts (Birdsong). Putting down roots (T.A. 2948): Undertakings during the fellowship phase following 'Putting down roots': 1. Confer with Radagast the Brown: Gain the 'Beast-lore' trait. 2. (Year's end): Learn the speech of ravens. Radagast teaches Ingi much more about the speech of birds, and especially ravens. As a result, Ingi: (a) Understands the speech of Munir, his raven companion, very well. Munir essentially becomes a secondary, minor character under Yelik's control, to be used to embellish the narrative; (b) Gains Raven-speech, a limited, situational trait that can be invoked when communicating with ravens; (c) Learns to communicate with birds more effectively, essentially lowering the Song / Riddle TNs to communicate with any bird by one level (e.g. a TN 14 becomes a 12, and so on). Benefits after 'Putting down roots': 1. Finds a wondrous item (Blessing to Riddle & another common skill, not yet revealed) in the belly of a great spider in Mirkwood. 2. Receives a raven companion named Munir from Radagast the Brown (link). 3. Receives Radagast the Brown as a patron (link). 4. Receives 14 Advancement points, bringing her total to 17. 5. Receives 6 Advancement points, to be spent only on improving Search, from forming a bond of friendship with Cilderic (link). 6. Receives 10 XP for completing the adventure, plus 2 XP more for writing a closing post summarizing her fellowship phase. 7. Receives the reward 'Hound of Mirkwood' from the Woodmen, which supports Ingi's Awareness (re-roll feat die, link). 8. Receives +1 Hope from forming a bond with Cilderic, +1 from not using the fellowship pool. Upgrades after 'Putting down roots': 1. Spends 1 XP as payment for the Wondrous artefact he found. 2. Spends 2 XP For the Hound of Mirkwood reward. 3. Upgrades Search from 1 --> 2 for 8 APs (6 come from the bond with Cilderic). 4. Upgrades Craft from 2 --> 3 for 9 APs. 5. Upgrades Valour from 2 --> 3 for 6 XP and picks up the Grievous (Great Bow) Reward. This should leave him with 6 APs and 3 XP that are not spent. Kinstrife and Dark Tidings (T.A. 2949): Undertakings during the fellowship phase following 'Kinstrife and Dark Tidings': 1. Train with Oderic & Brynhilde (link): Receive the next level of the Great Bow skill for half the experience cost. Benefits after 'Kinstrife and Dark Tidings': 1. Receives 11 Advancement Points, bringing his total to 17. 2. Receives 12 XP, bringing his total to 15 XP. 3. Receives 3 Treasure points, bringing his total to 3 TP (link). 4. Standing with Beornings permanently increased by +1 (link). Upgrades after 'Kinstrife and Dark Tidings': 1. Great Bow 3 --> 4 for 5 XP (50% discount from the fellowship undertaking). 2. Wisdom 3 --> 4 for 10 XP and gains the 'Merchant Prince' Virtue. 3. Lore 0 --> 2 for 12 APs. This should leave her with 5 AP and 0 XP. Sentinel of the North (T.A. 2949-2950): _First two APs in Custom via riddle successes (dice roll). _First AP in Movement via travel success (dice roll). _First AP in Perception via awareness success (dice roll). _First AP in Vocation via crafting success (dice roll). _+2 Hope (but does not matter as hope is already at max) and +3 XP from the end of Chapter 2, bringing his totals to 14/14 Hope and 3 unspent XP (IC post). _+1 Shadow for helping Elfwyn to escape, bringing his total to 5 (IC post). _+10 Destiny points and +1 Max/Current Hope (bringing it to 15/15) after the third dream (IC post). _+1 AP for Great Success & Invoking 'Clever' for the Riddle check during the interrogation scene (dice roll). _+1 Shadow for having Idunn, his fellowship focus, taken as a hostage by Viglund, bringing his total to 6 (IC post). _+1 Hope and +3 XP from the end of Chapter 4, bringing his totals to 15/15 Hope and 6 unspent XP (IC post). _+1 AP in the Perception group for Great Success in Awareness (dice roll). _+1 AP in the Vocation group for Great Success in Craft (dice roll). _+1 AP in the Movement group for successful Travel check with 'Nimble' invocation (Dice roll). _+2 APs in the Survival group for successful Healing checks (Dice rolls). _-1 Hope to pass Athletics check when crossing the rope bridge, bringing his total to 14/15 (Dice roll). _Switches Fellowship Focus to Celebros. _+1 AP in the Movement group for great success Athletics check with 'Nimble' invocation to help Celebros when crossing the rope-bridge (Dice roll). _+1 AP in Perception group for great success in Awareness with Beast-lore invocation (Dice roll). _-1 Hope (13/15) for making a wound check (Dice roll). _+1 AP in Vocation group for great success in Lore with Beast-lore invocation (Dice roll). _+1 AP in Personality group for success in Persuade (Dice roll). _+1 AP in Personality group for Great success in Persuade (Dice roll). _Spends 6 XP and 8 Destiny Points to gain an elven chain shirt of ancient cunning make (Dice rolls). _+1 AP in Survival group for Great success & Herb-lore invocation when using Healing on Annungil (Dice roll). _Replaces Leather corslet for Elven Chain Shirt of Ancient Cunning Make (-8+9=+1 Enc). _Takes 5 valuables worth 50 Treasure Points (+5 Enc). _+3 XP from the end of Chapter 5, bringing his total to 3 unspent XP (IC post). _-1 Hope (12/15) and last AP in Personality for great success in Persuade check with 'Clever' invocation (Dice Roll). _-2 Destiny points and gains the Trait Mastery (Nimble) destiny reward (IC post) (Dice rolls). _-2 Destiny points to gain +4 Advancement points (general) (post) _+2 Hope and +6 XP at the end of the adventure, leaving him with 14/15 Hope and 9 unspent XP (post). Totals after Sentinel of the North: Unspent XP: 9 Advancement points: 5 (unspent from before) + 4 general (from Destiny) + 18 (from all Skill categories) = 27 Current Hope: 14/15 Current Shadow: 7 (+1 from Annungil's wound during the fight with the Devourer that I may have forgotten to include above)
  13. Application Gramtyng, son of Fastred Calm Theme|Combat Theme  Appearance Basics Name: Gramtyng, son of Fastred 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. Culture: Riders of Rohan Calling: Scholar"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 Cultural Blessing: Fey MoodThe 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. 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. Background: Minstrel of the Golden HallMinstrel 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 Specialties: MinistrelsyYou have been trained in the arts of singing and playing one or more musical instruments, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of musicians coming from foreign lands., Story-TellingYou are a masterful narrator of deeds and stories, able to weave plots and facts with passion and vividness., Rhymes of LoreRhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes., Hero of the WoodmenAcquired in the 'Putting Down Roots' Adventure Distinctive Features: FairYou are considered beautiful by most people, even by those not belonging to your folk., Reckless (Mastery)You often do not think about the consequences of your actions, daring to do things that others are afraid to even contemplate doing. Trait Mastery. Randomly determine one of the character's traits. It costs 2 Destiny Points to re-roll this. From now one, once per chapter, you can invoke the trait (if narratively appropriate) to upgrade the quality of success of a common skill roll (Basic Success is upgraded to Great, Great to Extraordinary, Extraordinary to Magical). You may still use the trait for other purposes (auto-success, gaining advancement points, etc). Stats and Combat Experience: 5(62) | Valour: 4 | Wisdom: 4 ~[ - Weapons - ]~ Damage: 5( ) Parry: 4(+2) Armour: 3d+4 Weapon Dmg Edge Injury Enc Sword'Windowmaker' - renamed Cenegeslit(Keen-Bite) Superior Keen, Crushing. ●●●●○○ 5 10(8) TN 16 2 Bow ●●●○○○ 5 10 TN 14 1 Dagger ●○○○○○ 3 0 0 Equipment Rewards: Ancient Mail from GondorAncient Mail from Gondor (mail armour) Many armouries in Rohan hold a vast array of weapons, helms and suits of armour created by smiths from the south, gifts from Gondor to the Kings of the Riddermark. A warrior wearing one of those coats of bright mail on the battlefield is sure to lift the hearts of his companions. When you are wearing your Ancient Mail from Gondor, you may employ the combat task Rally Comrades from a forward stance. When you choose to do so, you are also allowed to attack., Horsetail HelmHorsetailed Helm The most valiant warriors of the Rohirrim wear gleaming helms crested with great plumes made from horse hair that make them stand out in the battlefield. You have been recognised with the honour to wear one in battle, and you have sworn to never retreat from the fray and lead your companions by example. Raise your Standing by 1 point. Moreover, when you are wearing your Horsetailed Helm while fighting on horseback or on foot in a Forward stance, if your attack roll is a A you receive a bonus Success die to spend on any of your future rolls, or to give to another companion., Raging Virtues: Old Songs and Children's TalesOld Songs and Children's Tales "They are ... wise but unlearned, writing no books but singing many songs, after the manner of the children of Men before the Dark Years." In these strange days you have learnt that the songs of the old days tell of many things that have been long forgotten, and what is often deemed to be the matter of legends may return to walk under the Sun. There is worth in each word of every rhyme, and wisdom in each dark stave of songs that have come down from father to son in the House of Eorl. When you succeed in a roll using Inspire, Travel, Insight, Healing, Riddle or Lore, check your Song rating: if it is equal to or higher than the rating of the skill you used, upgrade the quality of the roll by one level (a success becomes a great success, and a great success is turned into an extraordinary one). Additionally, if the roll produced a 12 you gain 1 point of Hope (you may gain a maximum of 1 Hope point per session this way). When you choose this virtue, mark the skills listed above on your character sheet as a reminder. It is worth noting that using this ability does not imply that you suddenly burst into song, but rather that you run over snatches of old rhymes from your memory, murmuring a few words or maybe singing softly to yourself., Household EsquireHousehold Esquire "…a man came summoning him, the king’s esquire, to wait at the king’s board." A noble family has entrusted you with the raising and training of a young man from their household. The boy will serve you as your personal esquire, assisting you in all knightly matters. He will travel on his own riding horse (a rouncy) and wait at your table; he will make sure that your mount and belongings are ready at the start of a journey, that your weapons are sharpened and your armour mended before a battle, and that you wear your best clothes and bring your most precious drinking cup at a feast. In return, you will provide your esquire with a proper martial education and will care for and protect him at all times. When you are entitled to make a preliminary skill roll to determine your preparedness at either a journey, a combat or an encounter (see The One Ring Roleplaying Game, page 151), the presence of your esquire lets you roll an additional Success die (up to a maximum of 6). Additionally, your esquire will promptly recover your mount should you fall from the saddle or be thrown down from it (you must spend an action to climb back upon your horse), he will bring you a spare shield or weapon should you see it smashed or dropped (it doesn’t take you an entire action to recover your gear) and finally he will carry you from the field should you be knocked down by the blows of an enemy. While you won’t allow your esquire to be directly engaged in combat, he is considered to be always about and eager to perform his duties., Ominous BlessingOminous Blessing "…the Dead come seldom forth and only at times of great unquiet and coming death." The inhabitants of Harrowdale live under the shadow of the Dwimorberg, and all their life they have felt the stare of cold and unforgiving eyes watching them from the dark below the Haunted Mountain. Some in the Riddermark say that the sad-faced dale-folk are bringers of ill-luck. What you know is that a gift of good fortune has started to favour you, or rather to work against those who oppose you. Whenever you make a die roll and obtain an 11 result, you may turn it into a 12 result instead by gaining a Shadow point. The circumstances surrounding this are up to you to describe, but should involve whenever possible a stroke of misfortune befalling others and favouring you instead. Equipment Armour: Mail Shirt (enc: 12 | Protection: 3d) Endurance: 27 (Start: 27 | Enc. Fatigue: 15 | Travel: 0) Weary: ✘ Headgear: Helm (enc: 2 | Protection: +4) Hope: 11 (Start: 14 | T. Shadow: 6 | P. Shadow: 0) Miserable: ✘ Shield: Shield (enc: 3 | Protection: +2) ✔✘ Wounded:✘ Elven-crafted Horse ReinsTo Gramtyng, Ellerina had gifted a set of reigns, that grant a +1 modifier when using Athletics for riding a horse. 'Widowmaker'A sword received from an elven ghost in the watchtower. Gramtyng finds the name its old owner gave it distasteful and arrogant, and promised to give it a new one. Superior Keen, Crushing, ??? "Sadly, I cannot tell you much save that it is Dwarven, from the halls of Moria in an age past the memory of any that yet live save the Elves. The fact the spirit said it was Naughrim-wrought, and the ancient dialect on these runes would lead me to believe it could even be from the time of Azagal in the second-age. It appears to be stone and steel wrought, hence it's weight and likely forged for a Man given its size and balance. There may be smiths or scholars in Erebor who could tell you more, but whatever you have there is a relic to be treasured. It is certainly one of the finest blades I have ever had the sight of."   Mab's LiquorA flask of Mab's liquor (restores endurance of success die + Wisdom or Valour (highest), 3 sips. Or use all 3 sips to revive unconscious companion. Radagast's TomeOld Song of mourning from Dream: Not Used. TN16.   Dunir the SeekerDunir the seeker (also known as Dunir the hunter) Bonus: Hunting. Penalty: Stealth. Reroll d6 on Hunting. Keep new result. Reroll 6s on Stealth. If no ranks, -1. Companions & Company Details Fellowship (5) | AP (1) | TP (7) | Standing (2) | Destiny (0) Guide:  Scout: Huntsman: Lookout: Fellowship Focus: Idunn Sanctuaries: Mountain Hall, Black Tarn. | Holding: Black Tarn, 8 Horse Type Size Charge Riding Mod Enc Price Status Leasere RadhorsPalfrey Medium +3 -2 -6 2g 2 Statistics Body 5(8) Heart 5(7) Wits 4(5) ✦AP Dots Awe ●●○○○○ Inspire ●●●○○○ Persuade ○○○○○○ ✧✧✧ Athletics ●●●●○○ Travel ●●●○○○ Stealth ○○○○○○ ✧✧✧ Awareness ●○○○○○ Insight ●●●○○○ Search ○○○○○○ ✧✧✧ Explore ●○○○○○ Healing ○○○○○○ Hunting ●●●○○○ ✧✧✧ Song ●●●●○○ Courtesy ●●○○○○ Riddle ●○○○○○ ✧✧✧ Craft ●○○○○○ Battle ●●○○○○ Lore ●●●○○○ ✧✧✧   Story PersonalityContent... DescriptionContent... BackstoryGramtyng is a young man of a 20 winters, who originally hails from Harrowdale: whose smirk and attitude have earned him the disfavor of his father. Fastred had intended for his son to qualify for the Kings guard, eventually, or at the very least become a great hunter. Unfortunately, the boy's head was full of adventure, lore, songs, some less... intended for a noble audience. After one particular slipup in the Golden Hall, where he very nearly insulted one of the guards with a reckless, not entirely untrue song, which involved the guard falling off his horse comically, the King laughed, but suggested the lad go to learn respect. This, apparently, had meant that Gramtyng had to go and learn of the origins of his people, back in Wilderland. Saddened to say goodbye to the mead of Edoras, but happy to go out and earn a name for himself, and perhaps lore he was interested in, Gramtyng nudged Leasere onward, towards his first destination: The newly-rebuilt Laketown. The site of death of a dragon, where else would he obtain the source for perfect song? Misc/Plot HooksHas sworn vengeance, hatred, and sung the curse-song against Viglund for his actions regarding Dahr-Ol's actions and how they impacted Idunn. Is interested in finding the Steed of the Moon. Tale of the YearsSpring 2946 - Dont Leave the Path The Company is hired by Baldor to escort him through Mirkwood after they save him from thugs. The Company spends a few days in the Halls of Thranduil before continuing. Idunn finds a footprint of the Werewolf of Mirkwood. Baldor drinks from the Enchanted stream and is stolen by spiders. Hepti joins. Arphel is poisoned and Ellerina is stolen by orcs. The Company tracks them down and frees them as the orcs are overrun by spiders. Belgo, Baldor's son, expresses interest in becoming Gramtyng's Squire. Berengar, once hero of the Woodsmen and wielder of Wolfbiter, is met - now a mad hermit who shelters the companions for a night. The company runs into an enchanted well with an unidentified monster within, which Bella kills. The journey ends, and the Fellowship spends time in Mountain Hall. Fall 2947 - Theft of the Moon Hartfast, Chief of Mountain Hall, asks the Company to be his emissaries to Beorn and sends Magric, the best trapper and scout he has, to help them along. Along the way, the company takes shelter in a swampy area of land and find out Magric hates slavery and a half sunken dwarven ruin with several long dead bodies inside. Further search yielded a green dragon scale, a piece of Wolfbiter, and some dwarven lore. After setting the bones to the pyre, the Company arrived to the festival of the Beornings, where they were hosted by Merovech, Idunn's cousin and talked to Guthred, Viglund's Thane. Through many trials, Nori managed to win the festival, only to discover that someone stole the Sickle of the Moon, an artifact Beorn loaned to his people as a reward. In pursuit of the thieves, they found themselves in a dark part of the woods, inhibited by what they identified as an ancient Huorn. After a fierce battle, the Company was victorious and the monstrous tree fell to ashes, but not before seeing a chilling vision of two pale green orbs in a black mist that emerged from the tree. After, the company met Odo, warden of the Old Ford, who directed them further along the trail, which lead them to the house of Mab the Spinner, an old woman who lived in the woods with an orphan from the Eafolc, Vesna. The old woman gave the company three vials of her famous cordial, and sent them on their way to the Falrock, where they caught up with the thieves led by Cenric, and an outlander named Gizik, whose men bore a strange insignia that looked like a tower on a triangle. They spoke of loyalty to someone named Valter, but were interrupted by the party's arrival. Battle ensued after Cenric killed a viglunding thrall he blackmailed into helping him, and the thieves were slain, Cenric taken captive and the other viglundings following Guthred. Upon arriving at the Carrock, Beorn rendered his judgement, sending Cenric to Viglund with Guthred, and Merovech rewarding Nori while Beorn rewarded the Company. Summer 2948 - Putting Down Roots Needs a summary Late Spring of 2949 - Kinstrife Needs Summary Winter of 2949 - Sentinel of the North Dahr-Ol sent as emissary to Viglund, group visits Mab for advice with their strange dreams, Dahr-Ol finds lover in Viglund's Hall as thrall, helps her escape after party learns Viglund plundering the ruins of the Eotheod for gold and valuables. Viglund is outraged and takes Idunn hostage, the companions leave his hall, with Gramtyng cursing Viglund in his native tongue in a curse-song. The group wanders a long time in the frozen north, fending off Devourer, a monstrous warg - and his pack, and finding refuge at the Hill of Skulls, where an elf's spirit gifts them enchanted weapons and armor. It is also there where Celebros is laid to rest, wounded by the warg. An oath is given. The group find the Tower that Annungil was looking for and Mab helped them with dreams of, and defend it from orcs when Beorn and Viglund arrive to help. GoalsFind the Steed of the Moon Take revenge on Viglund Kill the Werewolf of Mirkwood so Idunn could let go of her own rage and be able to grieve in peace. Write a song that would be repeated long after he is dead. Fulfill his oath that binds himself and all his descendants to fight for these lands against the shadow, with sword in hand, song on tongue, purpose in mind - in halls and on battlefields. Experience Expenditures AP and XP Theft of the Moon: 4 EXP - Bows 1 to Bows 2 4 EXP - Valour 1 to Valour 2(Ancient Mail of Gondor) 9 AP - Song 2 to Song 3 6 AP - Lore 1 to Lore 2 Putting Down Roots: 10 EXP - Swords from 3 to 4 6 EXP - Wisdom from 2 to 3(Household Esquire: Belgo, son of Baldor) 9 AP - Travel from 2 to 3 5 AP - Lore from 2 to 3(Favoured and Mab's help) 1 AP Remaining. Putting Down Roots: 6 EXP - Valour 2 to Valour 3(Horsetailed Helm) 6 EXP - Bows 2 to Bows 3 6(+6 from Beran) AP - Inspire 2 to 3 12 AP - Song 3 to 4 0 EXP, 6 AP remaining [Acquired Hero of the Woodmen Title] Kinstrife: 12 EXP to spend, 20 AP 10 EXP - Wisdom 3 to 4(Ominous Blessing) 9 AP - Hunting 2 to 3 8 AP - Courtesy 1 to 2 2 EXP, 3 AP Remaining. +3 Treasure, +1 Standing with Beornings. +1 AP because of that super Inspire check at the end of Kinstrife, bringing the AP to 4. Sentinel of the North: 15 EXP from Adventure + 4 from Destiny + 4 AP for Destiny. 6 EXP - Spent on Treasure Roll 10 EXP - Valour from 3 to 4(Unlock Crushing on 'Widowmaker) 16 AP - Athletics from 3 to 4 9 AP - Insight from 2 to 3 1 AP, 5 EXP Remaining. [Acquired 'Widowmaker']. Renamed it to Cenegestlit(Keen-Biter)    
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