Jump to content

The Fellowship Phase


rogueblade0729

Recommended Posts

The Fellowship Phase (Player's Guide p. 198)

"Heroes are not always busy navigating deep caverns, fighting back the Shadow, or fleeing from dangers beyond their ability to face. Even the most eager of adventurers need some time to rest and enjoy what life has to offer, spending days practicing a craft, reading a good book, or even writing one.

"Whether it is spent in the pursuit of a noble goal, or simply resting comfortably to recover energy before setting out on the road once again, the time Player-heroes pass when not adventuring is called the Fellowship phase."

How a Fellowship Phase Works

A Fellowship phase is a session of play driven by the players' choices. While during the Adventuring phase, players usually react to the Loremaster's storytelling, during a Fellowship phase they get to elaborate upon their Player-heroes' stories and ambitions. The Loremaster is the final judge regarding the interpretation of the rules, but is invited to sit back and follow what the players have to say about their characters.

A Fellowship phase marks the conclusion of the current Adventuring phase, and as such ideally takes place at the end of a gaming session.

The Passing of Years
The default pacing of gameplay for Adventures in Middle-earth sees a group of Player-heroes take part in one adventure per year of game time. If this pace is kept, then a Fellowship phase can also be used as a milestone to mark the end of one year of game time and the beginning of the following one.

On average, a Fellowship phase marking the passing of a year should represent a pause from adventuring lasting or approximately an entire season.

Three months are enough for any Player-hero to return home from any location in Wilderland and leave them some time to be among his family and folk. Moreover, spending the colder months of a year as a Fellowship phase is a natural choice, as it will leave the warmer seasons open for the following Adventuring phase: a life in the Wild is an unforgiving one, and adventurers prefer to have a roof over their heads when the wind is howling and the land is buried in snow…

Lengthy Quests: If the company are on some epic quest that takes them from one end of Wilderland to another, then gameplay may not break down neatly into distinct individual adventures. In that case, consider running a Fellowship phase whenever any Player-hero gains a level.

Structure & Location
A Fellowship phase lasts from a few days to one full season of game time, depending on the Loremaster's structuring of the game. At the beginning of a Fellowship phase, the players must choose whether the company retires somewhere to spend the phase as a group or if they temporarily disband and each character returns home alone.

Once they are set upon a decision, they start taking individual turns to tell the Loremaster and the other players what they are going to do and where they are going to do it.

The players are free to spend the phase at any place they have already visited during the game. The Adventurer’s Map comes in useful here, especially if the players have updated the information on it and kept track of their journeys.

The route bringing the company or each individual player-hero to their chosen destination is considered to take place 'off stage' without Travel checks and Journey Events, unless the Loremaster or the players have a mind to play out the details. For the sake of veracity, Players should generally choose a place within a reasonable distance from the area where they were adventuring during the recent sessions of play, also taking into consideration how long the Fellowship phase is going to last and where and when they have agreed to meet up afterwards.

Sanctuaries

A number of locations in Middle-earth are considered Sanctuaries; special safe places particularly suited to rest, recovery, and training, usually overseen by a host willing to welcome travellers. At the beginning of a game, the only place the Player-heroes may consider a Sanctuary is the town of Esgaroth on the Long Lake. Other locations may be opened as Sanctuaries by visiting them and choosing the Open New Sanctuary undertaking (see below) during the Fellowship Phase.

Sanctuaries make ideal starting and ending points for journeys, as places where heroes may be assured of rest, food and shelter and are a place to regain or replace lost heirlooms. A successful company of adventurers would do well to explore and open as many sanctuaries as they can to aid in their travels. A sanctuary is often owned, or home to, a Patron. This can bring other additional benefits to a company. See the Loremaster's Guide for more information on Sanctuaries and Patrons.

Examples of Sanctuaries include: Dale, Rivendell, Erebor, Rhosgobel, Beorn's Hall, Bree, Rivendell

The Company Retires to a Sanctuary
After a successful (or perhaps unsuccessful!) season of adventure, a company may decide to head to the closest Sanctuary, or may even find their adventure ends in a Sanctuary, where they choose to remain.

Player-heroes in a Sanctuary dedicate their time to telling tales, listening to stories, eating good food and resting well. They may make new friends, and learn more about the world around them.

The Company Disbands Temporarily
When a company disbands temporarily, each player chooses the location where their character repairs to. usually, heroes return home, as the player has decided that maybe the characters needs to spend some time among their own folk, to refocus or meditate, or that they intend to develop their personal relationships at home.


Rest and Recovery
At the beginning of the Fellowship phase, all player-heroes normally recover all their expended Hit Dice, all of their hit points, and remove all exhaustion. However, if a character is suffering from an unusual condition (poisoned, wounded by a dreadful weapon, under a curse, five levels of exhaustion), then that character recovers only half their expended Hit Dice, half their lost hit points, and removes only two levels of exhaustion. Further healing can be obtained with the Recovery undertaking.

Link to comment
Share on other sites

Undertakings

"Players are invited to exercise their creativity and find new and exciting ways to spend a Fellowship phase. Often, players need look no further than the recently concluded Adventuring phase, as the story that was just completed might have provided several leads worth following, like a new friendship to consolidate or a new sanctuary to be granted access to. Any activity that could have a lasting impact on the character can be considered an undertaking.

Normally, a player is allowed to choose one single activity for their character to undertake. A longer Fellowship phase might allow for up to two undertakings instead. If the Loremaster agrees, in the case of a longer pause a player can choose up to two different Fellowship phase undertakings (the player cannot choose to repeat the same activity twice).

During each Yule / End of Year Fellowship Phase, the Company is entitled to choose one additional undertaking, selecting it form among those that are listed as free, based on the classes or proficiencies of the Player-heroes."

General Undertakings

Recovery

 

"Good," said Gandalf, "it is mending fast. You will soon be sound again. Elrond has cured you; he has tended you for days, ever since you were brought in."

Seriously worn heroes may need more rest and recovery than others. Heroes with high levels of exhaustion, or some conditions, such as Blinded or Deafened, can take time to heal from, as can some types of lingering injury and damage caused by certain poisons. A character so afflicted can take a Fellowship phase to recover by seeking care and advice from learned healers, visiting certain mystical places or perhaps even by simply lying in a cozy bed while someone brings soup.

At the end of such a Fellowship phase, all exhaustion levels are removed, all Hit Dice and hit points are recovered, and one condition is healed.

Training

"Go to the armories of the Citadel", he said, "and get you there the livery and gear of the Tower."

Some Cultural Virtues offer a chance to change, improve or expand on how they work if a character spends an undertaking learning how to further utilize them. See the description of the Cultural Virtue for more about how this works.

Gain New Trait

Indeed, within a week, they were quite recovered, fitted out in fine cloth of their proper colours, with beards combed and trimmed, and proud steps.

A Player-hero might choose to change something fundamental about them and alter their distinctive feature, speciality, hope or source of despair. Such changes can arise from events during the Adventuring phase or a player-hero deciding the time has come to alter their perception of the world. This is a major undertaking requiring much soul searching, seeking the advice of the wise and making a concerted effort to make a lasting change to who they are.

No check is needed to complete this undertaking; the player announces this is how they are spending the Fellowship phase, and at the end the change has occurred. The Loremaster should judge whether or not the change is viable, but should be lenient in allowing the player to direct their character’s evolution.

It should be noted that even if Una the Unforgiving has chosen to change her Vengeful nature to embrace a more Honourable way of life, not everyone in Middle-earth will know, or even believe, that a change has occurred.

Heal Corruption

Merely to be there was a cure for weariness, fear and sadness.

Heroes feel the burden of the Shadow weigh heavily upon their shoulders long after their adventures are over. Their minds remain bent on dark thoughts, and visions haunt them in their dreams, if not even during their waking hours.

Those who fight the encroaching darkness can work on removing the taint of corruption within themselves. Player-heroes belonging to different cultures resort to different methods to get rid of corruption: Dwarves usually turn to the forge to burn their frustration smiting the red iron on the anvil; Hobbits dedicate themselves to a beloved activity, like gardening, painting or writing a diary; and Elves and Men generally create, play or recite poems and songs.

A Player-hero wishing to remove their corruption must make a DC 13 Wisdom (Insight) ability check. If successful, they remove 2 Shadow points. If their ability check results in a total of 25 or more, they remove 4 Shadow points. Permanent Shadow points gained when suffering from a bout of madness can never be healed. Player-heroes attempting to heal corruption in a Sanctuary make their ability check with advantage.

If it suits a Player-hero's personality, the Loremaster may allow the substitution of another ability, like a Charisma check with a musical instrument or a Strength test with blacksmithing tools.

Meet Patron

"I am looking for someone to share in an adventure that I am arranging, and it’s very difficult to find one."

A patron is usually a renowned or powerful personality, who may from time to time offer a company a purpose to go adventuring, often providing support of various kinds and counsel. Player-heroes may choose to meet a patron when they are spending their Fellowship phase in the location where the individual is to be found, if the patron is available for a meeting, in order to request their support or advice.

Figures worthy of being called patrons are often major characters in Middle-earth; the Loremaster has more details about how to go about gaining them as patrons.

A Company including a Warden, or a Player-hero proficient with calligrapher's supplies, can choose this activity as a free undertaking.

Open Sanctuary

"Hidden somewhere ahead of us is the fair valley of Rivendell, where Elrond lives in the Last Homely House."

In order to open a settlement as a Sanctuary, the company must already have established friendly relations with the residents and any leaders there during the Adventuring phase. Having done so, the whole party can spend a Fellowship phase at the settlement together meeting the residents and firmly establishing their welcome. From that point on, Player-heroes may treat the settlement as a Sanctuary, allowing them to take especially effective long rests there (see page 199), as well as restoring certain special abilities. The Loremaster's Guide has more information on Sanctuaries.

Receive Title

"I name you Elf-Friend; and may the stars shine upon the end of your road."

Most cultures grant a title to heroes, giving somewhat unkempt adventurers a bit more respectability in exchange for expectations of aid as needed. A Player-hero who has performed appropriately valiant deeds during the Adventuring phase may, with the Loremaster’s permission, choose the Receive Title undertaking. Generally, a Player-hero will be granted a title by their own culture based on deeds performed and in recognition of a native child rising in the world. However, a foreign culture might also grant a title to a Player-hero who has performed grand heroics on their behalf. Over time, a character may eventually receive various titles from several different cultures.

There are benefits as well as costs to having a title. First, Player-heroes with a title are regarded better by individuals from the culture that gave them the title than others of their people by two steps along the Cultural Attitudes Chart on page 193.

For example, the Men of the Lake don’t know their "cousins" across Mirkwood well and regard the Woodmen in a Neutral way. If a Woodman was named a Burgess – he, specifically (and unsurprisingly) is regarded as a Favoured individual in social settings by the folk of Esgaroth.

Second, the Player-hero is granted either land or a dwelling in the community. The size and features of the land or house are proportionate to the character’s Standard of Living. Such a tract of land serves as a Sanctuary and also generates a modest 50 silver pennies a year in pocketable profits. This money is often in the form of crops or trade goods and the like, and the character must spend their Fellowship phase or pass by during the Adventuring phase to collect it. Uncollected money remains at the holding until retrieved.

Titles of Middle-earth Cultures

CULTURE TITLE SETTLEMENT BENEFIT
Bardings Thegn Dale A tract of land either in the Northern Dalelands, or in the Upper or Nether Marches.
Beornings Thane Old Ford A farmstead anywhere inside the land of the Beornings.
Dúnedain The Dúnedain do not honour adventurers themselves. Trusted allies are brought to the House of Elrond, and there may be given the blessing of Elf-friend.
Dwarves of Durin's Folk The Dwarves, very secretive about everything that concerns their native customs, do not grant titles to adventurers not belonging to their culture. Thus, a non-Dwarven player-hero may not choose the Receive Title undertaking for the Dwarven culture.
Elves of Mirkwood Elf-Friend Thranduil's Halls The "Elf-friend" title is not a title, but rather a blessing, bestowed upon a hero who gained the trust of the Elves. Nevertheless, an Elf-friend would indeed be welcomed by the Elvenking, and given a comfortable room at Thranduil's Halls.
High Elves of Rivendell Elf-friend The Last Homely House  
Hobbits of the Shire Hobbits do not like nor do the welcome adventurers. Should they ever be forced by circumstances to actually recognize the valour of a non-Hobbit Player-hero they might bestow upon them the honorary title of "Bounder", and tolerate him to dwell east of the Brandywine River, in a house of wood, brick or stone. 
Men of Bree Worthy Bree A house or small farm in Bree-land.
Men of the Lake Burgess Lake-town A house owned by the town council.
Men of Minas Tirith Guard Minas Tirith A house in the lowest circle of the city.
Riders of Rohan Esquire Edoras Land in the Riddermark.
Woodmen Hero of the Woodmen Among the Woodmen A guest-house in Woodmen-town, a cottage in Rhosgobel, or a tree-house in Woodland Hall.

Research Lore

…they pondered the storied and figured maps and books of lore that were in the House of Elrond.

There is much history and ancient lore in Middle-earth. The Player-hero may consult moldy manuscripts, private libraries or the minds of the Wise to search for an answer to a specific question. After completing this undertaking, the Player-hero may make a DC 15 Intelligence (History), (Nature) or (Lore) or (Riddle) ability check with advantage. If the check succeeds, the Loremaster will answer three of the player’s questions concerning a topic related to the skill used. If the check fails, the Player-hero will still learn three things, but one or two will prove false, cryptic or misleading.

A Company including a Scholar, or a Player-hero proficient with History can choose this activity as a free undertaking.

Influence Patron

Player-heroes may spend a Fellowship phase using their charm and influence (or their perhaps gruff wilderness manners) to persuade a powerful Patron to take actions in line with what they would like to see happen in the world. For example, if they have won Thranduil as a Patron, a player-hero may spend their Fellowship phase convincing the Elf king that he should allow King Bard to repair the Forest Road. And this change will be seen in that Patron's behavior. In a campaign that involves itself with the fate of the Free Peoples of Wilderland, this can be an exceptionally potent undertaking and also one of the most involving.

Gather Rumors

When they appeared they brought news from afar, and told strange forgotten tales which were eagerly listened to...

News of strange things happening in the world are multiplying with every passing year. Tidings of a gathering darkness, of distant wars, and of the flight of the Elves — vague legends and old songs are proving to be more than just children's stories. Player-heroes gathering rumors try to separate facts from fireside-tales, and to gather stories that may prove useful in their adventures.

Choose this undertaking to receive a rumor from the Loremaster. Until the next Fellowship Phase, Player-heroes in the Company have advantage on Intelligence checks related to the rumor. A rumor can be a story about an individual, a place, or a coming event, pointing specifically to something that the Company can explore, prevent, or aspire to achieve. Otherwise, a rumor can be something specific that the Player-hero is inquiring about, and directly related to the current adventuring circumstances of the Company.

A Company including a Wanderer (if in a known land), or a Player-hero proficient in Investigation, can choose this activity as a free undertaking.

Ponder Storied and Figured Maps

"There are many maps in Elrond's house, but I suppose you never thought to look at them?"

Middle-earth has changed since the time when lore-masters spent long hours drawing maps of every known corner of the world. Today's maps show mostly white spaces beyond the borders of the realms of Men, Dwarves, and Elves. Yet, looking at them is time well-spent for a traveling hero.

A Player-hero choosing this undertaking studies every map and scroll of lore they can find, to learn as much as possible about the perils the Company may face while on a journey. Until the next Fellowship Phase, Player-heroes in the Company have advantage on Embarkation checks.

A Company including a Scholar, or a Player-hero proficient with cartographer's tools can choose this activity as a free undertaking.

Raise an Heir (Yule / End of Year only)

When Bilbo was ninety-nine he adopted Frodo as his heir, and brought him to live at Bag End...

Wise adventurers sooner or later realize that all they have done in their lives can amount to nothing if they meet an untimely end. To avoid squandering their legacy, they should spend some money and time choosing and raising a worthy successor.

Choose this undertaking to spend at least 50 silver pennies for your heir's training. Note the amount on your character sheet, or update it if you took this undertaking before. When your Player-hero perishes or retires, multiply that value by the Player-hero's character level: your heir receives that many experience points, up to half the Player-hero's current experience points (rounded up). The heir also receives up to three magical items of the Player-hero as their heirlooms.

If this is the first time that this undertaking has been chosen, the player must also choose a name for the designated heir, writing it down on the character sheet.

Recount a Story (Yule / End of Year only)

To some there Bilbo's tale was wholly new, and they listened with amazement while the old Hobbit, actually not at all displeased, recounted his adventure with Gollum, at full length.

Adventures have a meaning for those who live them, but they can become cautionary tales for others. Player-heroes give a personal account of an event they took part in, describing the episode to members of their own folk in a public place or event, or recording it in a book. Players are encouraged to improvise a short narration.

Choose this undertaking to replace one of your distinctive features with a new one, choosing a quality that you displayed in the narrated episode. Players can choose a trait from the distinctive features of their culture's (or another one's) backgrounds, or even propose a new one of their own creation.

You can choose this undertaking to replace one of your tool proficiencies with another tool proficiency. The proficiency you replace must be one that isn't benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

If you have the Expertise feature, you can choose this undertaking to replace one of the proficiencies you chose for the Expertise feature with one of your other proficiencies that isn't benefiting from Expertise.

If you have the Fighting Style feature, you can choose this undertaking to replace a fighting style you know with another fighting style available to your class.

Strengthen Fellowship

"...in this matter it would be well to trust rather to their friendship than to great wisdom."

The bond shared by the members of a Company is put to the test by the odds they face in the course of their adventures, and can be reinforced when the Player-heroes are enjoying a moment of respite.

Choose this undertaking to grant each Player-hero advantage on one attack roll, saving throw, or ability check they make before the next Fellowship Phase.

A Company including a Warrior, or a Player-hero proficient with brewer's supplies or a gaming set, can choose this activity as a free undertaking.

Study Magical Items

"This is an heirloom of our house," said Éowyn. "It was made by the Dwarves, and came from the hoard of Scatha the Worm."

When heroes come into possession of a strange ring, an ancient jewel, or a rune-scored staff, they might not know much about the properties of such an item, especially if they are not immediately observable.

Choose this undertaking to learn all there is to be discovered about the qualities of all magical items in the Company's possession.

A Company including a Treasure Hunter, or a Player-hero proficient in Lore, can choose this activity as a free undertaking.

Write a Song

All cultures of Middle-earth play and sing songs to remember things that are fair and to celebrate life.

Choose this undertaking to compose a song, choosing whether it will be a Lay, a Song of Victory, or a Walking song (no ability check is required).

The new composition is added to a Company's list of songs — this list is used to keep track of which songs are available to the Company to sing during an Adventuring Phase.

The player is encouraged to come up with a song title, or its lyrics, for example taking inspiration from events that happened to the Company, or focusing on one or more Player-heroes.

A Company including a Player-hero proficient in Performance or with a musical instrument can choose this activity as a free undertaking.

LAY: A Player-hero creates a short narrative poem, particularly appropriate to narrate heroic deeds, and meant to be recited or sung at gatherings.

SONG OF VICTORY: Warriors sing stirring songs in combat, to lift their spirit and renew their lust for battle.

WALKING-SONG: Travelers trudging along the final hours of a long day of traveling may find it helpful to hum a merry song, especially when they are drawing near to their destination.

Singing Songs

SINGING SONGS
During the Adventuring Phase, the Player-heroes may sing a song and rouse themselves to pursue their goals with renewed strength of purpose. To do so, a Player-hero first chooses a song to sing from among those on the Company’s song list. Then, as a bonus action, the Player-hero makes a DC 15 Charisma (Performance) check. If the check succeeds, the effect depends on the song chosen:

  • Lay. All Player-heroes who can hear the song during a council gain advantage on the first ability check they make before the end of the council.
  • Song of Victory. All Player-heroes who can hear the song during combat gain advantage on the first attack roll they make before the end of their next turn.
  • Walking-song. All Player-heroes who can hear the song during a journey gain advantage on their next fatigue saving throw.


Each song may be used once for each Adventuring Phase. Mark a song off the list once it has been spent. A song must be marked off whether it has been used successfully or not.

...

Bree-land Undertakings

Heal Corruption (The Melancholy of Bree)

The melancholy of Combe can be soothing to those who have suffered deeply. A hero who undertakes to Heal Corruption in Combe may choose to automatically succeed instead of making a check to remove Shadow. This automatic success removes 2 points of temporary Shadow.

Open Bree as a Sanctuary

Not every town or village is necessarily a potential sanctuary. To qualify as such, there must be something in a place that makes it a bulwark against the Shadow, some protection above and beyond the rest of Middle-earth. In some cases, the protection is obvious and material: Dale has its walls and armies, Esgaroth is guarded by the Long Lake. In other cases, the sanctuary has a powerful guardian whom the Enemy dares not assail, at least not yet. Beorn’s house has Beorn, for example.

Other sanctuaries are hidden, or blessed with some supernatural power. Rivendell or Lórien are triple-girdled against the Enemy: by secrecy, by the Elven-lords who dwell there, and by the power of the masters of those places.

Bree… has a hedge and a ditch and a few men with cudgels. They may be valorous, but they cannot hope to defend against the sort of foes that haunt the North. If it were not for the protection of the Dúnedain, Bree would be destroyed.

Therefore, in order to be able to open Bree as a sanctuary, the Company must be aware of the Rangers’ watch on the town and be willing to aid in it. Furthermore, the Company must also have the blessing or patronage of one of the important people in Bree-land. Bree’s attitude to adventurers and heroes is a practical and sensible one. Adventurers are dangerous, unpredictable people, and do not make good neighbours. However, adventurers are sometimes wealthy (ill-gotten gains, no doubt, but silver looted from a tomb or Troll-hole jingles just the same as any other coin), and sometimes able to solve problems others cannot, usually with violence. Bree welcomes adventurers who are going to move on in a few days, not those who intend to stay for a whole Fellowship phase. This suspicion can be overcome if the Innkeeper or the Reeve or some other leader such as the Forester of Archet vouches for the Company.

In order to open Bree as a sanctuary a company of heroes must have accomplished the following:

  • Found out about the watch of the Rangers, and earned their trust.
  • Gained the trust of at least one important Bree personality (the Innkeeper, Reeve, or Forester).
  • Have become known at The Prancing Pony, having spent enough time to appear decent enough to individuals in the eyes of the Bree-folk.

Build a Refuge (TEMPORARY)

Each Fellowship phase following an invitation to join in the construction of the refuge, the Loremaster will offer the companions a chance to take part in one stage of the endeavour, in the order they are listed below.

At least one companion must take part in each one of the listed stages and succeed in the required roll (a DC 15 check of the indicated skill); If two or more heroes participate then the hero rolling gains Advantage. See also the rules for Specialities on page 121 of the Player’s Guide as certain ones are likely to apply to various stages.

If the roll succeeds, then all companions that selected the undertaking begin the next Adventuring phase with Inspiration. If it fails, or no one selects the undertaking in a Fellowship phase, the same stage is used again at the next Fellowship phase. If the Company ignores the undertaking then Hallas completes the refuge after several years of hard work but the shirkers are not invited to the island.

  • Stage 1. Scouting and clearing of the part of the island where the construction will take place. (Investigation)
  • Stage 2. Opening trails allowing for the secret transportation of materials from the Bree-land to the river. (Survival)
  • Stage 3. The transportation of the materials needed to build the secret fort. (Athletics)
  • Stage 4. First part of the construction of the fort itself. (Any appropriate tools)
  • Stage 5. Completion of the construction of the fort itself. (Any appropriate tools)

Should the fort at Girdley Island be completed with their help the companions will have access to it permanently (allowing them a safe place to take a long rest), and will have gained Gandalf the Grey as a Patron (or can expect a favour from him, if the Wizard is already a patron to the Company).

Additionally, close to the end of the construction, a hidden chamber is discovered under the ground of the island, and the burial site of a noble of Arthedain is brought to light, along with a rich hoard of treasure. If the companions assisted in the building of the refuge, treat their share as having a value of 10***, with the numerical rating multiplied by the number of stages they helped complete.

Chance-meeting at the Inn

"There are queer folk about… and there have been even stranger travellers through Bree lately."

At some point during the Fellowship phase or the following Adventuring phase, the hero has a chance meeting in Bree with some stranger who will play a significant role in their future fate. In effect, this undertaking is a request to the Loremaster to give that player an interesting and unexpected encounter. Chance-meetings are not always beneficial or pleasant; Thorin Oakenshield may have met Gandalf the Grey in Bree, but he might equally have met some agent of the Enemy who might have tempted him with Thrór’s Ring, and planned to trick the Dwarves into the service of Mordor.

Learn the Paths of the Chetwood

A companion who spends a Fellowship phase living in Archet and exploring the woods around the village gains Advantage for all Survival checks made in the Chetwood or the Old Forest for the length of the following Adventuring phase.

Receive Title (Regular at The Pony)

A companion who has gained the trust of the Innkeeper during an Adventuring phase may - with the Loremaster’s permission – choose this undertaking and find their place among the regular guests of The Prancing Pony. This undertaking grants lesser benefits in comparison to those bestowed upon a hero by other, more formal, titles, but is still useful to a wandering hero.

In addition to Bree-folk treating the hero as at least Friendly (or better), the companion has a room set aside at The Pony and can often find someone in the common room willing to buy him a round or a warm meal. In game terms, the hero never has to pay for their stay at the inn but neither do they earn any income from their title either. The room is of the common variety, but the companion can spend the difference to be housed in one of the fine rooms for their stay if they like.

Guard the East Road

The great East Road is often guarded by the Rangers of the North, as part of their guardianship over the Shire and Eriador in general. But they are few in numbers, and often seek trusted allies to help in their watch and gather information. Dúnedain companions and heroes who have earned their trust who are spending a Fellowship phase in Bree may help the Rangers in patrolling the Road. If a character chooses to guard the East Road on behalf of the Rangers, roll on the table below. During Spring and Summer, roll with Advantage; for Autumn and Winter roll with Disadvantage.

1: Scorned. For the length of your watch, travellers have given you the treatment they reserve for the Rangers: scowling looks, scornful names, and well-aimed stones. Dispirited and angry, you gain 1 Shadow point.

2-4: Wandering Folk. Long hours in the Wild have not improved your temperament or appearance. For the following Adventuring phase, if you’re with the Company during an Audience the Introduction Check is made with Disadvantage.

5-7: A Duty Well-served. Nothing exciting happens, but the Rangers appreciate your dedication. During the next Adventuring phase, if the Company has an Audience with the Dúnedain you automatically grant Advantage on the Introduction Check.

8-10: Help Needed. You spy a group of travellers in difficulty (Dwarves weary and dispirited after a very long journey, local farmers whose horses were spooked apparently for no reason and ran away, Hobbits from the Shire heading for The Prancing Pony who expected a shorter trip, etc.). You offer your help and they reward you with their gratitude. Once during the next Adventuring phase you can remember this moment to grant yourself Inspiration.

11-13: Good Watch. The long hours sharpen your senses. You receive 2 Patrol dice. A Patrol die is a d4 and can be added to any roll during a journey in which the hero is serving as a Look-out or Scout. Unused Patrol dice are lost at the end of the Adventuring phase.

14-16: Very Good Watch. As above, but you receive 3 Patrol dice.

17-19: Rumours in the Wild. You gather news and rumours from travellers on the Road. You gain 3 Rumour dice. A Rumour die is a d4 and can be added to any Intelligence or Wisdom check. Unused Rumour dice are lost at the of the Adventuring phase.

20: Time Well Spent. Choose any result other than Rumours in the Wild or roll again.

Guard Bree and the Shire (Dunedain Only)

"…foes that would freeze his heart, or lay his little town in ruin, if he were not guarded ceaselessly. Yet we would not have it otherwise."

The Rangers of the North have made it their duty to protect the simple folk from the threats that lie outside their borders, keeping the Shadow at bay since the fall of the North Kingdom. They act in secret, keeping their wards free from care and fear, getting nothing but scorn in return for their deeds.

A Ranger companion spending a Fellowship phase in the Bree-land, or in the surrounding area, lasting at least one entire season may choose this undertaking and make a DC 15 Wisdom (Perception or Survival) check. On a basic success, you receive 1 Patrol die to use in the next Adventuring phase, 2 dice if you succeed by 5 or more and 3 dice if you get a natural 20. A Patrol die is a d4 and can be added to any roll during a journey in which the hero is serving as a Look-out or Scout. Unused Patrol dice are lost at the end of the Adventuring phase.

During the following Adventuring phase, if you’re present during an Audience with Bree-folk or the Shire-folk then you impose Disadvantage on any checks made during the meeting.

Write a Letter

"Frodo read the letter to himself, and then passed it to Pippin and Sam."

Outside the Shire, or Gondor in the far South, few folks in Middle-earth can say they have a well-organised system of letter-carriers or messengers. However, places like The Prancing Pony see their fair share of traffic, and sooner or later there’ll be someone heading the right way who can be trusted to bring a letter.

When spending a Fellowship phase in a well-frequented sanctuary, companions may choose this undertaking and write a letter. There are several types of letters, serving different purposes, but they all require a Traditions check to be written, and then a roll on the Letter Delivery table (see below). The DC for the Traditions check depends on the letter type, see below.

Types of Letters
Choose one of the following types of letter (all describe the effects of a letter that arrived in time at destination):

  • “I write to notify you of our impending arrival…” (Letter of Introduction): If a hero arrives at the home of someone who has received this letter then the recipient is more disposed to an audience with the writer. The letter requires a DC 15 check (DC 10 for patrons or leaders of a sanctuary the heroes have already opened). On a basic success, you have Advantage on your Introduction Check, if you succeed by 5 or more you automatically succeed on your Introduction Check, if you get a natural 20 then you automatically succeed on your Introduction Check and receive Advantage on your Final Audience Check. For example, Trotter writes a letter to Elrond before setting off for Rivendell and is lucky enough to roll a natural 20… he will automatically succeed at Introducing himself to the leader of Imladris and receives Advantage for the Final Audience Check as well.
  • “I write in search of aid…” (Letter of Supplication): This letter makes the recipient more disposed to be generous to the writer. The letter requires a DC 20 check (DC 15 for patrons or leaders of a sanctuary the heroes have already opened). On a basic success, you have Advantage on your Final Audience Check, if you succeed by 5 or more you have Advantage on your Final Audience Check and you receive a reward one level higher than you earned, or some additional benefit if you earned the highest level. For example, if a successful encounter would normally result in the Company being allowed to enter into the Halls of the Dwarves in the Blue Mountains, sending such a letter in advance might mean the Dwarves hold a feast to welcome the travellers, or have ponies and supplies waiting for them to speed their journey onwards.
  • “I write to ask you to meet us at…” (Letter of Appointment): A letter of this type arranges a meeting with a patron or other ally at a specified location. It requires a DC 10 check. On a basic success, the ally will send a representative or messenger to the appointed place, if you succeed by 5 or more the ally will show up in person. For example, the Company could ask their patron Beorn to meet them at the eastern end of High Pass instead of at Beorn’s house, as they intend to go south along the vales instead of pressing on to the river.
  • “I may not return…” (Letter of Farewell): This letter is written to an heir (see Heroic Heritage). It requires a DC 10 check. On a success, if the hero perishes in the Adventuring phase it counts as a heroic death no matter the circumstances. Furthermore, if the writing check succeeds by 5 or more, the recipient receives a bonus of 50 XP from the companion’s final words.

Letter Delivery Check
Even in the best circumstances, a companion’s letter may be inadvertently delayed. Unless the companion is writing from an Eagles’ Eyrie (in which case consider the result to be a 20), they must roll on the following table, affected as indicated.

  • If the recipient lives far away or somewhere perilous, roll with Disadvantage.
  • If you’re writing from an Elven sanctuary or able to spend 1 gold piece or more to arrange delivery, roll with Advantage

 

1d20 Letter Delivery Result
1 The letter is stolen by the Enemy. Depending on the contents of the letter, this might raise the Company's Hunt score, create more complications later in the adventure, or put the recipient of the letter in danger.
2-5 Lost! The letter has been lost, stole or otherwise, and was never received; or, the letter arrives too late, either at some point AFTER the Company has reached a destination, or even after his inheritance has been disposed of (in the case of a Letter of Farewell). In any case, ignore the effects of the letter.
6-10 The letter arrived later than expected, there were problems with the delivery, or in some way might have raised suspicion on the recipient. Treat any success on the Traditions check as a basic success, even if you earned higher.
11-19 The letter arrived safely. Apply the effects of the letter as described.
20 The letter arrived on time, and the recipient was very impressed by the gesture: Treat any success on the Traditions check as if you got the best possible result.
Blue Mountains Undertakings

Visit the Vale of Tombs

This ancient and fiercely guarded valley is the resting place of the Kings of Belegost, who lie in repose in tombs cut into the living rock of the mountainside. It is well known among Dwarves that each of these great lords was buried with their arms and armor, ancient artefacts of masterful craft. Any hero who wishes to pay tribute to the dwarves entombed in these hallowed grounds may do so, but only with the leave of the Dwarves of Baraz-dûm. They will learn of the great triumphs, the great falls, and the glories of Firebeards and Broadbeams of ages long passed.

In the following Adventuring phase, you can spend Inspiration and remember the heroism and splendor of the fallen kings. You recover a number of Hit Dice equal to half your Proficiency Bonus, rounded up.

...

____ Undertakings

Continue adventuring across Middle-earth to discover more!

 

Edited by rogueblade0729 (see edit history)
Link to comment
Share on other sites

  • 2 months later...
Fellowship Phase 1: Spring 2946 T.A. – Fall 2947 T.A.

Amdiran and Fallfyre

  • Amdiran and Fallfyre helped Build a Refuge at Girdley Island, completing the first step of scouting the island and clearing a place to begin construction.
    • Along the way, they met Eradan, Eraniel's father, who goes by "Skipper" in Bree.
    • They also met Hallas Dúnadan, captain of the Rangers in Bree, as well as his son, Halbarad.
    • Fallfyre took an Oath of Secrecy, guarding the hidden ways of the Rangers in exchange for being welcomed among them.
    • They received information about the Black Tablet: that it was written in Black Speech, that the mark of the black bird matched the one they found on a letter in Bill Skunkwood's bandit camp, and that there is a loremaster in Bree who may be able to read the runes.

Léofwyn

  • Léofwyn decided to Open a Sanctuary in Bree, establishing a trade route between the town and her home of Fowlmere, and securing a welcoming presence for her and the Company.
    • She spent time with Knut the hobbit, enjoying some fine hospitality.
    • She then escorted a caravan of her folk back to Fowlmere, driving off a raiding band of Dunlendings and meeting Captain Déorhelm.
    • While at home, she helped her father organize the new trade post they would establish in Bree.
    • She led the Rohirrim back to Bree and established the post. She was also accompanied by Bregil of Dol Amroth, a scholar who wished to explore the lost lore of Arnor.
    • It was there she received news of her father's passing, and her brother Brand's ascension to the position of Marshal of the Westfold.

Orn

  • Orn traveled to the Blue Mountains in order to Heal Corruption.
    • Passing through Bree, the Shire, and the Tower Hills, he came to East Lune, the wild stretch of country between the River Lhûn and the Blue Mountains.
    • It was there he met Bruni, the warden of those lands, along with a company of lightly armored dwarves. He enthralled them with stories of battle and was given provisions for the rest of his journey.
    • He came across a barren, unsettling hill north of the road. But following Bruni's advice, he stayed away.
    • As he neared the Halls of the Dwarves, he passed by the Vale of Tombs, where the kings of Belegost were laid to rest and were well-guarded. This has unlocked a new Fellowship Phase undertaking: Visit the Vale of Tombs. Its effects are identical to the Visit Thorin's Tomb undertaking from The Lonely Mountain Region Guide (see the list of Undertakings above for more).
    • His time was well spent among his cousins, enjoying home and hearth with no shortage of beer or lack of a hearty meal.

Prudence (introduction)

  • Prudence was hired by Hancock, an officer of the post office, to deliver a letter to Bree.
    • When she left the Shire, she reminisced on fond memories of her childhood. Playing with adventurous hobbits, fishing along the Brandywine with "Skipper", a Tall Man who was friends with her father, and so on.
    • Upon arrival in Bree, she delivered the letter, and was told by Butterbur that it was for the Schoolmistress. She received the first part of her payment, in the form of a drink and meal on Barnabas' tab.
Link to comment
Share on other sites

  • 8 months later...
Fellowship Phase 2: Fall 2947 T.A. – Winter 2947 T.A.

Amdiran

  • Amdiran returns to Girdley Island, but simply to Heal Corruption.
    • He reminisces on his memories with Fallfyre, the young girl of Mirkwood who spent so much time among his own people.
    • He misses her, and wonders what has become of her in the days since she departed their fellowship.

Léofwyn

  • Léofwyn remained in Bree to Heal Corruption.
    • She shared tales at the Prancing Pony with Bregil.
    • Despite staying in Bree, her heart is set on Rohan, where she thinks of her brothers
    • She holds a letter from her brother Elfthain, now lord of Fowlmere, and sends a detailed letter home.
      • The letter includes her travels, encounters, and a trade ledger, sent with a caravan to Meduseld.
    • Léofwyn interacts with Tomas, reminding him of the peril in the upcoming treasure hunt.
    • She speaks to Tomas' father, Nick, about the adventure
    • She stays updated on local news, and anticipates the upcoming journey.
    • Autumn brings rides along the East Road with Aelfric, providing a sense of peace not felt since before the Barrow Downs encounter.

Orn

  • Orn remained in Bree, and had a Chance-meeting at the Inn.
    • He met Gror, a fellow Dwarf of Durin's Folk, but somewhat suspicious in character.
    • He asked Orn about his adventures, and about a treasure map that may have been recovered from the Troll's hoard.
    • When he left, Orn was warned by Barnabas Butterbur about Gror, saying he's been seen in the company of some known troublemakers around Bree.

Prudence

  • Prudence received a reward for delivering a valuable artifact of old hobbit-lore to the Bree Historical Society, an Elf-made walking stick
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...