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  • Unknown's avatar

    giorgis 10:00 pm on September 25, 2024 Permalink | Reply
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    Ranger of the North S01E03 

    Time for a new Quest by Balin, Son of Fundin.
    A powerful comrade has fallen in battle against the Enemy. Who are they, and what did they carry vital to our survival?

    In general I will first resort to the Lore and Telling Tables for answers. If for whatever reason, I can’t make them work, then I’ll go to Plot Unfolding Machine or Universal NPC Emulator, or other solo tools as needed.

    Who: Aspect, Focus: Growing Ruins. Doesn’t seem to work.
    I’m turning to UNE. Wicked Priest.
    What: Aspect, Focus: Sheltered Nature.
    I’m turning to PUM. Object What For: Designed to cause physical harm.

    The UNE and PUM Oracles are not focused on Middle Earth tone like the Strider mode Oracles, but they can give input that is more specific in order to allow me to move forward.

    I’d like to see if the rumors Targon heard are related in any way to this quest.
    Q: Are the rumours related to the patron quest?
    A: No, with an extreme result or twist. Eye Awareness +1.
    Extreme No, it has nothing to do with it, and Targon will either have to follow the rumour or the Quest.
    Picking up the rumor from last session, I had “Surrender, Stricken, Greed”. A caravan from Bree was betrayed by one of their own (stricken by greed), and surrendered to a hillman patrol. They’ve been taken captive and haven’t been seen since. The news traveled as one of them managed to escape.
    Balin’s quest has to do with a prominent figure. A dwarf warrior priest who led an expedition in the old dwarf mines of the blue mountains fell in battle. He carried an orc slaying weapon.
    Q: Is the weapon, a Sword, Axe or Spear?
    A: Sword.

    I need to decide go directly for the quest to the blue mountains, or is there enough time to do both?

    A week in Bree has gone by. Targon is sipping his ale in the Prancing Pony, when Balin enters. The dwarf looks around, and just as he notices Targon, he rushes directly to him.
    “I bear ill news my friend.” He says after a very short introduction. “Tharkilm, the High Magister, left on an expedition from the Halls of the Dwarves to scout the old dwarven mines. Only a handful of his party returned. They came with news of how he fell in battle. Swinging his sword, Warbiter, he decapitated five orcs in one swift strike. Another one crawled from behind and stabbed him in the ribs. As he perished, the party was overwhelmed, and they had to retreat.” Balin takes a deep breath.
    “Another expedition is not possible now that the orcs are alarmed. However, a single adventurer, could slip in through their ranks and recover Warbiter. This blade was forged by the dwarves of old. The skills to forge it have been lost in time. Will you undertake this quest Targon? perhaps also find a proper resting place for Tharkilm as you do so?” Balin asks.
    Before Targon has a chance to answer, a ruckus is raised in the Prancing Pony. The tables are bustling with noise of news that arrived. Stuart, a caravan guard, returned wounded and weary. He and his companions were captured and he barely escaped with his life. They were betrayed by Harlan, their own captain, and captured by the hillmen of Cameth Brin.
    Balin and Targon exchange looks.
    “I need to support the people of this town first, my friend. I will see to gathering some ransom coin and heading to Cameth Brin to get the men’s freedom back. Once that is done I will head to the old dwarf mines, hopefully I’ll be there before winter coats the land with ice and snow.” Targon tells Balin.
    “I understand.” Balin replies. “Make haste, for it is not only winter that moves against us.”

    Targon will attempt to have a meeting with the Reeve (this could be a council). See if he can convince them to spare any coin.
    Before he does that he needs to find out first some information. How many men where captured, and whatever else the sole escapee can provide.
    I’m also thinking that it would make sense that Targon would need about 1 Treasure worth for each person as a ransom.

    Targon will attempt to find out who the caravan guard is, and where does he stay for the moment. He’ll use AWE to evoke respect from the men of Bree in the inn, to make them understand that he intends to help.

    Targon: AWE: 17/11: Success.
    Let’s generate some information.
    Q: Is the caravan guard from Bree? (Likely)
    A: G: Extreme yes. He’s also the son of a prominent figure.
    Q: Perhaps the Reeve, or the Chief Warden?
    A: The Reeve’s son.
    Name: Brennen.
    So, this means that in order to talk to Brennen, Targon will need to get through the Reeve as well. This might complicate things more.
    Q: Does he learn how many men are captured?
    A: Yes
    Q: How many? (I’ll roll a feat die and consult the Adversary table)
    A: One
    I like to use ideas that come to me during play, as thoughts of my protagonist as well. Targon thinks that perhaps the hillmen wanted to capture the Reeve’s son for ransom, and perhaps somehow the two men switched identities. That’s why the let one leave so that he could bring news, and return with a ransom. Perhaps they killed all the rest.

    Targon drops his hood, and opens his cloak, so that both his face and weapon are presented. He moves to the table where the news first arrived, picks up an empty chair from the table next to it, and sits with the patrons.
    “We’ll be foul if this goes on with inaction. These guards protect the supplies to and from Bree. They keep this place safe, so we should do something for them in return. Don’t you agree?” He asks the men, who seem wary about the ranger’s intrusion but don’t feel offended.
    One of them nods. “We are not fighters like you ranger. The trollshaws are no place for the common man. We couldn’t help even if we wanted.”
    “Leave the fighting to me then. I’d like to help. But tell me, how many were captured? and who is the survivor, so that perhaps I could learn something of value to my expedition.” He tells them.
    “Tis but one man. They killed the rest, or left them for the vultures.” the patron answers, as he sips some ale. “It is the Reeve’s son, Brennen, who came home alive to tell the news, and I don’t know what the Reeve intends to do about it. He should form a warband if you ask me, and go get our man!” the rest of the table cheers, or argues.
    “Let me see if I can find a solution without getting more men killed. Can you point me to the Reeve’s house?” Targon asks, and the patrons help however they can with directions.

    Going to the Reeve seems like a Council, and I’m thinking I have the following options in terms of setting resistance.

    • Targon requests permission to talk to Brennen, aand for the Reeve to provide the Ransom. He’ll take some treasure from Targon as collateral in case he fails. A reasonable request.
    • Targon requests permission to talk to Brennen, and for the Reeve to provide the Ransom. A bold request.
    • Targon requests permission to talk to Brennen, and for the Reeve to provide the Ransom and also some Wardens to escort him. An outrageous request.

    Targon will go with Awe for Introduction, and a Reasonable request. As a ranger he’s used to a frugal lifestyle.

    Council Introduction

    Targon: Awe: E8/11: Failure. Eye Awareness +1
    Ill-Fortune Table: You are hindered by difficult terrain or an unfavourable environment.
    There’s loud noises in the Reeve’s house due to works.
    Lore Table: Await Lofty Journey. The Reeve is setting up his coach for a journey, and the farrier is reading horseshoes, while the teamster repairs the wheels of the coach.
    Time Limit set at 3 turns.
    Reeve’s Name: Stanton.

    Targon arrives at the courtyard of the Reeve’s house. A guard stops him, and he explains he has urgent business with the Reeve.
    He can see him a few yards away, in the middle of the courtyard, overseeing the works of a farrier, a teamster and a handful of other people who run around in a short hurry.
    He nods for Targon to approach, and the guard lets him pass.
    “Mr Stanton.” Targon begins. “My name is Targon, and I am a ranger of the North, son of-” but the Reeve cuts him off.
    “Yeah yeah, you are a ranger, your dirty clothing no different than a highwayman’s speak to it themselves.” He says in a rush. “Speak, what is it you want?”

    Council Turn 1

    Targon: Riddle: 10+/15: Failure

    “There’s talk going on in Bree about a caravan that was attacked by hillmen, and there were men captured, and a survivor.” Targon says.
    “And what business is that to you? or me for that matter?” the Reeve shuts him off.

    Council Turn 2

    Targon: Persuade: 12+/15: Failure

    “I heard the survivor was your own son, Brennen. I’d like to ask him a few questions to learn more of these robbers. Also if you could provide the ransom money I could go arrange for a release of the captive, in your name. I’d be willing to offer my own few possessions as collateral in case of failure.” Targon offers.
    “Leave my son out of this. And no, I’m not funding soldiers of fortune, with the coffers of Bree-men. Do you need anything else? I need to prepare for my travels.” Stanton has started becoming bothered by the ranger.

    Council Turn 3

    Targon: Insight: 7/13: Failure

    Targon looks around for any signs of where the Reeve is going in such a hurry, or where his son might be. He can’t find any answer, from the few looks around without raising the suspicions of the Reeve who awaits for him to respond.
    “No, Mr Stanton, it seems I’ll have to rescue the prisoner myself. I wonder what your son, or the rest of Bree might have to say about that. Have a safe journey.” Targon nods and turns around to leave, empty handed.

    Again, Targon will start journeying eastwards.

    Travel: 12/13: Failure
    An event occurs 2 Hexes NE.
    Event: Mishap: Lost Direction.
    Explore: 5/15: Failure.
    He adds 1 Day for a total of 3, and 3 Fatigue Points in total, but due to the Endurance of the Ranger, as he’s only wearing leather armour, they’re not applied. I’ll stop applying Fatigue due to travel rolls unless Targon wears something heavier.
    It’s Day 3.
    Could he have been lost and reched the Midgewater Marshes?
    Q: Is Targon well on his way?
    A: No

    I’ll also roll on the Travelling in Chetwood table for him to return.
    Event: Hunted by Wolves.

    The Player-heroes notice they are being tracked by a small pack of wolves. If they don’t make a successful HUNTING roll to throw them off, they’ll likely attack in the coming hours.

    Hunting: 15G/13: Success.
    Fortune table: Enemies run afoul of danger.

    Targon heads East through Chetwood this time, as he wanted to find a shortcut. However, he doesn’t know well his way around these woods, and when camped at night. He hears the sound of wolves. He packs up quickly and starts running. The wolf pack runs behind him. He finds a small stream and crosses it to throw them off his scent, which seems to work, but the pack doesn’t abandon their chase. Until, a few moments later he listens to what seems to be a fight. The pack has met another beast in the woods, and they’re entagled now. Targon makes his escape, however he’s lost now.
    He spends the next day trying to get back to his mapped path.

    Travel: 5/13: Failure
    An event occurs 2 Hexes E.
    Event: Mishap: Elusive Quarry.
    Hunting: 13/11: Success
    Day 5

    Targon heads east, north of Midgewater Marshes. The land is not very lush, but he manages to find a rabbit, jumping from hole to hole. He sets a trap on one end, and lies in wait in another, and at night he has enough meat for a nice stew.

    Travel: 18/13: Success
    An event occurs 3 Hexes E.
    Event: Shortcut: Helpful Tracks.
    Awareness: 7/11: Failure
    Day 8

    The ranger heads eastwards, passing by Weathertop. There are some tracks, that the ranger believes belong to a herder and his animals. Herders are known to be wise to their immediate surroundings, and to know a lot of shortcuts unknown to the rest. He starts following them, but they stop abruptly somewhere in thick grass, and he loses the path, and continues only based on his own navigation skills.

    Travel: 15+/13: Special Success
    An event occurs 4 Hexes E.
    Event: Shortcut: Animal Guide.
    Hunting: 17+/11: Special Success. Journey reduced by 1 day.
    Targon spends 1 Special Success to Build advantage, for next day’s Travel roll.
    Day 11

    As Targon continues on the Great East Road, he comes across a friendly dog, which is odd given these wild lands. Perhaps it’s been trained by men in the past. With some dried meat, he befriends the canine, and there comes a point where she insists on the ranger following her, out of the beaten path. The ranger crosses some hedges, and the dog takes him to her litter. The ranger shares some more of his food, before continuing on his way, but he notices that this has saved him from going around a big curve on the road.

    Travel: 17+/11: Special Success.
    That’s 4 hexes worth of travel time, so Targon will reach Cameth Brin before any event.
    He’ll need to find the settlement though, as he doesn’t know the exact location.

    Explore: 18+/15: Special Success: Go Quietly.
    Targon finds Cameth Brin and enters without attracting any attention.

    Q: What is going on?
    A: (Lore): Command Defended Hope

    Targon, goes North by the river, until he finally reaches the town of Cameth Brin. There seems to be a feeling of excitement, as troops are returning victorious from a battle against raiders, and the ranger, hooded blends in the crowd, and enters without drawing any unwanted attention.

    With the hillmen busy, Targon will attempt to enter the keep.
    First I’ll use Explore to see if he can find a side opening.
    Explore: 13/15: Simple Failure.

    Therefore, now Targon will attempt to enter in disguise. I consider this to be a Hazardous Risk Level.
    Stealth: 16/15: Success.

    Targon enters the keep without drawing attention.

    With the crowd and guards occupied, Targon heads for the keep. He does a casual walk around the perimeter, but cannot find any way to breach inside, so he attempts something rather reckless, he heads for the main gate, and enters as if he is a resident.
    For whatever reason, he doesn’t seem to stand out from the crowd, without speaking a word that would perhaps raise suspicions, heart pumping, he gets inside.

    He has to find where the prisoners are located. Usually the dungeons are in the lower levels, so he will go this way.

    I’ll ask the Lore Table about what he finds in the Dungeon.
    A: Cruel Rumour.

    It seems that the cruel rumours he has heard about this place are true. Prisoners are being tortured or worse.

    Q: Is the dungeon guarded? (Likely)
    A: Yes

    Targon will use Awe to enter the dungeon.

    Awe: 10/11: Success with Woe. They let him pass, but escort him.

    Various contraptions are at the walls of the dungeon, and Targon is unsure if they’re meant to force someone to spit out the truth, or just cause pain. He had heard rumors about Cammeth Brin’s dungeons, but seeing them in person is worse than he imagined.
    A heavily built guard sits at a table. A keychain hangs by his belt. Seeing Targon enter, he jumps up, “What’s your business here?”
    Targon uses his height to tower over the man. “I am to see the prisoner from the caravan. He might be ransomed soon, and I am to make sure he’s in a shape to be delivered.” he says in a deep strong voice.
    The jailmaster considers it for a moment, and then he turns his back to Targon and starts walking deeper in the dungeon.
    “Come. I’ll show you.” he says in a bored voice, bothered by Targon’s presence.

    Q: Is the prisoner still alive?
    A: Yes, barely

    The jailer escorts Targon to the prisoner. He’s in bad shape. A young man, barely hanging by a thread. His cell is filthy.

    I’ll attempt to Inight to see if the guard would be willing to release him, for a price…

    Insight: 4/13: Success with Woe. Targon learns about the guard, but makes his intentions known in the process, not as subtle as he’d like, this should raise the bribe cost, or worse if the guard is not keen to bribery.

    Q: Is the guard corrupt?
    A: No

    “Are you the one responsible for keeping him here? Has it ever happened that prisoners escaped under your watch… given the right incentive?” Targon says, holding out his ruby brooch.
    The jailmaster’s eyes bulge with rage, insulted. “Bite more than we can chew, don’t we?” he grits his teeth as his hand drops to reach his club.

    Targon will attempt to knock out his opponent, by striking with the pommel of his sword, or the flat of the blade. He’ll use the BRAWLING rules, and lose 1d.
    He should be fast, lest his opponent sounds the alarm.

    Combat Round 1

    Targon: Open Stance
    Jailmaster: still confident, will attack Targon
    Targon: Brawling (Sword): 15/11: Success. He’d have a Piercing Blow, but I rule that this doesn’t happen, since he lost already 1d for Brawling. Damage: 4. The Jailmaster Endurance 4/8.
    Jailmaster: Brawling (Cudgel): 21P+/18: Heavy Blow: Damage 5. Piercing Blow: Targon Armor: 12/12: Success. Targon isn’t Wounded.

    Combat Round 2

    Q: Will the Jailer sound the alarm?
    A: No
    Targon: Open Stance
    Jailmaster: still confident, will attack Targon
    Targon: Brawling (Sword): 11/11: Success. Damage: 4: The Jailmaster is knocked out.

    Before the jailer has a chance to bring down his cudgel, Targon draws his sword and in one vertical motion, hits the guard with the pommel of his sword, right in the face. His enemy, quickly recovers, and swings back his cudgel with a strong strike, right at Targon’s shoulder. The ranger winces, and grabbing his sword with both hands at the blade, using his gloves, he brings the crossguard down at the head of his opponent, knocking him out.

    Using the jailmaster’s keys, Targon will open the cell, and tie and gag the jailer inside, and rescue the prisoner.

    Q: Is the prisoner awake?
    A: No, he’s in a bad shape, Targon will need to carry him out.

    He’ll carry the prisoner over his shoulders.

    Targon makes haste. He opens the cell of the prisoner, and switches his place with the jailer. He also makes sure to tie and gag the jailer, and lock the cell in case he awakes. The prisoner is unconscious, so the Ranger lifts him over his shoulder and starts carrying him out.

    Q: Does he get out without meeting any guards?
    A: Extreme No. Eye Awareness +1. Ill Fortune Table: You face a test which is contrary to your nature or abilities.
    Q: Is it a lot of guards?
    A: Yes

    He’ll try to Riddle them (I’m unsure if this is the right skill, but makes sense considering the situation and Ill Fortune roll) to convince them that the prisoner is dead and he’s taking the body out for disposal. I’ll spend Hope. This is Hazardous Risk Level.
    Targon: Riddle: 7/15: Failure with Woe.
    The jailer is awake and makes a fuss.

    He has walked but a few yards, when a patrol of four guards enters the dungeon corridor. They look at Targon carrying the body. Targon pauses for too long before breaking the silence. “Where can I dispose of this body? He didn’t make it.”
    As he speaks, a loud groan is heard from the prisoner, and loud clanging from the cell where the jailer is held. The guards yell and quickly draw their weapons.

    Close Combat Round 1

    Targon: Forward Stance
    Combat Task: Intimidate Foe
    Targon: Spend Hope
    Targon: Awe: 27G+: Special Success: The guards are Weary. In addition they lose 1 Resolve.
    Fortune Table: Your success instills new hope or renewed resolve. I’ll give back the 1 Hope point Targon spent.
    Guard 1: Attack Targon: 16P+/18: Miss
    Guard 2: Attack Targon: 22G+/18: Hit: Heavy Blow: Damage 5. Piercing Blow: Targon Armor: 10/12: Failure. Targon is Wounded: Severe Injury: 10 Days.
    Guard 3: Attack Targon: 0/18: Failure
    Guard 4: Unengaged.

    Targon screams a battle cry that carves fear into the hearts of his enemies. He puts down the man he carries, and draws his sword.
    Reluctantly his foes attack, and one manages to hit hard with his club, Targon on the head, wounding him.

    Close Combat Round 2

    Targon: Open Stance
    Combat Task: Attack
    Targon: Attack Guard 1: 24G+: Piercing Blow, Heavy Blow: Damage 12. The guard is down.
    Guard 2: Attack Targon: 14/18: Miss
    Guard 3: Attack Targon: 11/18: Miss
    Guard 4: Attack Targon: 11/18: Miss

    The ranger slashes at one of his enemies, cutting him down. The other three, try to get a counterattack, but Targon parries all the blows.

    Close Combat Round 3

    Targon: Open Stance
    Combat Task: Attack
    Targon: Attack Guard 2: 21G+: Piercing Blow, Heavy Blow: Damage 12. The guard is down.
    Guard 3: Attack Targon: 20G+/18: Hit: Heavy Blow: Damage 5. Piercing Blow: Targon Armor: 8/12: Failure. Targon is Dying.

    Q: Do the hillmen save him? (Unthinkable)
    A: No

    Another guard falls under the ranger’s blade, but, as he’s occupied, he receives a second blow to the head. Bleeding profusely with a cracked skull, Targon perishes in the dungeons of Cameth Brin.

    Here ends the story of Targon, Ranger of the North


    Session Summary

    What a dramatic and tragic finale!
    But before I get there I want to talk a bit more about the system and the session.
    The One Ring coupled with Strider mode is excellent for Journey, Exploration, Combat and Councils. However I had hard time whenever I stepped outside these carefully set boundaries. As a solo player I was missing the tools necessary to populate urban environments to be explored as part of my adventure, for example Bree and Cameth Brin. I had to resort to other solo tools, and because I did so sparingly, these interactions were spotty. The same stands true for NPC conversations outside of the Council system, and the use of the proper skills. I don’t like to have a huge array of skills to choose from, as it can become more confusing than helpful, but I felt like I was missing something. Is Riddle skill suitable to Con/Lie to an NPC, just dressed in Tolkien verbose, or is it suitable only for, well riddles?
    As to the infiltration and attempt to exfiltrate the caravan guard, well my Ranger made a bad call. Perhaps he should have attempted to pay a ransom instead, but things were (almost) going his way as he went into the dungeon. For a moment I considered fleeing, but it felt so unlike my protagonist to just abandon a prisoner in such a bad shape, and flee for the hills. He made a stand, and didn’t live to tell the tale.
    I’m definitely going to keep the tools I’ve learned from TOR, and will return to it with a new hero in the future. Not sure what my next hobby time allocation will be though.

     
  • Unknown's avatar

    giorgis 6:15 pm on September 8, 2024 Permalink | Reply
    Tags: , ,   

    Ranger of the North S01E02 

    Trying to get back into solo roleplaying, I’ll continue with Targon’s adventure. I had a session half-done, but only have my handwritten notes, so I’ll clean it up, write it down, and continue from there. I need to freshen up on the rulebook as well, as it’s been several months since then.

    Targon: Travel. Since it’s a 2 hex minimum, Targon reaches his destination (Rivendell). I don’t have the Rivendell Compendium, and it’s come to my knowledge that it describes how to access the site, however I’ll freestyle it with the information I have available.
    Targon: Travel (Fatigue): 14/13: Success. A 21 day journey is complete.
    He earns 2 Skill Points for completing a Meaningful Journey.

    He gets 4 days of rest for full recovery. 2 Fellowship Points -> Hope +2

    Still strong from his long journey, Targon reaches Rivendell. The hospitable elves take care of him, and give him a place to rest, along with some healing herbs. He spends a few days talking to them, letting them know of the news of the land, before requesting an audience as to his quest.

    Time to try the Council mechanics.
    Targon will make a Simple Request to the Council: “Is there a weaver who can fix the banner?”

    Introduction Phase

    Awe: 13/11: Success: The Council will last 4 Turns

    “My name is Targon, Ranger of the North, son of Galator. I speak to you as warden of the north lands, protecting them against the enemy. Balin, son of Fundin, is a close friend, and I come with a request.” Targon makes his introduction.

    Turn 1

    Q: Is the audience Friendly? (doubtful)
    A: Yes
    Insight: 18+: Special Success: 2

    “Speak, Targon, son of Galator. A ranger of the North is a friend of ours.” responds the elf.
    “We have a common cause” Targon can see the elves listening with attention. “The Enemy was pushed back years ago, but now goblins and trolls roam the lands again, and the people need to see a symbol of hope”

    Turn 2

    Persuade: 12/15: Failure

    “Years ago elf tailors had woven the Banner of Fornost, and I would require the skilled hands of the tailor once more.” Targon continues.
    “Do you not have skilled tailors among your people ranger? What requires elves to meddle in your emblems?” the elf seems unamused.

    Turn 3

    Persuade: 17/15: Success+

    Targon brings out the tattered banner. “It’s not just any banner that I need. It is the one that struck fear into the heart of the enemy. Men do not possess the skill or essence to repair it. Elven hands weaved the threads, and Elven hands are needed to repair them.”
    The elf ponders for a moment. “We do not shy away from our task when called. We shall do our part, and you will do yours.”

    Q: Can the elves repair it?
    A: Yes
    Q: Do they need anything else to repair it?
    A: No

    Targon is awarded 1 Skill Point for the successful Council.

    On hindsight, perhaps Targon could have asked for more substantial assistance.

    I’m turning to PUM now get a driver to help the story move, as I don’t feel like the quest should end here.
    PUM: Random Prompt: Place or refer to a thing to be found
    Place: Magical or advanced technology
    Reason: A matter of culture or religion
    Thing: Noise/Sound

    Several days layer, the elves have repaired the threads, washed the dirt out of the banner. “The banner of your people is repaired Targon, however one last thing remains, for now it has lost it’s essence.” The elf continues. “It must be taken to the site of its last battle and be reminded of the brave war cries of the men and women that stand against the shadows. This will be a perilous journey.”

    Travel: 10/13: Failure
    An event occurs 2 hexes NW.
    Shortcut: Secluded Path: 19+/15. +1 Fatigue, 1 day less to travel.
    Event: An enemy inadvertently reveals their position: Orc/Warg/Troll: Warg. It’s 2 Wargs, Targon doesn’t engage and lets them pass.

    Perhaps I should have switched gears here and made a Stealth check. Something to consider for the future.

    It’s been only a couple days northwest, when Targon sees fresh paw prints. But these are larger than normal wolves, and Targon quickly realizes they belong to wargs. He notices their direction, and taking under consideration of the wind, he changes his approach. It might take him longer to reach his destination, but fighting wargs that early in his journey doesn’t seem sound to him.

    Travel: 13/13: Success
    An event occurs 3 hexes NW
    Joyful Sight: Ancient Monuments.
    Awareness: 18+/11: Special Success. Build Advantage: +1 Hope.

    Three days later, he finds the opportunity to rest under the shade of a large boulder. On second look, the boulder is a set of three. Scratching under the overgrowth, he sees Numenorean scripts. These used to be travelling stones, marking the way. Targon feels a glimmer of hope, seeing that even in these unwelcoming lands, his ancestors found a way to help him.

    Travel: 12/13: Failure.
    An event occurs 2 hexes NW.
    Event: Mishap: Rough Terrain.
    Explore: 12/15: Failure. +1 day to travel time, +1 Fatigue, +2 Fatigue.

    The ground quickly gives room to a very rocky and muddy soil. Traversing it is really difficult and Targon has to pay attention to ensure his boots aren’t dislodged from his feet, and that he doesn’t hurt a knee on the big rocks. It slows him down immensely.

    Travel: 4/13: Failure.
    An event occurs 2 hexes NW (day 9 from Rivendell).
    Event: Mishap: Wandering Enemies.
    Awareness: 16/11: Success. +2 Fatigue Points.
    Enemies: 3 Orcs.

    Reading through some material about the Battle of Fornost and checking my notes and the map, I realize I had miscalculated the journey. Targon is currently heading towards Angmar, whereas he should go a further 10+ hexes W, therefore despite the extra effort, since he hasn't reached his destination, I'll pick up from here and continue.

    Setting up the scene, the orcs are wandering, and Targon isn’t stealthy or anything, so I rule that there’s no ambush on either side.
    Since day or night plays a role for orcs, I roll a d24 and get that it’s 9 in the morning.

    Pacing around a hillside near the Ettenmoors, Targon sees 3 figures in the distance, from their crawling and rushed walk avoiding direct sunlight, he immediately realizes these are orcs! He looks around for a spot to hide, but it’s too late. They growl and curse pointing at him. An engagement with the enemy is inevitable.

    Rolling randomly (1-5: Goblin Archer, 6: Orc Soldier), the result is 3 Goblin Archers.

    Annotations for results rolled.
    The + sign is for Special Success. G is for Gandalf’s rune, E is for Eye of Sauron, P is for Piercing Blow.

    Opening Volleys Phase

    Targon shoots at the orcs: 19++/11: Heavy Blow x 2: Damage 19: Goblin 1 is down.
    Goblin 2 shoots at Targon: 9/18: Miss
    Goblin 3 shoots at Targon: 19/18: Hit: 3 Damage. Targon’s Endurance is at 22.
    Since the Goblins are in daylight, their Hate is reduced by 1, reaching 1.

    Close Combat Phase 1

    Targon chooses an Open Stance against Goblin 2.
    Goblin 3 is not engaged and will fire arrows from a distance.
    Targon attacks Goblin 2: 23+P/11: Heavy Blow: Damage 12. Goblin 2 is down (and possibly Wounded, but that doesn’t matter now.)
    Goblin 3 shoots at Targon: 23++P/18: Heavy Blow x 2: Damage 7. Targon’s Endurance is at 15. Targon Protection roll: 6/14: Failure. Targon is Wounded for: 4 days. Also the Goblin Archer arrows are Poisoned (severe).
    Since his Endurance is low, Targon is also Weary. The Goblin’s Hate reaches 0, and is also Weary.

    Close Combat Phase 2

    Targon chooses an Open Stance against Goblin 3.
    Targon attacks Goblin 3: 13/11: Hit: 3 Damage. Goblin 3 is at 5 Endurance.
    Goblin 3 attacks Targon: 14+/18: Miss.

    Close Combat Phase 3

    Targon chooses an Open Stance against Goblin 3.
    Targon attacks Goblin 3: 8/11: Miss.
    Goblin 3 attacks Targon: 6/18: Miss.

    Close Combat Phase 4

    Targon chooses an Open Stance against Goblin 3.
    Targon attacks Goblin 3: 6/11: Miss.
    Goblin 3 attacks Targon: 10+/18: Miss.

    Close Combat Phase 5

    Targon chooses an Open Stance against Goblin 3.
    Targon attacks Goblin 3: 15+P/11: Heavy Blow: 12 Damage. Goblin 3 is down.
    Targon earns 1 Adventure Point for surviving a dangerous combat.

    As quickly as he can, he draws his bow and pulls an arrow from his quiver. His aim is true, and with a quick release, the first arrow pierces a goblins throat. The other two goblins shoot back, but they both miss Targon who changes positioning to avoid their shots.
    Seeing as his opponents are armed with bows as well, Targon decides to close in and fight them with his blade. He makes way around some rocks and trees, and quickly comes face to face with the next goblin, while the last one takes aim from a few steps back. Targon’s skill with his keen blade is apparent, and with a dour handed strike, the goblin’s head rolls down. This movement has left his flank exposed though, and a black arrow finds its mark in his ribs, piercing through his leather corslet. Groaning, he steps forward, as the goblin draws a jagged knife. Despite his wound, Targon exchanges a few blows, and finally brings his last adversary down.

    It’s unclear to me if I can attempt a Healing roll for the poison right away. I decide that there isn’t enough information to do so yet, he can’t know if the arrow was poisoned. Retrospectively (at the time of writing this) I realize that this was the right choice, as I went ahead with first aid for the wound, and perhaps a special success there could be used to deduce this information.

    Targon applies First Aid to the Wound. Healing: 18/13: Success. Wounded duration is reduced by 1 day.
    At the end of the day, the Poison takes hold. Damage: 10 Endurance. Targon has only 5 Endurance left.

    Travel: 6/13: Failure The Event will happen after 2 hexes. But before that I need to see what happens with the Poison.

    Morning of Day 10, Targon realizes he’s been poisoned and will attempt Healing. I’ll spend 1 point of Hope, for 2d bonus as Targon is Inspired according to Strider mode. The poison is severe, so he loses 1d from that.

    Targon: Healing: 28++G/13: Success, Build Advantage, Go Quietly.
    G: May bypass a threat without attracting notice.
    Prolonged Rest: +11 Endurance. Targon is no longer Weary.

    Day 11: Event (see Travel roll above): Mishap: +2 Fatigue: Elusive Quarry: Hunting: 8/11: Failure. +1 day travel, +1 Fatigue Point.
    Prolonged Rest: Endurance is back to full.

    Day 12: still on same hex (see Event roll above).
    Targon is no longer Wounded.

    The ranger cleans and dresses his wound, then, wounded and weary, he continues on his journey. As he sleeps through the night, he can’t get a good sleep. He turns and tumbles, burning with a fever, then feeling a chilling cold.
    Come morning, exhausted, he takes a look at his wound. A black web-like pattern starts spreading from where the arrow stroke. ‘Orc poison’ he thinks, and immediately sets forth to prepare a healing salve. He forages to gather the necessary herbs. After a few hours, he’s found what he needs. He starts making a pulp out of it, and slowly simmer it over a fire. He collects the extract and lets it cool down. It’s become a greasy salve, that he puts around his wound, and onto a bandage, then he dresses the wound again. He remains hopeful that it will combat the orc poison.
    During his foraging he managed to be stealthy as a mountain lion, and also had the opportunity to see the land from a greater vantage point. He is certain to avoid any foe that will come his way.
    The next day, Targon is already feeling better. He feels like he cut it really close during his last fight, and continues his journey west, towards Fornost.
    With supplies dwindling, Targon is excited as he finds some deer prints in the dirt. Though, despite his ranger skills, the deer has proven to be more elusive than he thought. He spent a whole day chasing down his quarry. Tired, he continues on his journey the day after. At least, time is a great healer, and his wound has now closed.

    Travel: 11/13: Failure
    An event occurs 2 hexes W (day 14 from Rivendell).
    Event: Chance Meeting: Discreet watcher: Awareness: 14/11: Success. +1. +1 Fatigue.
    Telling table: What is the nature of the watcher?: Cold Memory.
    This would probably be an old man, perhaps from the people who once lived in Rhudaur. Distant and harsh from the years living alone in this land.
    I cannot see how Targon would need to interact with him, but perhaps there could be something the stranger needs.
    Targon will attempt to approach the stranger.
    Q: Does the stranger approach too? (doubtful)
    A: No

    Targon’s journey through Rhudaur is solitary. A couple of days walk through the plains, he notices a figure in the distance. Targon’s eyesight is keen, and he can discern an old man, probably a local, from the lack of travelling gear. He sits atop a boulder on a jagged edge, overseeing the entire field. Targon changes his course and moves towards him, but the man quickly moves away and disappears. Whoever he was he didn’t want any confrontation.

    Travel: 11/13: Failure
    An event occurs 2 hexes W (day 16 from Rivendell).
    Event: Mishap: Sparse Wildlife: Hunting: 15+/11: Success: Build Advantage. +2 Fatigue Points.

    Targon continues Westwards, aiming for the opening between the Northdowns and the Weatherhills. His supplies are low, and the wildlife is sparse, but he manages to set a few traps and capture a couple of rabbits, which made a nice warm stew. While setting the traps, he found an old abandoned path heading west, that should help him on his next days journey.

    Travel: 16+/13: Success.
    An event occurs 4 hexes W-SW (day 20 from Rivendell).
    Event (ill-favoured): Mishap: Elusive Quarry: Hunting: 14/11: Success. +2 Fatigue Points.

    Targon has entered the woods between the hills. The lands here are perilous and the ranger takes care not to make his presence evident. The long journey has taken it’s toll on the ranger, and supplies are low, but again, he manages to camp with a full belly, after a day’s successful hunt.

    Travel: 11+/13: Failure
    An event occurs 2 hexes W (day 23 from Rivendell).
    Event (ill-favoured): Ill Choices: Overlooked hazard: Awareness: 13/11: Success. +2 Fatigue Points.
    Lore Table: What was the hazard?
    A: Concealed War. Eye Awareness +1 (10).

    Targon’s journey takes him deep in the dark lands. Peril is everywhere. From crow-spies of the dark lord, to goblin raiding parties. And also to his footing. Concealed, under a layer of leaves, is a thin string. Following the thread with his gaze, Targon notices a big log, ready to come down and smash whoever would be unfortunate enough to trip it. With only a few travelers in these lands nowadays, and the rot in the log, the ranger concludes that it’s a leftover trap from when the war raged in these lands. He must be close to finishing his quest. He’s tired from his journey, but this makes him breathe a sigh of relief, as he carefully avoids the trap. He doesn’t set it off either, as he wants to avoid leaving traces of his presence behind.

    According to RAW, Fatigue is accumulated during a journey, but it's effectsmust be applied at the end of the journey. However, a very long journey (>20 hexes) must be split in legs. I realize that this is meant in order to apply fatigue in the meantime. There's a houserule that Fatigue is applied after each event, as it is accumulated, and there is no need to split the journey in legs. Makes it easier to monitor and bookkeep, but it's a bit harsher for my hero. I will continue with RAW, and split the journey leg as Targon reaches Fornost.

    Targon is really close to Fornost. Perhaps he’ll find a ranger hideout before continuing to the plains between Fornost and Annuminas, where the Battle of Fornost took place. That will be a chance for him to rest a bit recover.

    Travel: 7/13: Failure. An event occurs 2 hexes W (day 26 from Rivendell)
    Event: (ill-favoured): Terrible Misfortune: Dangerous Terrain: Explore (Spend 1 Hope): 20/15: Success. +3 Fatigue. +1 Eye Awareness.

    Targon will also need a successful Explore roll to find the rangers, if he has any chance to rest and recover.
    Explore: 14/15: Failure

    Entering the ruins of Fornost, Targon paces carefully. As he reaches a bridge to cross a small chasm, he stops short. The bridge is crumbling, and even a small step could lead to his death. Targon has to carefully climb down and then up. Without any proper climbing gear, and only a rope, this endeavor takes it’s toll on his endurance. He crosses across, but it’s dusk, already, and any chance he might have had to find other rangers camping in Fornost has now disappeared.

    Journey leg ends.
    Targon: Travel (Spend 1 Hope): 17++: Fatigue reduced by 3. Fatigue applied 18.

    Travel: 9/13: Failure. An event occurs 2 hexes W (day 3 from Fornost)
    Event: (ill-favoured): Mishap: Rough Terrain: Explore (Spend 1 Hope): 20/15: Success: +2 Fatigue.

    A Lore skill test is required to find the site of the battle.
    Lore: 6/15: Failure. Eye Awareness +1. Ill-Fortune: An old injury or stress, resurfaces. Targon’s wound reopens. I’ll trade the Simple Failure for Success with Woe.
    What is the Woe: Lore Table: Share Cheerless Curse.
    It’s a cursed item of Ill Omen. I haven’t decided if it’s going to be a Marvelous Artifact
    Item: Brooch, Ruby, Elven (Eregion).

    The ranger has left Fornost, and after carefully navigating around rough badlands, is now walking the dreaded plains where ages ago the battle of Fornost was fought. He recalls from tales that the battle was on a field, so he searches, but can’t find anything to hint that a battle was fought. As he searches desperately, he moves a large stone slab, hoping to find the memorial site carvings on it. But he’s not careful. The extreme stress, reopens his recent arrow wound.
    What he finds though is worth it. Under the slab is a ruby brooch. The craftsmanship is elven. As he picks it, a faint red light burns inside the ruby, just enough to illuminate his hand, glowing brighter as he moves in a specific direction. Guided by the brooch, Targon reaches an eerie site. Broken spear shafts protrude from the ground. Rusty arms and armor litter the ground. There are a few skulls and bones as well. ‘This must be it’ Targon thinks, the site of the Battle of Fornost, where the armies of men and elves defeated the witch king so many years ago.

    Targon is Wounded, and so close to becoming Weary, but this is the place and this is the time and this is the place.
    Targon: Hunting (Orcs): 19/11: Success.
    Q: Time: 8 AM: Dusk. Neither orcs will have Hate reduction, nor will Targon suffer from darkness.
    Adversary Table: 6,10: It’s Orcs: 1 Orc. I’ll make a Feat die roll, to find out what orc is it.
    E: Orc Chieftain
    1-5: Orc Guard
    6-10: Orc Soldier
    G: Goblin Archer
    The roll is an Orc Guard.
    What could the Orc Guard be protecting: Desolate Curse.
    He’s guarding a polluted stream. Orcs have planted poisonous herbs that seep into the source of the stream, and it’s killing any source of life that drinks from it.

    Targon picks up, heavy orc tracks, a set of footprints. He unearths a spear shaft that is in good condition, and hoists the banner on it. He draws his sword, and follows the footprints. They run on the side of a stream. No sign of life is to the either side of it. As it if it died off. The water of the stream is black and gooey. As he moves upwards, he finally encounters the owner of the tracks. A big orc, taking care of a poisonous garden. Mushrooms and pests abound. The banner held by the ranger leaves no room for stealth. As dusk falls, the orc addresses the ranger’s arrival with a growl, and a curse in black speech.
    “You shall meet your ancestors. This land will be free from the Witch King’s grasp, now as it was before!” Targon shouts and charges into the fray.

    There are no Opening Volleys Phase, we head directly to Close Combat.

    Close Combat Phase 1

    Targon: Open Stance
    Targon attacks the Orc Guard with his sword: 20+P/13: Heavy Blow: Damage 12. Orc’s Endurance is at 4. Piercing Blow: Orc Armor Protection: G: Success. The Orc is not Wounded.
    Orc attacks Targon with his scimitar: 13/18: Miss

    Close Combat Phase 2

    Targon: Forward Stance
    Targon: Intimidate Foe (Spend 1 Hope): 20/11: Success. Orc is Weary.
    Orc attacks Targon with his scimitar: 8+/18: Miss

    Close Combat Phase 3

    Targon: Open Stance
    Targon attacks the Orc Guard with his sword: 19+P/13: Heavy Blow: Damage 12. Orc is Down. Piercing Blow does not need to be resolved.
    Targon earns 1 Adventure Point for the combat.

    Swiftly, Targon strikes the Orc, avoiding it’s shield, and deflecting the counterattack from it’s curved blade. He then takes a deep breath and shouts a warcry, that echoes in the land. His eyes burn with bravery. The banner floats proudly, and almost waves to the sounds of heroism. The orc withers, and almost steps back. It tries a weak blow against Targon, but has lost any confidence, and fails to land it. Then Targon, thrusts his blade into the belly of the humanoid. Black blood spews out. As he pulls out his sword, his opponent drops lifeless to the ground.
    Targon then spends some time to gather firewood, dry branches, and sets fire to the dark grove that pollutes the land.

    I must only assume that his war cry and fire at dusk, may make Targon’s position likely to be detected by more enemies.
    Q (Doubtful): Does Targon’s remain undetected to nearby enemies?
    A: Yes, with an extreme twist.
    A ranger patrol has found him instead. He’s safe for now.

    As Targon increases the distance between the flames and himself, he comes face to face with friendly faces. Rangers. Based out of Fornost. They exchanged news. He didn’t find them a few days back, but they did, and tracked him.
    They’ll stay together for the night, and then, they’ll continue to patrol towards Annuminas and head back. They helped him with his wound, so he should be safe on the trip back.

    With this result, I decide that I don’t need to roll anymore for the return trip to Bree, and he can conclude his mission.
    He will earn 2 Skill Points for Completing a Meaningful Journey, and 1 Adventure Point and 1 Skill Point for Completing a Patron’s Mission.

    Back in Bree, Targon delivers the repaired and emboldened Banner of Fornost to Balin. He gives it to him, folded well.
    “The banner has been restored to its original glory.” He says as he gives it with care.
    “It shall be placed where it’s most needed, Targon. Thank you.” Balin responds.

    Fellowship Phase

    For the Fellowship Phase I will spend 8 Adventuring Points to gain a rank in Wisdom, and the Virtue Endurance of the Rangers. I’m keeping the Skill Points for later.
    As a Fellowship Phase undertaking, Targon will use the Meet Patron undertaking to learn more about the Brooch, see if it has any properties.
    Also he’ll take the Gather Rumours free undertaking as a Warden.
    He will recover 3 Hope Points and back to 9, and Fatigue will go to Zero. The Shadow Points are reduced by 1, to 2 total, as his actions have at least marginally interfered with the return of the Shadow.
    Eye Awareness rating has been reset to 3 from 12.
    He stores the (6) Treasure he has found, and is ready to continue.

    Q: Does the brooch have any magical properties? (Likely)
    A: No, it’s just a pretty, expensive brooch. Still cursed though.
    What Rumors does Targon learn: Surrender, Stricken, Greed
    I won’t decipher the rumor now. I’ll let it sit in the back of my head to come up perhaps with something interesting for the next adventure.

    Targon spends a week in Bree, relaxing, talking to friends, and spending time with the community. The despair of what he saw up north still lingers in the back of his mind, but a good puff of pipeweed and chill ale helps alleviate it. Summer comes, and he’s talked to his friend Balin about the elven brooch he found in Fornost. Balin can’t recall any particular stories about this item. Most likely it was the possession of an elf captain who fought there back in the day. Targon could sell it, but for some reason he still keeps onto it.
    His long journey to Rivendell, and circling back from the north of Rhudaur, has toughened his ranger skills, and he feels ready to jump back into adventuring. Not before asking about any ongoing rumors.

    Session Summary

    Getting back into the hobby, couldn’t have gone better. The One Ring is a unique RPG, and Strider Mode is heavily molded onto it. What I loved about it is how I didn’t need to turn to the Oracle for answers (with a few exceptions). That sets it apart from the standard RPG + GME combo that is required in most RPGs. On the other hand, this gives a more boardgame like feel than roleplaying. Comes pretty close to Five Leagues from the Borderlands skirmish game phases (preparation/adventure-travel/rest). The Strider tables are so well integrated in TOR, that you rarely feel the need to go to the Telling table. Of course, nothing stops you from doing so and getting more detail out of each situation, but why should I?
    For example, I could have asked the Oracle if Targon had realized he was poisoned, but why should I, since the First Aid Healing roll could provide this with a Special Success. Or I could have asked about the setup of the battlefield against the orcs, or some more information about the wargs, and delved into details about hunting the deer, and breaking it down into segments, or exploring to find herbs for healing. But I didn’t need to. It’s similar to how a CRPG behaves. Do you stick to the main quest, or do you spend time to undertake every other side quest that appears. Asking more things on the oracle would be the second choice. Nevertheless, I had enough information on my hands to fill in a decent narrative that will populate my journey.
    Again, I did a few mistakes (for example, I don’t recall taking under consideration that the goblins where weary, and I failed to make my journey Event rolls ill-favoured in some Dark Lands, as well as failing to apply Build Advantage), but nothing too serious. What has been mostly time consuming and hard to follow up is some proper map-notation. I’ll need to be more thorough about it, either through printing a section of the map, and writing on it, or by going digital. On the other hand this vague, fuzzy location, could be considered quite realistic, given the era.
    I did make a few choices to simplify things (as I said, it’s been a while since I solo roleplayed, so this helps), and decided for example that the orcs wouldn’t carry any treasure. They’re wandering enemies after all, despite Targon coming close to dying.
    With that in mind, in spite of Targon’s martial prowess, keen blade, dour handed strikes, and the Strider mode balancing, TOR can be a lethal ruleset. Again the choice of words given to game terms, brings out the tolkienesque feeling. Targon had to spend Hope as a currency to get a good result on his Healing roll to combat the poison. Makes sense that after surviving, he has less to hope for, slowly becoming hopeless, unless he recuperates first. Fatigue again is piling up, and despite being in good health, it does take its toll.
    There wasn’t a very dramatic closure or scale up of the adventure. It was a short adventure, with 2 sessions worth. Yet, it included everything, journey, combat, council.
    On the other hand it was a good starting adventure. Not everything needs to be high in scope or overly complicated. Targon was tasked with repairing the banner, and he managed to do so. Fighting undead, bandits and orcs along the way. Deliberating with elves to persuade them. Travelling on road and in the wild dark lands. He barely returned before the Eye turned it’s attention to him, and returned with some experience along the way.
    I’m not entirely certain about how the whole cursed brooch thing played out. On one hand Marvellous Artifacts should be unique, and it’s good that it doesn’t have any capabilities so early in the game. On the other hand, according to TOR, cursed items are magical items that are beneficial, but for some reason, the shadow has tainted them. So one should have a reason to keep onto them, despite their darkness. I’ll either consider more on this, or just let it be without a further curse and without overthinking it. Perhaps a future Oracle roll will bring some more explanations.

     
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