Tagged: tor Toggle Comment Threads | Keyboard Shortcuts

  • Unknown's avatar

    giorgis 10:00 pm on September 25, 2024 Permalink | Reply
    Tags: , tor   

    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: , , tor   

    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.

     
  • Unknown's avatar

    giorgis 4:25 pm on January 24, 2024 Permalink | Reply
    Tags: rpg, , tor,   

    Ranger of the North S01E01 

    Last year, I got The One Ring, and also it’s solo supplement Strider Mode. It was about time, and having a solo supplement to go along, supported my choice. I’ll get right into the meat of the session, and then summarize my experience.
    For character generation I rolled randomly for my character’s culture, but decided I’ll override any rolled choice I don’t like.
    So the hero is Targon, a Ranger of the North.
    Using the Character Lifepaths he’s a Watcher of the Border, and he grew up to be Slender
    For now I will not spend more time trying to figure out my character background or personality and will continue with the game.
    I chose Balin, son of Fundin as his Patron, and rolled up a mission to get the story started
    This broken artifact could be a potent weapon against the enemy. What is this item and who wileds the skill to reforge it?

    Targon is sitting in a far corner at the Prancing Pony, across, a dwarf raises his ale mug to him, gesturing to come over.
    It’s Balin, his old friend. They exchange a few pleasantries, and after Targon has quenched his thirst with an ale mug of his own, Balin gets to the point.

    Q: What is the item?
    A: Foreboding courage
    It could be… a banner or a horn?
    Q: Is it a banner?
    A: Yes

    From his bag, Balin pulls out a big piece of cloth and sets it on the table. It is torn and tattered, edges burned to a crisp, threads pulled apart, and not to mention a big hole in the middle.
    Under its washed out colours and dirt some vague shapes are discernible.
    “This is the Banner of Fornost. Woven by elves, it filled the hearts of men and elves with warm hope in the face of the shadow. Victorious troops brought it back after th Battle of Fornost, but it’s fate was lost over the centuries. I got it from a trader who had bought if from a treasure hunter. Should it be repaired it could help rekindle hope when darkness is approaching.”
    Balin puts it back in the bag.
    “I’d start with the elves at Rivendell, see if they still have a master weaver among them who could perhaps fix it. Would you, Targon, undertake this journey? I’m afraid my road is in the opposite direction.” Balin asks.
    “That, I shall do.” Targon answers and takes the bag with the tattered banner.

    Targon earns 1 Adventure Point for accepting a mission.
    He begins the Journey to Rivendell, by following the Great East Road.
    Travel: 16/13: Success
    An event occurs at 3 hexes eastwards.
    Event: 5: Mishap: Obstructed Path.
    Awareness: 6/11: Failure + Eye. 3 Fatigue Points.
    Eye Awareness rises to 3.
    Ill-Fortune: Unexpected Enemies emerge or are sighted.
    It’s: (Wolves/Robbers/Orcs/Troll): Robbers: 2 Highway Robbers

    Three days pass without anything of importance along the east road. Targon travels on foot, but lightly. As the great east road goes through some woods, a huge tree trunk blocks the way. Targon looks around, he concludes that the spring rains of the previous days have brought. He sees a small path to the side of the road and follows it to avoid the obstacle, when suddenly he’s ambushed by a couple of highway robbers hiding behind a boulder.
    Swift, and vengeful, they point their spears to Targon. “Your money or your life.”
    Your life…” Targon responds, and they engage in combat.

    Awareness: 7/11: Failure
    Targon is ambushed and surprised at the first round of combat

    1st Round

    Stance: Defensive
    Robber 1: Attack: 15/18: Failure
    Robber 2: Attack: 7/18: Miss

    2nd Round

    Stance: Open
    Draws his sword and attacks 1st Robber: 23: Hit with Special Success and Piercing Blow
    for the extra Success I choose: Heavy Blow: Damage: 4+7=11
    Piercing Blow: Robber Armor: 19/16: No Wound
    Robber 1: Attack: 23/18: Hit with Special Success and Piercing Blow
    for the Special Success adversaries do: Heavy Blow: Damage: 4+4=8. Targon is at 17/25 Endurance.
    Piercing Blow: Targon Protection: 15/14: No Wound
    Robber 2: Attack: 14/18: Miss

    3rd Round

    Stance: Open
    As a secondary action Targon will attempt to retreat back towards the road
    Atacks Robber 1: 17/11: Hit: Damage: 4. Robber is at 1/16 Endurance
    Robber 1: Attack: 17/18: Miss
    Robber 2: Attack: 13/18: Miss

    4th Round

    Stance: Open
    Q: Has he reached the road?
    A: No
    Targon Attacks Robber 1: 22/11: Hit with two Special Successes. Robber 1 is at 0 Endurance and out of the fight.
    Robber 2: Attack: 18/18: Hit with Special Success: Heavy Blow: Damage: 8. Targon is at 9/25 Endurance, and is Weary.

    5th Round

    Stance: Defensive
    Targon attacks Robber 2: 11/11: Hit with Special Success: Fend Off (to increase Parry). Damage 4.
    Robber 2: Attack: 20/20: Hit with Piercing Blow: Damage 4
    Piercing Blow: Targon Protection: 8/14: Wounded: 7: Severe Injury

    6th Round

    Stance: Defensive
    Main action: Jump/climb on the tree trunk
    Targon Athletics: 12/11: Success
    Robber 2: Attaccks: 13/18: Miss

    7th Round

    Stance: Defensive
    Targon attacks Robber 2: 12/11: Hit with Piercing Blow: Damage 4. Robber is down to 8/16 Endurance.
    Piercing Blow: Robber Armor: 15/16: Wounded: Eliminated.

    Targon barely dodges out of the way as the robbers thrust their spears towards him.
    He draws his blade which flashes in the sunlight, and turns the tide, by scoring a heavy blow at one of the robbers, his blade stopped by the robber’s armor before causing any harm.
    Furious by the strike, the robber counters, and his spear finds Targon’s chest, Targon only saved by his leather corslet.
    The other robber fails to score a hit, as Targon maneuvers out of the way.
    Targon starts to tactically retreat back to the road, and attacks back, hacking at the robbers, who fail to hit him back. He follows up with another hit, and one of his enemies collapses under his blade, but he has opened himsef to the second adversary who strikes a heavy blow at Targon. He starts feeling the exhausting of the fight kicking in.
    Targon hacks back and scores a hit to the remaining enemy, while trying to fend him off, but his foe is cunning, and the spear jabs at Targon under his ribs, piercing through the armor. He feels the pain, and steels himself, defending against his foe and climbs on the tree trunk on the road to get on the high ground.
    The robber tries to jab at Targon on top of the tree trunk, but he fails, with the advantage of the higher ground, Targon slashes at his foe, hittin him at the skull, and dropping him to the ground, senseless.

    Q: Are the robbers still alive?
    A: Yes, barely

    He jumps down from the tree trunk, and takes his foes spears and bows, and breaks them in two.
    “You better stop your thieving ways. Next time a ranger comes across your deeds, we might not be as forgiving.” He leaves them to tend to their wounds, but not before trying to track their footprints and find a possible stash.

    Targon: Hunting: 17/11: Special Success: Go quietly.
    He finds their stash. Lesser hoard: Treasure value: 3. Magical Treasure: No treasure.
    Before attempting to return to his journey, he will make a First Aid attempt for his wound.
    I’ll spend 1 hope.
    Healing: 29/13: 2 Special Successes. Injury reduced by 3. It will take 4 days to heal.

    So, since it's my first time playing TOR, I made a few errors. They kinda balanced themselves out, so here they go: 1. I did not attempt to use the Robbers special ability using Resolve, to defend themselves more appropriately. This has to be declared prior to the attack, so I failed to do it as I was so eager to roll. They could have survived a few attacks.
    2. I did not apply the Dour Handed virtue of Targon which would have eliminated the robbers quicker as Targon landed a few Heavy Blows. 3. On my initial Travel roll, my (Favoured) Feat travel dice rolled both 1s, I mistakenly applied them as “Eye of Sauron”, which should have been an 11 on my non-customized dice.`

    Not a few paces further, under a rock next to a tree, he finds a small pouch with coins and jewelry. Probably stolen from folk along the road. Targon takes these, and then he spends some time to clean and dress his wound, applying some medical herbs to the area, before heading back on the road. Two fewer robbers to trouble them.

    Travel Roll: 21/13: 2 Special Successes, he travels 5 Hexes along the road before the next event.
    his injury has healed, and his endurance is back to 25.
    Event: Terrible Misfortune: Violent Weather. Eye of Sauron Awareness +1 to 4. Fatigue +3
    Targon: Explore: 22/15: 2 Special Successes.

    Five days later, he has went past weathertop and even further, when black clouds fill the horizon, and rain starts pouring down. Within minutes, a flash flood starts carrying along, trees and boulders. Targon is quick on his thinking. He looks around and finds a hill overlooking the rest of the area, and makes way towards it. He may be out in the open, and visible for miles, but he’s safe from the torrent running in the road below.

    Travel Roll: 8/13: Failure. He travels only a mere 2 hexes, and it’s day 10 of his journey from Bree to Rivendell before the next event.
    Event: Ill Choices: Disorienting Environs
    Targon: Explore: 6/13: Failure + Eye
    Targon gains a Shadow Point (Dread), and 2 more Fatigue Points. Shadow Test: 15/10: No Shadow Point gained.
    Eye of Sauron Awareness +1 to 5.
    Ill Fortune: Unexpected enemies emerge or are sighted.
    Lore Table roll: Gloomy Depths

    Q: Is it Undead? (Likely)
    A: Yes
    Q: Is it marshdwelers? (Certain)
    A: Yes

    An eerie morning a couple days later, a fog is covering the road. It feels unnatural and blocks out the sunlight much unlike the morning mist. Targon can’t see more than a few feet ahead.
    He feels a penetrating chill to the core, and grabs the hilt of his sword. The ranger attempts to wait the fog out, so that he can continue when it’s no longer clouded, but it grows thicker by the minute and Targon grows uneasy. He’s almost overcome with dread, but he still holds hope despite the circumstances.
    The sounds of the nature are now all muffled, and a thickening silence echoes all around.
    He decides to try and get out of this fog, but soon he loses all orientation, and feels like he doesn’t know where he’s going. He can’t find the road markings anywhere, but now is walking on plain dirt. Anxious, he attempts to get back to where he was previously, when relieved, he finds some stone tiles in the ground. Trusting he’s found his way, he lets his guard down, alas he’s mistaken. At the last moment he sees some crumbled walls, just before he takes a misstep and falls in a hole in the ground below him.
    He lands in a dark room a couple meters below, and, getting up in the darkness, hears uneasy sounds like growls or whispers. Dread overcomes the tall warden. Did he just see eyes glinting in the dark? Quickly, he draws his sword and his a torch, trying to light it up.

    Targon: Awareness: (-1 d, due to the darkness): 11/11: Success
    Q: How far away are the undead?
    A: Very Close
    Targon can only make one attempt to light the torch before the close in on him.
    Targon: Craft: (spends hope, inspired): 13/11: Success
    Q: How many are the undead?
    A: 3

    I’m not quite sure how to approach a dungeon delve in TOR. I found the Dungeon Crawling in Middle Earth homebrew resource, which is very nice looking (has some easy to catch typos though), and I’ll try to use it for some inspiration rolls, using all that make sense. Since we already have an encounter I will not roll an Encounter Die.
    Room Contents: Rubble from ceiling collapse
    Tone Setting: Chilly fog, rests across the ground
    Room Lighting: Wall mounted torches (unlit)
    Room Feature: Rotting old furniture
    Wall Details: Floor to ceiling dwarven runes in the wall
    Ambience: Faint running water

    The shambling humanoids with pale flesh, surround Targon, as in the last second he pulls out a tar-soaked torch, lights an oil soaked cloth with sparks he made with whetstone and quickly wraps it around the torch. Torch in the left hand, sword in the right, he waves the fire to keep them at bay, and it seems to work.

    1st Round

    As they’re things of Terror, Targon must make a Shadow Test (Dread): 6/13: Failure. He gains 3 Shadow Points.
    All the undead lose 1 point of hate as Targon holds a torch.
    Stance: Open
    Targon: Attacks a marsh-dweller: 17/11: Piercing Blow. Damage 4.
    Piercing Blow: Marshdweller Armor: 10/16: Failure. Marshdweller spends one Hate point as per Deathless to not be slain.
    Marshdweller 1: Attacks: Claws: 14/18: Miss
    Marshdweller 2: Attacks: Claws: 17/18: Miss
    Marshdweller 3: Attacks: Claws: 15/18: Miss

    2nd Round

    All the undead lose 1 more point of hate. Marshdweller 1 is now Weary.
    Stance: Open
    Targon: Attacks a marsh-dweller: 27/11: Piercing Blow and two Special Successes. Heavy Blow, Fend Off. Damage 12.
    Piercing Blow: Marshdweller Armor: 6/16: Failure. Marshdweller 1 is slain.
    Marshdweller 2: Attacks: Claws: 8/20: Miss
    Marshdweller 3: Attacks: Bite: 12/20: Miss

    3rd Round

    All the undead lose 1 more point of hate. They’re now Weary.
    Targon: Attacks a marsh-dweller: 18/11: Piercing Blow. Damage 4.
    Piercing Blow: Marshdweller Armor: 5/16: Failure. Marshdweller 1 is slain.
    Marshdweller 3: Attacks: Bite: 21/20: Piercing Blow and a Special Success. Damage: 6. Targon is down to 19 Endurance
    Targon: Protection: 3/14: Wounded: Severe Injury (4 Days)

    4th Round

    Stance: Open
    Targon: Attacks a marsh-dweller: 16/11: Special Success. Heavy Blow. Damage 12. The Marshdweller is slain.

    He swings his torch and keeps the creatures away, and with a swift thrust, his sword pierces one of them all the way through. He pulls his blade out, waiting for his foe to drop inanimate, but instead, driven by a deathless force, the creature tries to claw at Targon.
    The torchlight seems to sap their resolve, afraid of the fire, Targon swings his sword once more, and he hits the creature with a sharp slash at the neck, decapitating it, and dropping it for good.
    Maneuvering through the rotting furniture in the room, Targon finds an opportunity and hacks at the second undead’s head, splitting it in half.
    As he does so, the third one finds Targon’s back a ripe target, and get a good bite, piercing through the boiled leather armour. Targon screams in pain, and turns around with a heavy strike, cuts the creature in half.

    Targon: First Aid: Healing: 14/13: Success. Injury will take 3 days to heal.
    Targon earns one adventure point.
    I’d say there is a Lesser Treasure Hoard with: 3 Treasure points.

    Targon stops for a moment, and removes his armour to dress his wound so that it stops bleeding. Then he looks around the room, and finds some valuables. Perhaps these have been hoarded by these foul beings, or they belonged to the initial inhabitants of this structure.

    Q: is the opening from the ceiling reachable?
    A: No
    So I may need to explore the dungeon further.
    Q: Are there many exits?
    A: Extreme no. There’s only one exit, and it’s not open it’s locked/blocked/barred somehow.
    I’ll make a Lore table roll to see what I have to do to open it.
    Surround, Stricken, Message.
    Moria’s riddle key comes to mind! There’s a riddle that I need to solve.
    It will be a Short Time (4 rounds) attempt of a Simple Complexity using Scan, Lore and Riddle skills to find the solution.

    1st Round

    Targon: Scan: 16/15: Success. He looks around the room, and finds the dwarven writing on the walls.

    2nd Round

    Targon: Lore: 18/15: Success, Fortune. Among the runes, he finds some Adunaic words.
    Fortune: You find a moment of comfort or safety: I’ll give two more rounds of time to solve this.

    3rd Round

    Targon: Riddle (I’ll spend a point of hope): 10/15: Failure, Eye of Sauron. Misfortune: Your actions catch the Eye of the enemy: +3 Eye Awareness.

    4th Round

    Targon: Riddle (I’ll spend another point of hope): 22/15: Special Success: Go quietly.

    The ranger looks up to the ceiling, see if he can reach the opening, but it’s too far away to jump or climb. He casts the torchlight across the room, and sees a single exit, blocked by a door with no handle. He tries to push it, but to no avail. It’s completely stuck. As his torch lights the stone frame of the door, he notices carvings.
    This reminds him of a story he’s heard about how dwarf stone masons could lock doors using passwords. And the door would only open when they were spoken. Since there is no other exit out of this room, he realizes this is the inner side of the door, so there’s a good chance that the very word that is used to open the door is sculpted there. He realizes that as long as the door is closed, he may be safe for the moment, and takes a deep breath to think.
    His knowledge of dwarf speech is limited to say the least, but the writing is in Adunaic.
    He looks at the door, and with a steady firm voice he says “Open”
    But a screeching boom is heard, emanating across the room, before the thunderous sound dissipates into nothingness. He can’t shake a dreadful foreboding feeling.
    He thinks again, and tries a different meaning for the same word he saw. Perhaps over he years, it has changed. He says “Ajar” and the door, slowly pushes itself open. Not wasting any time, Targon slides out.

    Q: Is this room the main exit?
    A: No
    Encounter Die: Trap
    Awareness: 16/11: Special Success: Gain Insight
    Trap Location: Flagstones on the floor
    Clues: The materials are foreign to the dungeon
    With the insight, he can see the trigger which is: thin, elven rope, tripped
    Carefully he avoids it.
    Overcome tricky obstacle: +1 Skill Point

    Q: Are there many exits?
    A: Extreme Yes. Twist: Empty Might
    It’s a throne room.
    There are two exits to the sides, and one to the centre, with a large gate.

    Targon will attempt to open the main gate.
    Q: Is it locked?
    A: No
    I should remember to always ask Telling questions in a positive phrasing.

    As Targon gets out, he notices a very thin trip wire right in front of him. The torch light casting a faint line shadow on the floor. Some flagstones are from a different stone, granite instead of marble. Concerned that this could be a trap, he carefully, lifts his legs high enough and makes a wide step without triggering it.
    He enters a bigger room than the previous one, with a large throne in the centre. Two passages head to opposite directions to the side, while a large gate at the other end seems to be the main entrance to the room.
    Wounded as he is, he decides not to waste any time, and opens the gate, hoping to get out of this structure.

    Encounter Die: Omen: Hoard Veiled Fire
    Q: Is the exit nearby? (Likely)
    A: Yes

    A long hallway leads to another gate at the far end. Targon’s sense is fixated on the smell of oil. He looks to the sides of the hallway, and sees two shallow canals, filled with a black substance. Probably some means to light the hall? A defensive measure against invaders?
    He can’t tell for sure what role did this oil play.

    Q: Is the door open?
    A: Yes

    Targon pushes the old wooden door open and gets out of this dreadful place. The fog seems to have cleared.

    Q: Is the road nearby?
    A: No
    Targon: Explore: 11/15: Failure
    Q: Is this a standard risk level?
    A: Yes
    I’ll trade the Simple Failure for Success with Woe.
    Lore table: Replenish
    Targon lost his supplies when he dropped from the hole in the ceiling, and he didn’t realize until just now. He’ll have to spend at least a day Hunting to replenish food, losing 1 day of time.

    He scans the area around him for any landmarks, and realizes he’s nowhere near the road. As he puts out his torch, and spends a moment to recollect himself, he sees that all his food must have fallen from his sack. Either in the drop, or during the fray. He’ll have to spend valuable time to find something to eat before continuing.

    Targon: Hunting: 11/11: Success
    Targon gathers the necessary supplies and continues after a day.

    Targon: Travel: 14/13: Success
    Event: Ill Choices: Mismanaged Provisions. Fatigue +2
    Targon: Hunting: 16/11: Success

    Three more days down the east road, Targon has went past the Last Bridge and is entering the Trollshaws, when he comes dangerously close to running out of rations. Since his last complication, the supplies he currently has, don’t last long, and he didn’t pay any notice to it. He takes his bow and heads off quickly to find some game. Without wasting any time, using his skills as a ranger, he returns with a few rabbits for dinner.

    Targon: Travel: 17/13: Success with Fortune: You Locate or learn of a useful item.
    Event: Mishap: Obstructed Path. Fatigue +2
    Targon: Awareness: 13/11: Special Success: Gain Insight: Potential danger

    Another obstructed path on the main road. Since we’re in the Trollshaws, I decide that it will be a troll somehow blocking the way.

    A big, man sized boulder, catches the attention of Targon. Despite being in the same colours as the land, there is no plausible explanation as to how it could have moved there, as there is no hill or cliffside from where it could have fallen on that side of the road. Cautiously, he examines the surroundings, and he notices remains under the boulder. An arm, and legs are visible on the sides from underneath it. He looks across the other side of the road, and on the hillside, he makes out the vague outline of a cave mouth.
    “Trolls” he considers, and crouches.

    Q: What is the useful item?
    A: Gentle haven. The traveller carries notes with directions of how to get to Rivendell. Perhaps he is a messenger.
    Q: What time is it?
    A: Early noon. Most likely the troll is sleeping
    I can’t risk it, and will attempt to reach the remains stealthily.
    Targon: Stealth: 13/15: Failure
    Q: Is the troll asleep? (Certain)
    A: Extreme No with a twist. The troll is waiting for another traveller to come across and throw another boulder to crush him. Eye of Sauron +1.

    Targon attempts to reach the crushed remains, taking precautions to move silently despite the daytime that turns trolls to stone according to legend. However, he takes a misstep and breaks a branch, with a loud cracking noise. He turns around as he hears a loud growl. To his ill fortune, the troll was awake!

    I decide to do a GM-ruling here, and have this troll throw boulders for a change. It can’t come out as it’s full daylight, so it will attempt to crush it’s victims by throwing boulders at them. Boulder 2 (6/12 Break Shield). Also it will only be able to make a single attack with boulders and not two in each round, despite having a Might of 2.

    Opening Volley Phase

    Targon: Bow: 12/11: Special Success: Heavy Blow: Damage 11. Troll has 49 Endurance Remaining.
    Troll: Boulder 10/18: Miss

    1st Round

    Stance: Skirmish
    Main action: take the message case
    Troll: Boulder: 21/18: Special Success, Piercing Blow: Heavy Blow: Damage 14. Targon is Weary. The troll will Spend 1 Hate for Horrible Strength and make Targon’s Protection roll Ill Favoured.
    Targon: Protection: 18/12: No Wound

    2nd Round

    Stance: Skirmish
    Main action: escape. I will spend 1 Fellowship point and 1 Hope point to make the roll Favoured, and have an extra 1d.
    Escape: 18/11: Special Success: Gain Insight: who was the traveller

    I will award Targon 1 Adventure Point for Surviving the combat.

    Q: Who was the traveller
    A: Ominous Defence. Okay that doesn’t seem to work, I’ll go to UNE: Curious Serf. That’s a man of bree, a scout or explorer.

    Targon draws his bow and shoots an arrow to the troll that has appeared at the edge of the cave. The arrow lodging itself in the thick troll hide. It growls and picks up a big boulder, and slings it with all its might towards Targon, who jumps out of the way. Targon is in the open and doesn’t like how he’s exposed to the troll’s rock-throwing skills. He doesn’t know if he can face such a foe alone, so he wants at least to get the letter case. He tries to keep his distance, and jumps to his target, picking up the case, when a second boulder hits him square in the chest. Targon reels back, weary, but thankfully not injured. He feels like he can’t take this foe. As long as the troll is restricted by the daylight, if he manages to get out of it’s line of sight, he should be able to escape with his life. He calculates the right moment, and makes a quick dash in a zig-zag pattern, running as fast as he can. The troll screams in rage as his prey escaped.
    Targon takes a look at the case. Inside is a map to rivendell, and a sealed letter, by “Alcolm of Bree”.


    Ruleset Summary & Solo Experience

    As a first foray into TOR, I absolutely love it. It has very interesting mechanics, and the more I think about them, the more I like it.
    TOR in particular has a Target Number which is derived from the core Attributes (Strength, Heart, Wits), so what your character is natural makes a task easier or more difficult.
    Skills allow you to roll a number of d6s equal to your d6 level, so the more skilled you are at something, you’re more likely to succeed.
    I love how these two work together for the same end result, but are separate from each other. Also only by having a higher skill can you get a higher chance of getting a special success, as the attribute only effects the TN.
    Furthermore you always roll a Feat Die (a d12 essentially), numbered from 1-10 and having a face with the Eye of Sauron and a face with Gandalf’s Rune, which give a Misfortune or Fortune respectively. So different situations can increase or decrease the number of Skill dice, and they can also make the Feat Die be rolled at advantage or disadvantage, and the great thing about it is, that they will impact different things in the game!

    Heading to the next part which is combat. I loved it. A skill roll modified by opponents Parry is made. Each character has an Endurance rating which one could think of as Hit Points, as they can take you out of combat. Each hit you receive will reduce your Endurance. Damage to Endurance is fixed, modified by any special successes rolled, and you only drop unconscious at zero. Only Wounds have the opportunity of killing a character, and that’s where armor has it’s place, as it can prevent this. There are many special successes that can be utilized by the heroes or their adversaries, and the heroes also have four (five in solo) stance to choose when fighting. There is no significant Death Spiral, with the major penalty is the risk of becoming weary if your Endurance drops below your Fatigue and Load rating. I won’t go into any more details, I just found that combat may look complex, but actually is very streamlined, with as few rolls as possible, but at the same time providing a great varied experience.

    TOR has several bookkeeping stats, which all play a major role in the game. You need to keep track of your Fellowship, Endurance, Load, Fatigue, Hope and Shadow. Sounds like a lot, but they all provide a different result. Your character may start going down the shadow path, or lose hope, or become tired and need to rest, etc. These all provide an experience as close as one can get to the Tolkien books. The authors also chose terms whose name rings familiar to the LOTR trope.

    The next part I adored was the Journey system, which is greatly expanded by the Solo Supplement (more on that later). Another smart way to run hex based journeys. An event will always happen, the question is when, and what event. So depending on how good you’re at travelling, you may make the journey with fewer events or as many as 1 per hex, making you earn each hex with hard adventuring. I love how this system could also work with a hex crawl generator (like the hex power flowers), and with any success based RPG ruleset. It’s something I’ll keep on my toolset for the future, as it works great for solo, and is much better than asking the Oracle or rolling on random encounter tables.

    As I don’t want to make a review of TOR, I’m going now to give my impressions on the solo supplement. The experience of Shawn Tomkin in this is evident. Utilizing the Strider Mode doesn’t feel like you take an Oracle and put it on top of the game. Instead it connects to TOR so seamlessly, it feels like TOR was meant to be solo played. It has a Fortune and an Ill-Fortune table which you can use when you roll something good or bad on the Feat die (during regular ruleset rolls), so you can always get an Intervention of sorts while playing. It has a Telling Table (a Yes/No with Extremes, Oracle), and a Lore Table which has 72 each of Action, Focus, Aspect words. These words fit a lot in the theme without being explicit (for example it has Fell, Gloomy, Fellowship, which all bring out the Tolkien vibe), and then it also has a Revelation table for when the Eye of Sauron is fixed on you (another great mechanic!). Finally it has 7 Journey Event tables (6 entries each) which really create opportunities to adventure, essentially expanding on top of the existing Journey system and making it solo. I think it shines here.

    So, it doesn’t work with Scenes or Actors. This may be an issue in the long run, if you want a more arching adventure and meaningful encounters. On the other hand, this brings a more gamey vibe out, where things happen on your way to your quest (the initial mission, but they need not be relevant). This follows up a lot the Hobbit vibe, where the party faced a multitude of dangers that were mostly random, before arriving at their quest at the lonely mountain.

    I haven’t finished my first Journey yet, and have only accumulated several disjointed journey events, making my trip look like a book or journal. Having a defined enemy (Sauron), clarifies things a lot in solo. Because as I foresee now, the missions will be relevant mostly to the enemy, and depending on the location and the Eye Awareness, you may get extra enemy events. On the other hand there are ample situations for random events.

    Overall the experience so far reminds me a lot of Five Leagues from the Borderlands, alas in RPG. I love it, and it can play very fast. Actually it plays a lot faster than most of the other solo adventures I’ve run in the past, and a great advantage is that I rarely had to pause for a long time and think how to interpret a situation. The rolls and results were straightforward, and the process streamlined, I really felt like playing the game, than having to write my story. I can’t tell how it will progress. It’s very deadly, but gives you the opportunity to get out of a bad situation if you need to. This was a good start, and I’m looking forward to how the adventure will proceed.

     
    • Mick's avatar

      Mick 5:05 pm on September 12, 2024 Permalink | Reply

      Hi, I posted this on the Mythic Discord but will ask here too just in case you don’t see it there.

      Is there any chance of a link to the Dungeon Crawling in Middle Earth homebrew resource mentioned?

      Also I have a question regarding the 3rd Round:
      “Targon: Riddle (I’ll spend a point of hope): 10/15: Failure, Eye of Sauron. Misfortune: Your actions catch the Eye of the enemy: +3 Eye Awareness.”

      Can I ask why it was a +3 to eye awareness and not just +1? I’m learning the game so I want to make sure I understand everything.

      And another question, “Encounter Die: Trap” what table are you using for this encounter?

      Liked by 1 person

      • giorgis's avatar

        giorgis 7:42 pm on September 12, 2024 Permalink | Reply

        Hello! So I’m copying my response here as well:
        So, the Dungeon Crawling in Middle Earth is from the dedicated TOR discord channel, at tor-resources. There’s tons of resources there. You can find the respective link below:

        https://discord.com/channels/348254014598545408/866673287316635658/969792741657702460

        To the eye awareness value, I just added up both the +1 for rolling the initial Eye in my 10/15 roll, and the +2 for the subsequent roll in the Ill Fortune table as described in Strider mode, and it sums up to +3. Pretty unlucky for Targon. Sorry if that was unclear.

        As to the last question, it’s part of the Dungeon Crawling in Middle Earth resource.

        Hope this helps!

        Like

c
Compose new post
j
Next post/Next comment
k
Previous post/Previous comment
r
Reply
e
Edit
o
Show/Hide comments
t
Go to top
l
Go to login
h
Show/Hide help
shift + esc
Cancel
Design a site like this with WordPress.com
Get started