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.

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