Book 1, Chapter 2, The Depths of Chetwood - Shadows in Eriador, The One Ring 2E Solo Actual Play

 Shadows in Eriador

The One Ring 2E Solo Actual Play with Strider Mode

Book 1: A Conspiracy Unmasked: Chapter 2, The Depths of Chetwood

Welcome back, everyone! Last post we saw the adventure finally start as Gandolf sent Alfred to The Chetwood to find a friend of his. We had a brush with men from the South and an old hunter named Nob fired an arrow at him, thinking he was an Orc. Things are not safe in the Chetwood, that is for sure.

If you are new to the adventure, find the list of chapters here: Shadows in Eriador Table of Contents

You can read the first chapter of the journey here: Chapter 1: The Journey Begins

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Nob, was a skilled forest folk, Alfred could see that plainly. Even though he was of advanced age, he was able to navigate the thick undergrowth with skill and speed. Alfred and his horse lagged behind, struggling to pick out a path in the increasingly thin trails he was being led down. It was hard to tell in such deep woods, but Alfred got the feeling the sun was starting to get late in the afternoon sky. It wouldn’t be long before night fell and things started to prowl the night. Alfred had heard stories of wolfs, bears, and other worst things stalking the Chetwood. And with Nob telling him about Orc sightings, he knew getting stuck in the Chetwood at night was a dangerous prospect.

After a while, Nob called on Alfred to stop, “Be quiet now laddy,” Nob said, “This person you're looking for, they can get a bit skittish, which I understand. This deep into the Chetwood is not safe for anyone, no matter how skilled a forester they are. I’ll go out first and announce we are here to see them, so they know we come in peace.”

Nob gingerly continues down the trail and comes up to a clearing. He cups his hands around his mouth and whistles what sounds like a bird call. He does it once, twice, and a third time. At the third call, someone steps out of the shadows.

Ok, time to see who this character is. We will be using a more complex character generator for this NPC, as they promise to be someone more important than Nob (Sorry Nob). First, let’s see what heroic culture they are. There are six playable cultures in The One Ring, so a simple D6 will tell us who they are: a 2 - they are a Dwarf of Durin’s Folk. Odd to see a Dwarf deep in the Chetwood.

Now, who is this person? For a name, I’ll pick Rinda.

Now let's get into UNE or the Universal NPC Emulator.

Rolling a D100 for the NPC modifier - 49, Scholarly, that works well for a Dwarf.

D100 for NPC Noun - 81, performer

Next step we do three times.

D100 for NPC Motivation Verb - 67,52,48 Communicate,Strive, Advocate

D100 for NPC Motivation Noun, 98,66,12 Old religions, Wrath, Music

Combined: That's a scholarly performer that is motivated to communicate old religions, strive for wrath, and advocate for music.

Alright, how to interpret this? I’m picturing Rinda as a Dwarf scholarly professor, that really likes lecturing people on the history of the dwarfs and their music. But there is some sadness in the life of Rinda which causes her anger.

Out of the woods steps the most perplexing sight that Alfred had ever seen. A dwarf dressed in what must have been expensive robes, which are now in tatters and falling apart. The Dwarf stumbled through the undergrowth, smashing plants and branches as they went. It was clear to Alfred this Dwarf has little to no experience traveling through forests like Chetwood.

“Ah, Nob! Great to see you? Have you come to trade for more food? I do say, I am low on supplies and I have had no luck with the traps that I designed,” the strange Dwarf said to Nob. “And who is the Bree-lander? A friend of yours? Certainly, he isn’t one of those Southern men you said were scouting around the edges of Chetwood.”

Nob steps forward, “No, he is a friend, Alfred is his name. And Alfred, this is Rinda, a Dwarf from some mine deep in some mountain.”

Rinda laughs at this, “Yes, Nob cares not for anywhere unless it has branches and leaves above him and dark soil below him. I am Rinda, as Nob said, but what brings you to the centre of Chetwood?”

Alfred takes a gulp, he knows this whole trip so far has led him to this moment. And while this trip has just been a day-long, it's the most epic journey he has ever been on in his life. “Gandolf sent me, Rinda, uhhh Master Rinda I mean!”

“Gandolf! And it is just Rinda, no master at all. What did Gandolf want with me?”

Alfred pulls the letter from inside his tunic and walks closer to Rinda. “He gave me this to give to you. He said he was waiting at the Prancing Pony for you but you never came. He said someone or something is after you! Take the letter please.”

Rinda takes the letter carefully from Alfred and opens it. She takes a few minutes to read it and then folds it up and puts it away.

“Thank you, Alfred. But I can’t leave my work just yet. Please go back to Gandolf and tell him you’ve accomplished your quest. Thank you for your diligence. Now, I must return to my studies.”

Studies? thinks Alfred, in The Chetwood? But there isn’t anything of note, except maybe the trees and the animals, but his Rinda doesn’t look time someone who is interested in the living. She has the look of a teacher or someone to work in those mythical, magical places called Universities. Alfred did not come this far to just give up his note and wander home. Summing up everything he knows about Dwarfs, he tells Rinda “Yes, I will go to Bree, but it is almost sundown and we have not yet eaten. I have brought fresh bread and I even have a flagon of beer from The Pony, would you and Nob share it with me before we rest for the night. In the morning I will head home.”

Roll

Courtesy (Favoured), 3 Sucess Dice

TN 13

5,3 6,6,1 = 18 With two 6s! I can use those to increase my success. I will use one to Improve my insight of the situation and another to continue my success next dice roll (+1d6). Now, what insight does my character gain? Let's go to the Lore tables, rolling on Aspect Focus I get Obstructed Plan. So I interpret this as Alfred realises whatever plan Rinda has will not work.

“Yes, Alfred of Bree. I will eat your food and drink your beer, along with Nob, who has never turned down a meal or drink.”

They sat around a large fire and ate and drank until thousands and millions of stars appeared in the sky. Rinda told them the Dwarves believe they are deposits of Mythril that Durin himself will mine one day. After their meal, Rinda finally tells Alfred what she is doing in the Chetwood.

Many stories of the past are told around a campfire in Eriador. Photo by Nikhil Mitra on Unsplash

“What do you know about the evil kingdom of Angmar? And the glorious human kingdoms of Anor? Not much I suppose, they have been dead and gone for many, many generations. It isn’t my area of specialty but those kingdoms fought grave and destructive wars, waged all over this region. The weapons they used were unlike what we have today. And according to my research, one of those weapons was lost right here. Well not right here, but somewhere in what you call the Chetwood.”

Alfred is transfixed, “I’ve never heard of those kingdoms and those wars, although we all know that there were grand kingdoms around here, you can see that with just the Great East Road.”

Rinda is about to speak again when she is interrupted by a large snore from Nob. “Hmmm, seems history chatter has put our forester friend to sleep. It is late and I have much to think upon with this letter from Gandolf. It can be dangerous at night in the wood. So I will take the first watch and wake you at middle night. Nob will be awake before the sun rises, I’m sure. Sleep well Bree-lander, and thank you again.”

Alfred curls up close to the fire and exhausted from a full day of travel falls asleep quickly.

Alright, now we will roll to see how the night goes for Alfred, Rinda and Nob. I will roll from the Solo Journey events table. The Chetwood is a Wildland, so I will just roll 1 D12 and see what I get. I rolled a 7, which is a Mishap. Ok, let's roll a D6 on that table, a 6. That is Wandering Enemies. Oh-no! Now to see if Alfred sees them.

Alfred sleeps soundly until Rinda wakes him. He dutifully takes his spot by the fire, and looks out into the dark Chetwood. He is used to staying up late, as he always has the late shift at the Pony. He looks into the wood and his mind starts to wander…

Roll

Awareness, 1 Success Dice (I’d forgotten to add my +1D6 here, oh well that’s what happens sometimes!)

TN = 14

11 (Eye of Mordor), 2 = 2 Fail! Not good! An 11 is an Eye of Mordor rune and counts as Zero. On top of this being a Fail, something even worse will happen to Alfred. Let’s roll on the Ill-Fortune Table to find out. A 10, You face a test which is contrary to your nature or abilities. As another consequence of the failure, Alfred won’t be able to use his bow to engage the enemy.

It is also the first Eye awareness point for Alfred. It now equals 1.

Ok, now what enemy has Alfred failed to see? I think it's most likely the Southern Men, but it could be Orcs or wolves in the wild. I’ll roll a D12, 1-8 are Men, 9-10 are Orcs, and 11-12 are Wolves. An 8, it's the Southern Men coming to ambush them.

Suddenly and without warning several dark forms burst from the woods and charge at the group. Alfred barely has a chance to reach for his weapons before the forms are on top of him. In the firelight, Alfred recognises who is attacking, it's the men he met on the north road to The Chetwood! The man raises a spear to strike Alfred

The Southern Men are alien to Bree-Land. Image by Brigitte Werner from Pixabay 

Combat!

Stance - Alfred will fight in the Defensive Stance for close combat

Stats for the enemy. Source: The One Ring 2E Core Rulebook

Southern Raider Attack

Short Spear, 2 Success Dice TN Parry =17 Alfred’s Parry score is 17 and is the number the enemy needs to beat to harm him

2, 4,4 = 10, Fail

The spear flashes out of the dark, but Alfred brings the shield up to block it and turns it to the side. He grabs for his axe and swings wildly at the man.

Alfred’s Attack

Axe, 2 Success Dice

TN 14+1 from Enemy’s Parry skill = 15

6,5,2 = 13, Fail

The Southerner dodges the wild attack and steps back. Alfred has a second to take in the scene. Three Southerners have attacked the camp, with one attacking each of the travellers. A quick assessment tells Alfred that Nob and Rinda are holding their own, but before he can think, the man attacks again!

Southern Raider Attack

Short Spear, 2 Success Dice TN Parry =17

9,5,5 = 19, Hit! -3 Endurance for Alfred (He now has 8, if it goes to zero he is knocked unconscious).

The spear flicks out and strikes Alfred in the chest. Luckily his leather shirt catches the blow, but it knocks the wind out of him. Still, he stands fast and swings back at the man.

Alfred’s Attack

Axe, 2 Success Dice (Spend 1 Hope for 2 more D6)

TN 14+1 from Enemy’s Parry skill = 15

3,3,5,5,1 = 17, Hit! -6 endurance for the Enemy (10 Endurance Left)

The axe smashes into the man’s shoulder, and while not raising blood, the man is staggered backward. Alfred looks over and sees Nob has just fallen over with a man ready to finish him. Alfred reacts quickly and tries to jump in front of the Nob with his shield.

Roll

Defend Companion Using Battle Skill - 1 Success Dice

TN 14

4,6 = 10, Fail. Nob is knocked out of the fight.

+1 Shadow Point for Alfred, for 1 Total Shadow Shadow points represent the burden of questing against the dark lord. If it reaches Alfred’s current hope score it will start affecting him.

As fast as Alfred jumps, he is not quick enough to block the savage blow to Nob’s head. Nob is horribly knocked out by a large club. Meanwhile, the man attacking Alfred continues moving forward with his spear, readying an attack.

Southern Raider Attack

Short Spear, 2 Success Dice TN Parry =17

6, 4,2 = 12, Fail

But his attack misses. Alfred realises this battle can’t go on for long, as with Nob out they are outnumbered. He aims to finish it and at least defeat the man attacking him.

Alfred’s Attack

Axe, 2 Success Dice (Spend 1 Hope for 2 more D6)

TN 14+1 from Enemy’s Parry skill = 15

4,6,5,4,3 = 22, A hit! I will Spend a success for a mighty blow. 6+4 damage = -10 Endurance. The enemy is knocked out.

Alfred brings his axe down hard on the man, straight on his head. He hears and feels a wicked crunch and the man falls to the ground in a heap. Alfred shakes, has he just killed a man? He turns to see Rinda cornered by the two remaining Southern Men.

Alfred's Dwarven-crafted axe is as deadly as it is beautiful. Image by Morket from Pixabay 

The man who talked to Alfred on the road to The Chetwood shouts at him, “We are taking her now! Do not follow. And it looks like your old friend needs some immediate help.”

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That is it for the story today. What will Alfred do? He has a hell of a choice to make right now. Does he chase after Rinda or help Nob? We will see next story!

Current Character Sheet. I found out I was calculating current endurance incorrectly, and have fixed it.

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The One Ring 2E Core Rules

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