Book 1, Chapter 3, The Marshes of Midgewater - 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 3, The Marshes of Midgewater

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Last we left Alfred, he had just survived a fight with the group of Southern Men in the clearing. While he dispatched his assailant, Nob was struck on his head and Rinda was taken. Let’s see what happens next.

Experience Update

Before we get started we need to give experience for Alfred for surviving that combat!

Survive a dangerous combat 1 Adventure Point


Alfred looks at the Southern Man, the leader. The man laughs and smiles at Alfred, “It is only fair, you killed one of us, so we take her. Now go help your old friend or he will surely die.” With that, he dashes into the wilderness with his companion and Rinda.

Let’s find out a bit more about this Southern Leader. First I’ll give him a name, because I’m tired of writing Southern leader. His name will be Brodda, which was the name of an Eastern King of a past age. He is clearly up to no good. We won’t go through a complete process like with Rinda so just a simple Aspect-Focus roll to give us some motivations. I’ll roll using the Lore Table in the Strider Rules. Isolated Courage is what I got. Very interesting. What is isolated courage for an enemy character? I think he was isolated from his people for an act of what he thought was bravery. So he is an exile from his home. But what is he up to so far from home in Bree-land? I guess we will have to play to find out.

Alfred stands in the clearing alone and confused. Should he dash after Rinda and the Eastern men or should he stay and save Nob? He thinks of the stories of heroes and their mythical accomplishments. He has heard of every hero from almost every people of Eriador, and farther away. Would those heroes leave Nob to die? What would Gandalf do? The answer became clear to Alfred, he must stop and take care of Nob and trust his abilities to help Rinda at a later time.

He rushes to Nob and checks on him. Alfred sees that he is still breathing, thank the stars! But he seems to be in a bad way. “Nob! Can you hear me? Speak! Please!” Nob doesn’t respond at all, in fact, Alfred sees bleeding from his nose and ears. He has seen his share of bad head injuries at the Pony and knows this requires quick aid or Nob may take days to recover, if he ever does.

Alfred quickly sees what he can do for Nob.

Roll

Healing - 1 success dice

TN - 13, Risk Level - Hazerdous From time to time, I will make certain rolls more risky than others. Because Alfred is not skilled at healing, and he is attempting to heal Nob with just himself it will be hazerdous, which is one level above Standard, which is the default risk.

5,4 = Failure with Woe

Let's take a second to figure out what happens with this failure. Simply killing off Nob isn’t fun. To the oracles. Going to roll Action - Aspect on the Lore Tables from Strider Mode. We have Weaken Dead. Oh no… Well, poor Nob. Is he going to die? Let's ask the oracle again. I think it is likely he will die. I’ll roll a D12 and a 4 or greater and he won’t make it. A 10…

Alfred uses every first aid skill he knows. He raises his feet, secures his neck, and makes him as comfortable as possible. It doesn’t seem to help. Nob doesn’t utter another wood and after a half-hour or so, just as the sun rises over the trees in Nob’s beautiful Chetwood, he breathes his last breath.

Alfred sits with Nob for a while, not sure what to do and not sure how to continue. Even though he just met him yesterday, watching a person die in your arms is hard, much harder than anything else he has done. He looks at the Eastern man he fought and struck in the battle, he has yet to move either.

+1 Shadow for Alfred

Alfred knows he can’t leave Nob here, not without burying him. He looks for a tool to do the deed and finds a short shovel in Rinda’s items. He spends the morning hours digging a shallow grave for Nob. When the job is complete, he places Nob in the grave with his bow. Choking back tears, Alfred says, “Nob, I did not know you well, but you helped me because you were kind. I wish I knew you better and I hope you make your way to Valinor where you can wander the woods for the rest of the ages.” And with that, Alfred covers Nob with soil.

For the Eastern man, Alfred decides he will not bury him but will leave him to the animals. There is no time for such sympathies, he thinks, and the men started this. First, he searches the man, to find any secrets or information on him.

Roll

Scan +2 Success Dice

TN 13

5,6,1 = 12, Fail, But I will trade it for success with Woe, this means Alfred will be successful but at a cost. Alfred’s journey will be more complicated.

Alfred looks the man over but finds nothing of value or interest that may point him in the right direction. He just finds foul bread and even worse smelling liquor. As he finishes searching the man he looks down at his boots and sees they are caked in thick, viscous mud. Alfred immediately recognises that mud. Its from the Midgewater Marshes, just east of The Chetwodd.

It doesn’t guarantee the men have gone in that direction, but it looks like they came from there. It only makes sense, and more importantly, it's the only lead Alfred has. Alfred gathers his things and his old horse, throwing Rinda’s belongs on it, and heads East back into the Chetwood and to the Midegwater Marsh.

Roll

Chetwood Encounter Table - Due to Alfred hiking through the Chetwood without a guide and without being careful, we will roll on the table. If I roll a 1 or 2, I’ll reroll that (Its the being mistaken for an Orc event where we met Nob. Poor guy).

9 - Goblins have come down from the Weather Hills to scout the Chetwood. They have spotted the Player- heroes and will try to ambush them.

Now let’s see if Alfred sees them.

Roll

Awareness - 1 Success Dice

TN - 14

7,6 = 13, Very close, but not close enough. Alfred will be ambushed.

All of a sudden an arrow flies through the woods, straight at Alfred.

Combat!

Alfred is in the Skirmish stance. This allows Alfred to fight at a distance, but also attempt an escape if he needs to.

Goblin Archer Attack

Bow - 3 Success Dice

Parry 17

8,6,4,3 = 21, for 3 endurance damage (Alfred at 18)

The arrow strikes Alfred in the chest, leaving him winded and shaken. Luckily it seems to not have caused any damage. He looks down and sees the arrow. It’s small with black feathers. It's no arrow he has seen before. Maybe an Orc arrow? Alfred hides behind a tree and looks for his attacker. He doesn’t have time to engage and can’t risk that there are other Orcs hiding. He takes a few deep breaths and readies to escape the fight.

Alfred Escape Attempt

Bow - 1 Success Dice +2 for 1 Hope (now 12 Hope)

TN 14

9,1, 6, 2 = 18, Success, Spend the Success (the 6) To make haste and escape quickly

Alfred knocks an arrow to his bow, steps out from behind his tree, and fires at his assailant. He sees the attacker duck and Alfred senses it is his chance. He gets up, grabs the old horse, and sprints deeper into the wood. After a few minutes of running, Alfred stops to catch his breath and surveys his surroundings. He can’t see any sign of an attacker. Good, Alfred thought, he must have gotten away

Experience Update

Overcome a tricky obstacle - 1 Skill point

Alfred continues through the dark forest and notices the trees are starting to thin and he can finally make out the sun, it looks about mid-afternoon. He reckons he has about three or four more hours of light in the day. As much as the thought of heading into the Marshes in the dark scares him, he knows too much time has already been wasted.

Alfred comes out of the Chetwood and he views the Midgewater Marshes in all its disgusting glory. The smell is what gets him first. Its the smell of rotting vegetation, like when the farmers leave their produce out at the market for too long. Next its the mud that sticks to his boots and makes simple movement difficult. His old horse starts to struggle, as does Alfred. There are few raised pathways through the Marsh, Alfred knows, the trick is finding one.

The Marshes of Midgewater have a poor reputation. Photo by Silver Ringvee on Unsplash

Roll

Travel (Favoured) +2 Success Dice

TN 13

3,7,2,3 - Fail Well Alfred doesn’t find an easy path into the marshes, but what difficulty awaits him. I’ll roll on the Lore Table, Aspect, and Focus. Stubborn Refuge. Ok, so stubborn is self-explanatory, but I’ll take the natural definition of refuge. So Stubborn nature or environment.

Alfred spots a path that seems to be raised up and solid and begins down it. After not long he is aghast to discover he has wandered straight into mud as deep as his knees. Every step is a struggle and a battle. He and his horse trudge on, which takes every ounce of their strength.

The sun starts getting late in the sky and Alfred begins to despair. There is no sign of the Southern Men and in his mind, no chance of being able to find Rinda. All is lost he feels as the sun sets into the west. He looks across the Marshes for something, anything to give him hope. A lost cabin, some dry land or a helpful person.

Roll

Scan +2 Success Dice, Spend 1 Hope (now 11) for +2 Success Dice

TN 13

2,1,6,3,1 = 13 Success, Barely…

In the far-off distance, Alfred sees a flickering light. This far out from Bree it can only be a campfire. He reckons it must be the southerners, for nobody else strays this far out from Bree, and no sane man camps in the Midgewater Marshes. Alfred ties his horse up to a pathetic excuse for a tree and proceeds to approach the fire as quietly as he can.

Roll

Stealth, +1 Success Dice

TN 13

7,6 = 13 Success with a success dice (a 6) Wow, I really didn’t expect a success there, but glad to have one for sure. I’m going to spend that success on gaining insight as I approach. What insight does Alfred gain? Back to the Lore Table. Let’s do Action Aspect - Restore Trust. I interpret that as Alfred overhearing a conversation where the two Southern Men are arguing about their next course of action.

Alfred continues along with great caution, minding where he puts his feet and putting as little pressure down as possible. He was used to stepping over and around the drunks of the Pony, so avoiding sticks and the odd snake was easy in comparison. As he approached he could start making out what was clearly an argument in that odd Southern accent.

“What do you mean I don’t get part of Harold’s cut? It should have been split evenly, 50-50 since that Bree-Lander caved his head in. You can’t just take his cut Brodda!”

The other Southerner, who must have been this Brodda shouts back louder, “It don’t work that way. We are what you would call Independent Adventurers. I get paid for the job, and I pay you. Don’t matter who dies and who comes back. You get paid what I agreed to pay you.”

The first Southern seems to consider his options. Alfred senses his opening, a chance he may not get again. He jumps up and shouts “Hey! Don’t let this man bully you. This Brodda is clearly a cheat and a liar. Stand your ground for your rightful pay!”.

Roll

Awe +1 Success Dice Spend 1 Hope for +2 more Success Dice (now 10)

TN = 14

11, 4, 5, 5 = 25, Success

Clearly shocked by Alfred's surprise entrance, the unnamed Southerner turns to him with a sword drawn. He takes a step back and then looks at Brodda. “I’ve already lost a friend to this escapade. I’m not doing this for a pittance. I may die on this quest and I feel not the need to risk my life any further. May the swamp eat your bones Brodda.”

And with that, the disaffected Southern man grabs his pack and walks into the distance. Unable to chase after him, Brodda yells, “You coward! Next time I see you, I’ll kill you!” Then he looks at Alfred, covered in mud and swamp muck up to his waist. “Go home Bree-lander. Go home before you die here. I have your friend and you have your life. Seems like a fair trade.”

But Alfred stands firm.

Brodda hefts his Long-hafted Axe, cruel and sharp and steps over the tied-up body of Rinda. “”They paid me to abduct this Dwarf, but I’ll kill you for free.”

Source: The One Ring 2E from Free League Publishing

Ok, I’m going to do this combat a little different. Instead of doing Roll - Fiction - Roll etc, I’m going to make all the rolls and then tell a story about the combat. The rolls will be after the combat for your benefit. I felt the last combat kind of dragged, so I’ll see if this works a bit better. Let me know what you think about it in the comments.

Alfred and Brodda circle each other slowly. Alfred tightens his grip on his shield and remembers the lessons his Dwarf friend Vidar taught him about fighting a stronger and larger foe, for Brodda was certainly both. ‘Fight like a Dwarf’ Alfred thinks. Alfred moves quick, he feints left, then right, then aims a wicked blow at Brodda’s leg. His axe strikes true and Brodda lets out a yell that could wake all the flies in Midgewater.

In anger Brodda swings at Alfred. While the blows were powerful, none hit Alfred, but several were close. Alfred swings back with his axe but does not connect.

They separate from the melee and take in each other. Both breathe in deeply but blood flows freely from Brodda’s injured leg. Both know this fight is to the death. Alfred darts in again low, Brodda steps back on his wounded leg and stumbles as it fails to hold his weight. Alfred senses an opening and crashes his axe down on Brodda’s exposed arm, driving down hard with all the force he can muster. Alfred feels the crunch as Brodda's arm breaks.

Brodda's axe is deadly and he is skilled at using it. Photo by Quaidian Wanderer on Unsplash

Brodda in his fury swings his axe at Alfred and catches him with it, staggering him and knocking him back. Seeing this fight is nearly over and even though he is exhausted, Alfred heads to attack Brodda, who is barely standing. The final blow is aimed at Brodda’s head and Brodda is simply not quick enough for it. Alfred strikes true and Brodda falls, dead.

Combat Dice Rolls!

Alfred is fighting in the Forward Stance, +1 Dice for Alfred’s attacks and +1 Dice for attacks against him. All or nothing.

Alfred: Axe +3 Success Dice, TN16 (Strength TN of 14+2), Dice: 4,4,4,5 = 17 Hit! 6 Damage to Brodda’s Endurance (20 to 14)

Brodda: Long-hafted Axe, +4 success Dice, TN17, Dice 4,3,3,2,1 =13, Miss.

Alfred: Axe +3 Success Dice, TN14, Dice: 3,2,1,4 = 10 Miss

Brodda: Long-hafted Axe, +4 success Dice, TN17, Dice 2,4,3, 2,5 =16, Miss.

Alfred: Axe +3 Success Dice, TN16, Dice: 1,3,6,6 = 16 Hit! Spend Success on = Mighty Blow +4 Damage, Fend Off +1 Parry Next turn = 10 Damage to Brodda (14 to 4)

Brodda: Long-hafted Axe, +4 success Dice, TN18, Dice 7,4,4,2,6 =23, Hit! 6 Endurance Damage (18 to 12) Alfred now Weary, any success dice Alfred rolls that land on 1,2 or 3 will not count.

Alfred: Axe +3 Success Dice, Spend 1 Hope (now 9) for +2 more Dice, TN16, Dice:2,6,2,5,1,4 = 17 Hit! Spend Success on Mighty Blow +4 Damage. = 10 Damage to Brodda (4 to 0) Brodda is defeated

Experience Update

Before we get started we need to give experience for Alfred for surviving combat!

Survive a dangerous combat 1 Adventure Point

The last fight has made Alfred weary, meaning any success dice (D6) he rolls, if a 1,2, or 3 turns up, it will not count. Hopefully he can rest soon.



We will leave it there for this post. Wow, what a fight! It looks like Alfred was able to save Rinda, he just needs to find out why these men wanted her so much.

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The One Ring 2E Core Rules

The One Ring Strider Mode

Comments

  1. I actually think I prefer roll > fiction > roll rather than fiction > all rolls. Good stuff friend!

    ReplyDelete
    Replies
    1. Thanks for the feedback there. Next chapter is mostly written so won't be able to change but I'm constantly experimenting to see what works best for the AP.

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