The Lone Bard

The One Ring 2e Solo: Hobbit Tales Part 2

The Campaign

Alright, time to continue this conspiracy most cracked! Primula, Rorimac, and Paladin set off from Bag End after second breakfast, following the path designed by Bilbo.

The trio reaches the river that runs across the Shire, called simply the Water. Crossing it is their first challenge.

Across the river

The ford where we’re crossing has become swifter with recent rain.

We can also try to look for another way through with a Scan check.

In The One Ring 2e, checks are made by rolling a Feat Die (d12) and a number of Success Dice (d6s) equal to the skill rank. The total result must meet or beat the TN for a success. TN is calculated automatically, reducing 18 from the character’s Attribute (20 when using the full rules).

For checks with skills without a rank, only the Feat die is used.

Both the Feat and the Success dice have custom results. On the d12, we have the Eye of Sauron and the Gandalf Rune (11 and 12 on the die, respectively). The Eye counts as a 0 for the check, while the Rune provides an auto-success, regardless of the sum.

On the d6, the six is a Tengwar. Rolling one and passing the check grants a Great Success, something with narrative or mechanical benefits. Two or more grants an Extraordinary Success, something even grander. They don’t change anything in case of failure.

For the Scan check, I went with Rory as he’s the only one with a Rank in it.

The skill isn’t Favoured, so I’ll only roll one d12 + one d6, hoping to get a 13 or better.

Favoured skills roll 2 Feat dice and keep the better result.

Rory’s Scan check (Rank 1, TN 13): 8 + 3 = Fail!

The hobbits can’t seem to find another way, so they’ll have to cross.

Paladin’s Athletics check (Rank 1, Favoured, TN 15): Gandalf Rune + 4 = Success!

Since he successfully crossed, I asked the Oracle if he could help the others somehow and got a Yes. Paladin went first, slow and steady, and found a safe path for the others. This gave them one bonus die.

Primula’s Athletics check (Rank 0+1, TN 14): 9 + 6 = Great success!

Rory’s Athletics check (Rank 1+1, TN 14): 1 + 3, 2 = fail!

One of the uses for Great Successes is to auto-pass failed checks. Rory slips on a stone and dives, but Prim and Paladin grab his arms and manage to pull him out of the river and get to the other side.

The party moves on, with Rory completely soaked and in a mood.

Waymeet

The party arrives at Waymeet. “The locals are polite, though very curious about what brings a crowd of ­Hobbits so diverse this far west at such a late hour.”

We can avoid their inquiries without offending them with a successful Riddle check. Primula will attempt, given her traits and 3 ranks in the skill (TN 13). She rolls a 17, revealing just enough to quell their curiosity without getting too specific.

As the sun sets, the hobbits look for a place to rest, but the Walking Party Inn is full. Asking around, we find Baldo Bunco, a local farmer who’s offering a night in his stables in exchange for a little help with a vexing owl that’s been bothering Gertrude, his poor old mule.

This is a good time to use the Triple-O and roll for Obvious, Option, and Odd. How will the group deal with Baldo’s request?

Hobbits are polite and good-hearted, so I’ll define the Obvious as Accept proposal.

Primula has Soft-spoken and Courtesy as traits, so the Option will be Negotiate terms.

For the Odd, I rolled on the Action table and got Delve. For Motivation, I got Knowledge. The hobbits will refuse Baldo’s request and move on because they believe there’s a better place to rest further down the road.

When a result is more likely, we can roll 2d6 and choose our preferred behavior. If doubles are rolled, that behavior becomes more prevalent. I’ll go with 2d6, as I think they would just accept the terms and help the farmer.

2d6 Triple-O check: 1, 6 = Obvious. They accept the proposal.

Baldo never noses into their business and apologizes profusely for his lack of hospitality, saying he doesn’t have much room inside his small cottage. Nevertheless, he fully expects them to have that damned owl gone by morning. When Baldo is done talking, an eerie hoot rings out through the barn, as if on cue, and the tiny mule sitting idly in the rear of the place stirs.

I feel like using the Triple-O again. This is fun!

The Obvious is to convince the owl to leave, as everyone has ranks in Courtesy.

The Option will be to bribe the owl into leaving.

The Odd, I think, is to be aggressive and intimidate the owl!

I’m rolling just a d6 for this one:

d6 Triple-O check: 4, Obvious. They try to convince the owl to leave.

Primula’s Courtesy check (Rank 2, Favoured, TN 12): 10 + 6, 1 = Great success!

The Player-­heroes can get rid of the great owl if they politely inform him with a COURTESY roll that there are no more mice in the barn and that he’s bothering Gertrude. If the roll is passed, the owl flies off almost as if he understood them.

The owl leaves, impressed by the hobbits’ diplomacy. Fantastic! We sleep in the stables, then Baldo Bunce bids us farewell in the morning.

Part Two: Mathoms of Michel Delving

You pass the spot where a southward path leads off from the main course of the East Road, just as the sun sets and the first stars begin to reveal themselves. Ahead, you get a good look at Michel Delving upon the White Downs. Quite a bit larger than ­Hobbiton, it is a tightly packed collection of homes built of wood, brick, and stone, and the occasional ­Hobbit-­hole.

Getting in

The party moves to a large wooden building with a great red round door: the Mathom-­house, the museum of the Shire.

As candles flicker to life behind windows, and ­Hobbitfolk settle in for the evening, you notice a handful of ­Hobbits carrying stout cudgels and tiny lanterns strolling about. Bounders, undoubtedly making their usual rounds. Best to avoid them, though, lest your mischief be discovered and thwarted.

We have to get in without any Bounders spotting us. All of them have Rank 3 in Stealth, so that should be easy. Each one must pass the check.

I’m spending 1 Hope with Primula to gain another d6. Hope is a limited resource that represents a character’s inner strength and determination. Primula has 16 (now down to 15).

Primula’s Stealth check (Rank 3 + 1 Hope, TN 13): 9 + 6, 2, 2 = Great success!

Rorimack’s Stealth check (Rank 3, Favoured, TN 13): 8 + 5 = Success!

Nice! That is actually enough. Remember, we can use an Elven rune (the 6 from the Great success) to grant another character a success. I’m rolling with Paladin anyway.

Paladin’s Stealth check (Rank 3, Favoured, TN 14): 8 + 4, 6, 1 = Great success!

Hah! The hobbits gracefully slip unnoticed into the Mathom-house through the unlocked main entrance. Hobbits are a trusting folk.

Note: Getting noticed by Bounders makes one of them lock the main door, forcing us to look for another way in.

Inside

The conspirators find themselves inside a great, high-­ceilinged series of rooms, containing an impressive display of artefacts from across the history of the Shire. Shelves of books chronicling family genealogies and recipes passed down for generations line the walls, while a set of perfectly polished diamond studs are set on a pedestal under glass, and a pair of strange crossed walking sticks are mounted on one wall. Countless other knick-­knacks and mathoms are on display.

The most concerning sight, however, is Fireworks, the fierce guard terrier asleep under a writing desk!

As we entered in silence and without alerting anyone, we can search for the map quietly. It requires 3 successful Scan checks.

Rorimack’s Scan check (Rank 1 + 1 Hope, TN 13): Galdalf rune + 6, 2 = Great success!

Paladin’s Scan check (Rank 0 + 1 Hope, TN 14): Gandalf rune + 6! Another Great success!

And those great rolls count as 4 successes already! We find the map on the bottom shelf of one of the bookcases, creased but in good condition. The hobbits easily go out the front door and leave the Mathoms-house.

If they were not explicitly careful, the conspirators have in all likelihood left evidence that something is missing from the Mathom-­house. By mid-­morning of the next day, the news that someone broke into the Mathom-­house is all over Michel Delving, and within a few more it spreads across the Westfarthing.

How did the group search for the map?
Action + Method: Delve+ Persistence.

They went for it quietly as not to disturb Fireworks, but otherwise weren’t particularly careful with their rummaging. They definitely left evidence behind.

Epilogue

The party returns to Bag End. Bilbo welcomes everyone with a fine meal and asks about the affair.

After hearing the story, he cannot help but laugh, adding that he is ready to join them on their next adventure!

Much as Bilbo is a very interesting character, I don’t think I’ll be using them, as I’m pretty much set with my little ones.

Notes

I really enjoyed this first adventure. It’s a low-stakes, straightforward, and railroaded piece of writing, which is exactly what I was looking for. You can, of course, go into tangents and derail the whole thing with tables and oracles, but for those wanting to follow a simple structure, it’s perfect.

I’m loving Triple-O! It gives another layer to roleplaying, and injects just enough unpredictability in the game (or the chance for it, anyway). You can inject it as much or as little as you want in your session, and have the adventure go to wildly different places. You can also combine it with other oracles and tables, but so far it’s been plenty for me.

Anyway, that’s it for A Conspiracy Most Cracked. I really hope you enjoyed it and made you wanna give it a try.

See you in the second adventure!


The One Ring is available on the Free League site and wherever RPGs are sold.

Triple-O is available on Itch.

#actual play #fantasy #rpg #the one ring