Fellowship Phase Options

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Robin Smallburrow
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Joined: Mon May 13, 2013 10:35 am
Location: Melbourne, Australia

Fellowship Phase Options

Post by Robin Smallburrow » Fri Apr 18, 2014 9:21 am

As there has been some discussion in previous topics about what to do during Fellowship Phases, I have provided below a short summary ( which I will later add to my Resources page):

FELLOWSHIP PHASE OPTIONS

Duration: 1 week to 3 months
Location: Can be anywhere already visited by Fellowship, certain activities require specific locales

Activity Location Any restrictions etc.

Spend Experience Points & Advancement Points Any None
Meet Patron Patron’s location None
Gain New Distinctive Feature
(& Specialty if using Optional Rules) Any LM’s discretion
Raise Standard of Living Home only None
Raise Standing Any Lose Standing if not at Home
Open New Sanctuary Any Whole Fellowship only
Search For Answers Any Depends on search
Go to the Market Pool Lake Town Depends on activity
Collect Marsh Herbs Lake Town Depends on herbs
Receive Title Lake Town, Dale, Any Woodmen Settlement Depends on title
Taming the Steed of the Moon Vale of Anduin None
Gather Firewood in Elf Wood The Elf Wood None
Return to the Carrock The Carrock Beorning only
Befriend the Beasts Beorn’s House Have to satisfy Beorn
Hunting Grim Hawks Mountain Hall or near it Trusted by Mountain Hall
Visit Traders Isle Market Mountain Hall or Anduin Vales None
Compete on Field of Heroes Field of Heroes Woodmen only
Visit the Kingstone East Nether Vales None
Visit the Sentinel Oak Halls of the Elvenking None
Feast in the Great Clearing Halls of the Elvenking Permission from the elves
Study with the Lampmaker Halls of the Elvenking Elves only
Go Hunting with the Woodmen Woodmen settlements Permission from Woodmen
Enter Wuduseld Woodland Hall Permission from Woodmen
Tend to Holding Any None
Drumming Up Support Home or Base Temporary only
Confer with Saruman Saruman’s location Permission from Saruman
Patrol the Wild Woodmen settlements Permission fr. Woodmen

FAN STUFF
Take Counsel Location of relevant Patron/Group None (this can be done by non-mages too)
Fellowship Treasure Hunting Any None
Purchase/Obtain Items of Quality Any suitable None
Training (in one Weapon or Common Skill) Any Depends on skill
Learn Language Any Depends on language
Bond Any Whole Fellowship only
Create Item (Creations) Any Depends on item
Rebuild Dale Dale Depends on when (what year)


Hope this is useful!
Robin S.
To access all my links for my TOR Resources - please click on this link >> http://bit.ly/1gjXkCo

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Woodclaw
Posts: 408
Joined: Fri Dec 27, 2013 1:48 pm
Location: Como, Italia

Re: Fellowship Phase Options

Post by Woodclaw » Fri Apr 18, 2014 10:08 am

I made a collection document with all the FP activities from the official supplements. Obviously, I can't post it since it all copyrighted material.
"What is the point of having free will if one cannot occasionally spit in the eye of destiny?" ("Gentleman" John Marcone)

poosticks7
Posts: 370
Joined: Wed May 15, 2013 1:11 am

Re: Fellowship Phase Options

Post by poosticks7 » Fri Apr 18, 2014 12:02 pm

Here are a few more off the top of my head :)


Get married

Invest in business/venture

Organise feast/event

Write memoirs/tale of deeds - this could give extra exp to you next character

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Mordagnir
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Joined: Sun May 26, 2013 7:33 pm

Re: Fellowship Phase Options

Post by Mordagnir » Fri Apr 18, 2014 12:52 pm

Not very sexy, but certainly realistic:

Assist with guard duty in one's native settlement. This would be welcomed by the settlement since it means that some of the regular guard force actually gets some time off, beside seasonal adjustments.

Help one's family around the farm, with the flocks, at the anvil, or whatever. Depending on the hero's timing, this help might be very well-received (or perhaps the family patriarch/matriarch wonders at why the hero waited until AFTER the harvest to return home).

In both cases, these might give the hero a shot at a Vocation skill point.

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