Party Business Podcast: A One Ring RPG Actual Play

Party Business Podcast: A One Ring RPG Actual Play

Join a Lord of the Rings podcast adventure with the geekiest fellowship of all time. The Party Business Podcast crew plays through The One Ring RPG and flexes how terrible they are at rolling dice in Middle Earth.

Episodes

September 15, 2021 77 mins

In Part 1 of the first episode of the Party Business Podcast, the crew takes on The One Ring RPG. Ted the Hobbit, Rhori the Dwarf, Thakhid the Barding, Katvera the Beorning, and Euric the Woodsmen, all head into Mirkwood forest to protect a merchant and his son through the dark tangled woods that may be hiding more than just spiders.

The real question is...can they even get into the woods in the first place?

The Party Business Podc...

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In Part 2 of the first episode of the Party Business Podcast, the crew brave the eaves of Mirkwood forest. Ted the Hobbit, Rhori the Dwarf, Thakhid the Barding, Katvera the Beorning, and Euric the Woodsmen, meet some Elves and prepare to take the Elf Path through the woods. They are told "never leave the path" and they probably won't. Surely...they won't, right?

The Party Business Podcast is a One Ring RPG actual play where we forg...

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Playing the One Ring RPG, the gang finds themselves in the middle of Mirkwood Forest off of the path–literally the one thing they were told not to do. Will Chris finally be able to roll this week? Will Ted Took have to do that Lord of the Rings thing all Hobbits must do and fight some spiders? Or will they all fall over each other in the darkness of Mirkwood forever? Check out the actual play of The One Ring RPG and see the next pa...

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The group is trapped between a rock and spider place as they try to get back to the path in Mirkwood Forest. The problem is there are a ton of Mirkwood spiders. Which is never a good thing. And they aren't exactly happy. And it's dark. And they don't have a great idea which way to run. Other than that, our Lord of the Rings adventure is going perfectly fine. Join the cast as they play The One Ring RPG in this actual play podcast. 

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The group has finally escaped the Mirkwood spiders (for now) and find themselves in the middle of a raging lightning storm. The only shelter near the Elf Path is a hollowed-out stump that has terrifying images carved on the inside. Whoever, or whatever, lives here might not be too happy about finding a ragtag group of adventurers in their home. Join the cast of The Party Business Podcast as they continue to play The One Ring RPG on...

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It's finally happening! The Company is finally reaching the western edge of Mirkwood forest. They just need to pass a couple of final challenges. (One includes actual combat! For real!) But will they be able to survive it? They are caught in a tight spot that might take real sacrifice to pull through. Only one way to find out. And if they make it, the Wilderland will finally be in front of them. 

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It's taken 6 episodes, one of which was a two-parter, but the group finally comes to the other side of Mirkwood forest. It's time to dive into the nitty-gritty of The One Ring RPG rules. The gang has a lot of firsts in this episode of The Party Business Podcast. The first Fellowship Phase, the first level up, and the first good ale in a very long time. And there may or may not be talk of a wizard. 

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The Party Business Podcast crew is back and ready to continue their adventure in Middle Earth playing The One Ring RPG! The Fellowship Phase continues now that the heroes find themselves in the Wilderland officially. Everyone goes their separate ways to drink, see family, see friends, get answers, and...threaten wizards? That can't be right...right? 

Join the cast of the Party Business Podcast in this One Ring RPG actual play. (We ...

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The gang sets out on a new quest: to search for a late caravan coming over the Misty Mountains. They make their journey through the Wilderlands and find that there's still plenty they need to stay alert about even in the lands they think are safe. At least it isn't Mirkwood forest anymore. And they find out if it's smart to steal from Beorn's beehives. 

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The caravan the group is hoping to find is in grave danger. Now, with a captive...smelly guy...the group must go through the dark up the side of the Misty Mountains in a race against time. Will the goblins beat our heroes to the caravan they must save? Or will they fall to greater darkness along the way? Thank goodness Rhori thought to bring torches. A ton of them. 

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The group heads higher up the Misty Mountains in search of the lost caravan. After a night spent at the creepiest campsite of all time, our heroes find evidence that the caravan is close. But even if they find them, they may find they’ve bitten off more than they can chew. Dangers close in around them–orcs, goblins, wolves, a...pony? Will they ever make it back down the mountain again?

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The time has come for the group to prove their battle prowess. They have found the lost caravan in the High Pass but so have the goblins and orcs. Night falls and the attack begins. Our heroes have to defend the caravan before they're killed or taken into the shadows beneath the mountain and suffer a fate worse than death. The problem is...the group might be in just as much trouble. Can they survive the night?

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The battle to defend the caravan in the High Pass rages on. The group needs to stay alive long enough to figure out how they're going to get themselves out of this dangerous position. To make a bad situation worse, Thakhid is wounded and it won't take much to make him go down, struggling for his life. The Dread of the Pass may be dead, but there are plenty of other orcs that want to see the geekiest fellowship of all time dead. 

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The heroes have survived to tell of the great battle in the High Pass. Well...so far, anyway. They still need to nurse their wounds and make it back down the mountain. And they must deal with the consequences of the reckless hate of the goblins. Will they be content with their protected caravan and go back to more civilized places, or will they be lured by vengeance? 

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The group has found its way into yet another tight spot. With the caravan saved and well on its way back to The Easterly Inn, our geeky fellowship has decided it wants to find more spoils and seek revenge before claiming victory over the goblins of the Misty Mountains. The problem is...will that just get them killed? 

Join this One Ring RPG actual play podcast as our heroes look to find the source of the goblin problems in the High...

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The heroes that have saved a caravan of innocent lives from the clutches of goblins have found themselves on a hunt to destroy the source of evil in the High Pass of the Misty Mountains. The problem is they are in the middle of a Goblin camp. They may have passed the outer guards but can they keep going undetected? With Rhori in the group? Well...let's hope. 

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The expedition into the heart of the Misty Mountains finally reaches its thrilling conclusion. Will the group find a way to stop the goblins from making more trouble and kill their chief? Or will their bickering and lack of decision-making finally bring them to ruin? Their rash action to enter the goblin lair could finally be their last mistake. Oh, and they have that goblin guide that they probably should utilize. Only one way to ...

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We fully convert to the 2nd edition of The One Ring RPG in this episode! It has finally happened! Our heroes have saved the High Pass from certain future orc trouble (at least for a little while.) They have earned some rest and relaxation and probably a few ales. But, trouble might be brewing and shocking revelations are just around the corner. 

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The group continues to discover rumors of the growing darkness in Mirkwood and the Wilderland. Thakhid must face the terror that's grown in his very home or let the darkness take him. The rest of our heroes speak to trusted allies...and familiar friends. 

And Rhori drinks a good amount of dwarven ale. 

Join this One Ring RPG actual play podcast as we continue the Yule Fellowship Phase. We will talk through the mechanics of the 2nd ...

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Our geeky fellowship prepares for their first Journey using full 2nd edition rules. And funny enough, 2nd edition of The One Ring RPG doesn't actually help you roll better! 

The group, and Thakhid especially, must deal with a growing darkness that is making itself known more and more. They seek the wisdom of a wizard to help them with the answers to their questions. 

And Rhori can't stop bragging about his new last name. What was i...

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