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The One Ring RPG 2e Fellowship Phase Guide: Steps, Undertakings, Yule and Councils
the one ring rpg

The One Ring RPG 2e Fellowship Phase Guide: Steps, Undertakings, Yule and Councils

24 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >The One Ring RPG 2e
  3. >Fellowship Phase

The short answer

A Fellowship Phase in The One Ring RPG 2e is the player-driven break that closes each Adventuring Phase. It runs in four steps: set a duration of at least a week and up to a season, choose a known safe haven, perform updates (spend Skill and Adventure points, recover Hope equal to Heart, and possibly remove 1 to 3 Shadow points), then choose undertakings. The Company picks one undertaking plus one free Calling undertaking in an ordinary phase, and each player picks one at Yule. Councils are a separate Adventuring Phase procedure for formal, high-stakes audiences.

Introduction

The Fellowship Phase is where a finished adventure starts to shape the Company. The heroes choose where to rest, what to learn, whom to see, and how to spend a longer stretch of safety. The Loremaster stops pushing immediate danger, listens to what the players want, applies the recovery and advancement rules, and turns those choices into the next useful question.

On this page

  • Introduction
  • Hot Take
  • The Campaign Handoff
  • The Four-Part Structure
  • Fellowship Phase Rules Step by Step
  • Set a Plausible Duration
  • Choose a Destination the Company Knows
  • Perform Updates in Order
  • Select Undertakings for the Next Adventure
  • Yule Makes the Year Matter
  • Patrons and the Meet Patron Undertaking
  • Council of the Wise: Running a Council
  • Councils Belong to the Adventuring Phase
  • When to Call for a Council
  • Council Sequence at a Glance
  • Set a Goal and Resistance
  • Make an Introduction That Buys Time
  • Interact With Purpose
  • Resolve Success, Woe, or Disaster
  • Let Roleplaying and Dice Work Together
  • Worked Example: The Closed Bridge
  • Worked Example: After the Watchtower
  • Player and Loremaster Checklist
  • Players
  • Loremasters
  • Where To Go From Here
  • Source Scope

This guide covers the whole procedure in the order you run it at the table: the four steps, the exact limits on training and growth, Hope and Shadow recovery, every undertaking and the Calling that makes it free, and the Yule break. It closes with Councils, the formal audiences that Fellowship choices often set up, and a note on Patrons.

The One Ring Fellowship Phase

For the pieces that live elsewhere, use The One Ring RPG 2e Patrons Guide for Company allies, The One Ring RPG 2e Character Advancement Guide for development choices, The One Ring RPG 2e Journeys and Travel Guide to see why a safe return matters, and The One Ring RPG 2e Shadow and Hope Guide for the pressures that recovery addresses.

Hot Take

The most important rule in the Fellowship Phase is the ban on new background. It forces every undertaking to pay off people and places the table already cares about, so the Loremaster cannot quietly write the next plot during downtime.

ConsequenceCaveatReader action
Rest, growth, and relationships become the reasons for the next journeyDo not demand a major life event from every player every timeAt the end of the next adventure, ask each hero for one thing they need and one thing they now want

The Campaign Handoff

In an Adventuring Phase, the Loremaster frames a problem and the Company reacts. In a Fellowship Phase, the players lead: they describe what their heroes do once they have time to rest, reflect, train, and follow up on the last adventure, and the Loremaster is asked to sit back and follow. A Fellowship Phase marks the end of every Adventuring Phase. It ideally closes a session, though it can also open the next session before the new adventure begins.

At the end of an adventureDuring the Fellowship PhaseAt the start of the next adventure
The Company knows what happened and what it costPlayers choose recovery, growth, and longer-term prioritiesThe Loremaster has grounded leads, relationships, and consequences to bring forward
Close scenes and immediate decisions endTime passes in broader strokesA new immediate problem puts pressure on those choices
The Company asks what it can do nowThe Company asks what it will carry forwardThe Company acts on what it chose to carry

Players are encouraged to narrate what their heroes do, including things with no rules effect, such as asking around about leads from the last adventure. Two limits apply. Keep the length and geography of the phase in mind, and do not introduce new background: no exploring a place the hero has never visited, and no meeting important people the Company has not yet encountered. If a discovery would deserve its own danger or scene, save it for the Adventuring Phase.

You do not need to narrate every day away from the road. Pick the few details that show what the heroes value when no one is asking them to draw a weapon or cross a marsh before dusk.

The Four-Part Structure

Every Fellowship Phase follows the same four steps. Keep the order visible so the group has room for character choices and the rules that support them.

  1. Set duration | v
  2. Choose destination | v
  3. Perform updates | v
  4. Choose undertakings
StepThe Company decidesThe Loremaster contributes
DurationHow much time has passed since the adventureSeasonal context, and whether Yule applies
DestinationWhere heroes can plausibly spend the breakWhat safety, people, and opportunities that place offers
UpdatesHow heroes spend earned points and recoverAccurate limits, and a judgment of the adventure's effect on the Shadow
UndertakingsWhat the Company or each hero devotes time toConsequences, rumours, allies, and future hooks

Updates come before undertakings for a reason: the Company should know what has changed on the character sheets before it commits to its next long-term project. Beyond that, treat the steps as a checklist to run through at your own pace. A short scene, a letter, a conversation with a Patron, or a quiet homecoming can carry an update or undertaking so it feels like the hero's choice.

Fellowship Phase Rules Step by Step

Set a Plausible Duration

A Fellowship Phase covers more time than a typical Adventuring Phase, and you describe it in broad strokes while days and weeks pass. To give the heroes a real break, it should last at least one week and up to an entire season. The longest one normally falls at Yule, the midwinter festivities (covered below).

The question is whether the Company had enough time for the rest, personal work, and projects it claims to have finished. How each morning passed does not matter.

Duration questionTable-facing result
Is this a short break after a local problem?Keep the focus on recovery, one clear follow-up, and a nearby haven.
Has the Company earned a longer pause?Let personal work and relationships breathe without playing every intervening day.
Is this Yule?Apply the Yule rules and use the turn of the year to bring news of the wider world.

Choose a Destination the Company Knows

Once the length is set, the players decide where to spend it. The heroes generally stay together at a safe haven, unless Yule is near. They may pick any location the Company has already visited, as long as it is a reasonable distance from where they were adventuring given how long the phase lasts. The trip there happens behind the scenes unless the players want to play it out.

The Core Rules names Bree and Rivendell as the ultimate safe havens: places suited to rest and healing, with a host willing to welcome travellers. A haven also gives the phase a social setting. Going back to a familiar town or home should suggest people to see, responsibilities to face, and news to hear.

Destination checkGood answer
Has the Company been there before?Yes; the phase develops established material instead of inventing an unseen expedition.
Is it reasonably reachable in the chosen time?Yes; distance and duration still matter when the journey is off-screen.
Is it safe enough for the intended rest?Yes; a safe haven makes the respite believable.
Why does this place matter now?It offers a relationship, resource, obligation, or memory tied to the last adventure.

If the Company wants to meet its Patron this phase, the destination has to be a place where that Patron can be found. Settle that before anyone picks undertakings.

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Perform Updates in Order

With the destination set, players spend the Experience Points they accumulated and recover. This is where the adventure shows up on the character sheet.

UpdateWhat the Core Rules saysWhat to keep in the fiction
TrainingSpend Skill points on Skill ratings using the Experience Points Costs table. Unspent points carry over. Maximum one rank in each Skill per phase.What practice, teacher, or experience explains the improvement?
GrowthSpend Adventure points on Combat Proficiencies, Valour, or Wisdom. Maximum one rank in each Combat Proficiency, and a rank in Valour or Wisdom but not both. A new Valour or Wisdom rank also grants a Reward or Virtue.What change in courage, judgment, or craft does the new rating reflect?
Spiritual recoveryEvery hero recovers Hope equal to their Heart score. At Yule, they recover all Hope.What comfort, safety, or purpose makes hope feel renewed?
Shadow recoveryOnly after a positive outcome against the Shadow; the Loremaster allows 1 to 3 Shadow points removed per hero.What did the Company actually preserve, hinder, or accomplish?

Shadow recovery is not a prize for surviving. The Loremaster weighs the Company's deeds against the wider Twilight of the Third Age and picks a tier:

Company's deedsShadow points each hero removes
At least marginally interfered with the Shadow's return1
Actively hindered or damaged the EnemyUp to 2
Feats that would draw the attention of the Dark Lord or one of his major servantsUp to 3

Each Fellowship Phase, players may also swap their heroes' Useful Items, staying within the number their Standard of Living allows. For the point costs themselves, consult the Experience Points Costs table in the Core Rules and the Character Advancement Guide.

Select Undertakings for the Next Adventure

Undertakings are time-consuming activities heroes can only pursue during a long stop like this one. How many you choose depends on whether the phase is ordinary or Yule:

PhaseUndertakings chosen
OrdinaryThe Company chooses one as a group, plus one free undertaking. Maximum two.
YuleEach player chooses one, plus the Company's one free undertaking. Maximum is the number of heroes plus one.

The free undertaking must be one listed as free for a Calling represented in the Company. Players must pick different undertakings, except for those marked Yule, which any number of heroes can take.

UndertakingYule only?Free forWhat it does (summary)
Gather RumoursNoWardenThe Loremaster gives the Company a rumour it can explore, prevent, or pursue.
Heal ScarsYesNoneSpend Adventure points to remove a Shadow Scar.
Meet PatronNoMessengerMeet a Patron who is available where the Company is staying.
Ponder Storied and Figured MapsNoScholar+1 to Feat die rolls for journey events until the next Fellowship Phase.
Raise an HeirYesNoneSpend Treasure and Adventure points to build your heir's starting Previous Experience.
Recount a StoryYesNoneReplace a Distinctive Feature with a quality you showed in the story.
Strengthen FellowshipNoCaptain+1 Fellowship rating until the next Fellowship Phase.
Study Magical ItemsNoTreasure HunterLearn the qualities of the Company's Marvellous Artefacts and Wondrous Items.
Write a SongNoChampionAdd a Lay, Song of Victory, or Walking-song to the Company's song list.

Use the Core Rules entries for the exact costs and effects.

Choose an undertaking that raises a question. A rumour asks where to go. A meeting may create a promise. A personal project shows what a hero is getting ready to risk. The benefit matters, but the situation the undertaking creates is what ties it to the campaign. Let the players pick the direction; don't present a menu with a secret right answer.

Undertaking promptUseful question for the next session
The Company seeks newsWhich rumour is credible enough to investigate?
A hero returns to a communityWhat does that community need now that it knows what happened?
A hero studies, crafts, or trainsWhat challenge is this preparation meant to face?
The Company meets a contactWhat request, favour, or warning follows the meeting?

Songs link the two phases. A Lay written during a Fellowship Phase is the song type meant for Councils, so a Company expecting a formal audience has a reason to pick Write a Song first.

Yule Makes the Year Matter

About once every three Fellowship Phases, winter arrives and the year ends. The Company normally spends the whole cold season as one long Fellowship Phase, and usually breaks up for a while so each hero can go home. Three months is enough for a hero to get home from anywhere but the most remote places.

Yule has its own effects:

  • Every hero ages one year.
  • Every hero recovers all Hope.
  • Every hero gains bonus Skill points equal to their Wits, added to what they earned in the last Adventuring Phase.
  • Each player chooses an undertaking, and the Yule-only undertakings (Heal Scars, Raise an Heir, Recount a Story) become available.
  • The Loremaster tells the Company about changes in the world, using the setting chapter and the Company's circumstances, which plants material for the next Adventuring Phase.

Treat Yule as a turn of the campaign calendar. At the table, ask every hero one question: what has the year proved about the home, belief, or person they were trying to protect? The answer can supply future hooks without a grand revelation. A family worry, a local celebration, an old friend, or unsettling news is enough to tie the next road to the last one.

Patrons and the Meet Patron Undertaking

A Patron is an influential ally chosen when the Company is created. Meet Patron is how the Company sees that ally during a Fellowship Phase: it must be staying where the Patron can be found, and the Patron must be available. The meeting usually involves asking for help, perhaps in return for taking on a task. A Company with a Messenger can take Meet Patron as its free undertaking.

For choosing a Patron, using its Fellowship support, and adding Patrons over time, see The One Ring RPG 2e Patrons Guide. When a Patron meeting turns into a formal petition with real stakes, the next section applies.

Council of the Wise: Running a Council

"Council of the Wise" is a useful label for a high-stakes audience with a lord, elder, Patron, or other authority. In the Core Rules the procedure is simply called a Council, and it is not a separate supplement.

Councils Belong to the Adventuring Phase

The Council rules sit in the Core Rules chapter on Adventuring Phases, alongside combat and journeys, and a Council is one of the three heroic ventures (Combat, Council, Journey). They are not a Fellowship Phase step. The two connect in practice: a Fellowship Phase often sets up the audience, through a rumour, a Patron meeting, or a song written for the occasion, and the next Adventuring Phase plays it out. The Core Rules' own examples are travelling to Rivendell to petition Elrond, or asking to see the Mayor of the Shire in Michel Delving.

When to Call for a Council

A Council happens when the Company meets one or more Loremaster characters in a formal gathering where the stakes are high and the Company stands to win or lose something valuable. The Core Rules is explicit that everyday exchanges should use ordinary Skill rolls instead.

Use a Council when...Do not use a Council just because...
The Company has a clear, consequential requestA conversation includes a named or important character
The audience can grant, refuse, or complicate an important goalThe players want information a normal scene can provide
The way the Company approaches can change the resultThere is no meaningful cost, uncertainty, or consequence
The group needs a structured social scene with real pressureEvery player wants to make a social Skill roll

Used this way, the procedure gives a significant conversation a visible stake and a real ending. It is not meant to turn every exchange into a miniature combat.

Council Sequence at a Glance

A Council is set up and resolved in three steps, followed by a fourth step that settles the consequences.

  1. Set Resistance Agree on the goal; the Loremaster rates its difficulty | v
  2. Introduction A spokesperson rolls; the result sets the time limit | v
  3. Interaction Describe approaches and accumulate successes | v End of a Council Resolve success, woe, or disaster
StepPlayer responsibilityLoremaster responsibility
Set ResistanceAgree on what the Company wants and what it may offerJudge the request against the audience's motives and expectations
IntroductionChoose a spokesperson and an approachApply the result as the number of attempts
InteractionDescribe actions, choose fitting Skills, pursue the goalSet the audience's attitude and respond to what matters to them
EndAccept or respond to the outcomeMake the consequence concrete and relevant to the campaign

Set a Goal and Resistance

Before anyone rolls, the players agree on what the Company wants from the meeting. What are they asking for? What help do they hope for, and how will they get it? What are they willing to give or sacrifice in return? If the group cannot state the goal clearly, it is not ready for a Council.

The Loremaster sets Resistance by weighing the goal against what the audience wants and expects:

ResistanceRequest typeWhen it applies
3ReasonableThe audience loses nothing by helping, or the Company offers something of roughly equal importance.
6BoldThe goal benefits the Company more than the people it approaches.
9OutrageousThe audience is asked to do something dangerous, or with little or no chance of reward.

Set it honestly. Calling a bold demand reasonable only hides the social cost the Council is meant to test.

Make an Introduction That Buys Time

The Company chooses a spokesperson, often its best speaker, who makes a Skill roll to present the group. The result sets the time limit, which is the total number of attempts the whole Company gets before it is dismissed:

  • On a failure, the time limit is 3.
  • On a success, the time limit is 4, plus 1 for each Success icon rolled.

The Core Rules names three Skills as especially useful here, and each carries a cost:

Introduction SkillWhat it doesThe catch
AweImpresses quickly, can overturn a bad first reaction, and sets the terms of the talkThe spokesperson reveals the lineage, deeds, and personal details of the Company
CourtesySmooths the way before asking for support, and lets the Company politely withhold its identityWorks best with friends; to unfriendly ears it can sound two-faced
RiddleDraws out a lot of information while giving away littleA poor performance breeds mistrust

Choose the spokesperson who suits the scene rather than the one with the highest rating. The best introduction is one this audience has a reason to hear.

Interact With Purpose

Interaction is the main part of a Council. Players play out the scene with the Loremaster and make Skill rolls, and each success counts toward the Resistance. Each Success icon rolled counts as an extra success. The Loremaster sets the audience's attitude, which modifies every roll:

AttitudeModifierTypical reason
ReluctantLose (1d)Prejudice or another reason to be unwilling
OpenNoneThe default: willing to listen
FriendlyGain (1d)Introduced by someone of note, or the spokesperson shares the audience's Culture
Interaction SkillUseful purpose
EnheartenRaise the spirits of an endangered community or a downcast leader. Needs a crowd or someone's full attention, and a clear objective, or the effect is weak.
InsightRead emotions, unspoken purposes, or hidden feelings.
PersuadeWin listeners over or tighten your hold on them; unlike Enhearten, it can be used discreetly.
RiddleGather information and news from careless talk, or play the formal riddle-game.
SongWin approval; the right song can work as a diplomatic tool.

Every roll should answer a question the audience cares about. "I use my best social Skill again" gives the Loremaster nothing. "I explain what closing this bridge will cost the nearby farms and ask the wardens to weigh the danger before winter" tells the Loremaster what success, failure, and a fitting response should look like.

Resolve Success, Woe, or Disaster

A Council ends in one of three ways.

OutcomeWhat happens
SuccessThe Company reaches the Resistance and gets the goal it chose at the start.
Failure, or success with woeThe Company scores some successes but misses the Resistance within the time limit. The players either accept refusal, or, with the Loremaster's approval, get their goal at a price: much less than they asked, or new enemies in the audience. The price may only show up later.
DisasterThe Company fails every available roll, or scores some successes but misses the Resistance after a failed Introduction. The audience now sees the Company as a threat, and the heroes may be imprisoned or attacked.

Woe does not erase failure. It is a choice the players make to accept a costly result. Make the price specific enough to matter: less aid than requested, a new enemy, an awkward obligation, or a consequence that surfaces later.

Let Roleplaying and Dice Work Together

The Core Rules says to give a clever decision and a good roll equal weight. Players describe what their heroes do, then roll an appropriate Skill. If the speech touches on subjects relevant to the Company's goal and important to the audience, the Loremaster can grant (1d) or even (2d) on the roll.

This rewards a relevant approach, not the most theatrical player. Ask what this audience values, how the Company knows that, and which hero can speak to it. A quiet player with a precise, relevant argument has earned the same bonus as a long speech that finds the emotional heart of the scene.

Worked Example: The Closed Bridge

This original example uses the Council procedure without reproducing a published scenario.

The Company needs a local reeve to reopen a bridge so medicine can reach an isolated village. The players agree on that goal and offer to investigate the attacks that made the reeve close it. The Loremaster rates the request bold, Resistance 6: the reeve risks local safety, and the Company's offer does not fully balance that.

A hero who already knows the reeve acts as spokesperson and uses Courtesy. The roll succeeds with one Success icon, so the Company has 5 attempts. The reeve is Open. During Interaction, one hero uses Insight and learns the reeve fears blame from the village elders, another uses Persuade to explain the medicine shortage, and a third uses Enhearten on the worried guards. Their successes count toward 6.

If the Company succeeds, the bridge reopens under agreed conditions. If the players choose success with woe, the reeve might open it only if the heroes take responsibility for the first dangerous crossing. On a disaster, the reeve treats them as reckless outsiders and refuses further contact. Each result sets up the next adventure instead of ending the conversation.

Worked Example: After the Watchtower

This original example runs all four Fellowship Phase steps without reproducing a published undertaking entry.

The Company has driven hostile scouts away from an abandoned watchtower, but learns that the old road is being watched. The group includes a Warden.

  1. Set duration. Two weeks is enough to rest, train, and follow up on the tower without a seasonal change.
  2. Choose destination. A familiar town a reasonable distance away, with safe lodging and a trader whose goods depend on the road. The trip there happens off-screen.
  3. Perform updates. Players spend points within the one-rank limits and recover Hope equal to Heart. The Loremaster judges that driving off the scouts at least marginally interfered with the Shadow, so each hero removes 1 Shadow point.
  4. Choose undertakings. The Company picks Strengthen Fellowship as its group choice and takes Gather Rumours as its free Warden undertaking. The rumour concerns a missing messenger on the road. It is a lead, not a solution.

The next Adventuring Phase starts with a decision: look for the messenger, secure the road, ask the trader for help, or follow another thread from the tower. If the heroes decide to petition the town's council to close the road, that audience is played as a Council.

Player and Loremaster Checklist

Players

  • Name a haven the Company has visited and say why your hero wants to be there.
  • Keep the duration in mind when describing rest, training, and personal work.
  • Apply updates before choosing undertakings, and remember the one-rank limits.
  • Check which free undertakings your Callings unlock before the group picks.
  • Choose an undertaking that gives the Company a shared question, lead, or relationship.
  • Before a Council, write down the request, what the Company offers, and what it will do if refused.

Loremasters

  • Let the players state intentions first, and respond to them instead of assigning private errands.
  • Keep destinations within known geography and the time available.
  • Apply advancement and recovery limits exactly as published, and pick the Shadow recovery tier from what the Company actually did.
  • Turn undertakings into choices and consequences the next adventure has to live with.
  • Save the Council rules for formal, high-stakes audiences, and set Resistance and attitude honestly.

Where To Go From Here

The Patrons guide covers the person who gives a Company its next reason to act. Downtime is also where Shadow is answered, so the Shadow and Hope hub matters here, and the Character Creation hub covers what advancement buys.

Source Scope

This guide uses the Third Printing of The One Ring Core Rules: Chapter 7 (Fellowship Phases, pages 118-123) for the structure, updates, Yule, and undertakings, and Chapter 6 (Adventuring Phases, pages 104-108) for Councils. It summarizes those rules without reproducing the Experience Points Costs table or full undertaking text. "Council of the Wise" is descriptive wording only. Both worked examples are original. Consult the Core Rules for every exact cost and effect.

Return to The One Ring RPG 2e Guide Hub, browse The One Ring RPG Guides, or continue with The One Ring RPG 2e Patrons Guide.

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