DM Jubal |
There’s no obvious patron for the Dúnedain of the North. Aragorn’s father is dead, so there’s no Chieftan of the North, and Aragorn is fostering in Rivendell.
As a scholar, you speak Elvish I think. (I don’t have access to my books ATM). So, you could still have Legolas as a patron. But Legolas would be better for the Lazyfisherman if he shows.
As a scholar, you could also have Gandalf if you’re interested.
The point of the patrons is to interact with canon characters without me having to role-play them all.
Cheers
DM Jubal |
Adventures in Middle Earth
So, our stalwart companions met in the hall of King Bard after the celebrations of the fifth-year anniversary of the Battle of Five Armies. They accepted the task to deliver a chest to Beorn who declined his invitation to the party. They traveled along the Long Road through the Mirkwood stopping at the halls of King Thranduil and finally arriving at Beorn’s Hall. Currently, they are saving an owner of the Easterly Inn and will soon winter at the Easterly Inn in the Anduin Vale, using the unique Fellowship rules.
We have some inconsistent posting players, and I would like to reopen recruitment for two more players to increase the momentum of the game. My posting habits are about three times per week with significant posting on the weekends.
CURRENT COMPANY ranking most frequent poster to least frequent
1. Findegil – Gondor knight
2. Cereidh – Elven warrior
3. Mal – NPC Wild Hobbit treasure hunter
4. Anar – Dwarven warden
5. Krogen - Dúnedain Scholar
CHARACTER CREATION
We’re using these rules, Adventures in Middle Earth
What would be most appropriate is if one player would create a Beorning and a second player would want to run the NPC Wild Hobbit treasure hunter. However, I am always interested in players with a cool character concepts.
Character Level Starting at 3, plus an extra virtue from the Fellowship Phase
Ability Scores
Roll six 4d6 scores and drop the lowest d6
Or 27 point buy per PBH page 10
JOURNEY TASKS are roles for characters to play during the journey
Guide – In charge of all decisions concerning route, rest, and supplies. Guides rely on Wisdom and Survival proficiency.
Scout – In charge of setting up camp, opening new trails. Scouts rely on Stealth and Investigation.
Hunter – In charge of finding food in the wild. Hunters rely on success with Survival checks.
Look-out – In charge of keeping watch. Look-outs rely on their abilities in Perception.
MISDEEDS are non-heroic actions, just to be clear about campaign tone.
Violent threats – 1 Shadow point gained
Lying purposefully, subtly manipulating the will of others – 2 Shadow points gained
Cowardice, theft and plunder – 3 Shadow points gained
Unprovoked aggression, abusing own authority to influence or dominate – 4 Shadow points gained
Torment and torture, murder – 5 Shadow points gained
When a Player-hero’s Shadow point total exceeds their Wisdom score, they have been made Miserable, as their spirit is weakened by too much grief, sorrow and dark experiences.
New Condition: Miserable
• A Miserable creature has disadvantage on attack rolls.
• The creature automatically fails Charisma ability checks.
GAME RESTARTS in the spring of the year 2947 of the Third Age, at the Easterly Inn within the Anduin Vale.
Recruitment will be open until we get enough submissions. Then, I’ll give 48-hours notice before closure.
Atlas2112 |
1) Thank you.
2) I have...many questions.
3) Question the First: Do you really have a Dunedain Scholar? To me it looks like Krogan hasn't posted in a month. More times than not that's a bad sign. If he's in communication with you and he's gonna come back, great. If not, then should I look at a scholar? How useful are they really? Are they as necessary as a cleric? (I'm not through your whole playline yet, so I can't see what he did in game.)
4) If I'm not playing a scholar, then, ya, a Beoring Weaponmaster is coming to light.
5) If I am playing a Beoring, how important is it that I make an alt with a Tolkein name? (This might sound trivial but I'm getting to the point where I have enough campaign-specific alts that I'll never use again that I feel the question can at least be asked.) Of note, I'm thinking of taking the "On the Run" Background, so we could RP it that my given name is Beoring-ish but now my name is the name of the alt.
Or somesuch. =)
6) 5e WBL has always been a source of discussion, but there seems to be consensus that it's okay for a higher lvl character to start with more than a 1st level character. That said, what seems appropriate? Can I trade up my starting Corslet for some heavy mail? (The price difference doesn't seem like that much.)
7) Dice!
4d6 ⇒ (6, 5, 4, 4) = 19= 16
4d6 ⇒ (4, 2, 1, 2) = 9= 8
4d6 ⇒ (5, 1, 4, 6) = 16= 15
4d6 ⇒ (1, 5, 5, 5) = 16= 15
4d6 ⇒ (4, 5, 5, 4) = 18= 14
4d6 ⇒ (4, 1, 6, 1) = 12= 11
8) How important is Exhaustion? Every other Virtue I see says something about either avoiding or ignoring levels of it. As idiosyncratic as it would seem to have a weaponmaster be an epic-level baker, that tickles me enough to want to do it. =)
I'll probably have more question later. =]
DM Jubal |
3) Question the First: Do you really have a Dunedain Scholar? To me it looks like Krogan hasn't posted in a month. More times than not that's a bad sign. If he's in communication with you and he's gonna come back, great. If not, then should I look at a scholar? How useful are they really? Are they as necessary as a cleric? (I'm not through your whole playline yet, so I can't see what he did in game.)
* That player is not communicating with me beyond Discussion or Gameplay.
* His posting history is one reason that I'm recruiting* Unless you have your heart set on a Dunedain Scholar, I would suggest picking any other combination, just in case. If you do have your heart set, go ahead and submit.
* I don't find clerics "necessary" in 5e, so we're starting at a different reference point.
* The scholar may have healed once so far, but I may be misremembering.
4) If I'm not playing a scholar, then, ya, a Beorning Weaponmaster is coming to light.
* As you wish.
5) If I am playing a Beorning, how important is it that I make an alt with a Tolkein name? (This might sound trivial but I'm getting to the point where I have enough campaign-specific alts that I'll never use again that I feel the question can at least be asked.) Of note, I'm thinking of taking the "On the Run" Background, so we could RP it that my given name is Beoring-ish but now my name is the name of the alt.
Or somesuch. =)
* I would appreciate your character's name being close to the setting. We're playing in Middle Earth to enjoy Middle Earth.
6) 5e WBL has always been a source of discussion, but there seems to be consensus that it's okay for a higher lvl character to start with more than a 1st level character. That said, what seems appropriate? Can I trade up my starting Corslet for some heavy mail? (The price difference doesn't seem like that much.)
* There's no WBL in this game. Starting equipment is the same as 1st level.
* You can sell your starting equipment for 100% to buy other starting equipment, if you want8) How important is Exhaustion? Every other Virtue I see says something about either avoiding or ignoring levels of it. As idiosyncratic as it would seem to have a weaponmaster be an epic-level baker, that tickles me enough to want to do it. =)
* No one has been exhausted yet
Thorgrim of the Red Shield |
Tally ho!
'Twould seem that a short bow, when sold, provides exactly the right amount of silver to bridge the gap from corslet to mail. =)
The weapon is a claymore. It has the same statistics as a heavy scimitar but seeing as how Anduril was a claymore it makes sense that they would have them (and I don't recall seeing any scimitars.)
I think I got everything but if I'm missing something just say so.
Tally ho!
Thorgrim of the Red Shield |
I have a question about money.
The game might have some misprints.
It says 1 g= 20 s. 1 s = 12 c. Okay, good.
But then the prices!
A simple blanket is 120c! 10 silver! But then a more complicated bedroll is only 1s.
A mere basket is 90c! (7.5s!)
A single day's ration is 120c, so 10s.
A 10 foot ladder is a paltry 1c, but a single torch is 3c.
A waterskin is 40c (3.5s). A single tinderbox is 120c, so is some sealing wax. So is a simple lamp, but a more complicated hooded lantern is only 5s.
Common clothes are also 120c (again, 10 silver) but Clothes, costume is only 5s.
It seems like the printers might've put in a zero where it wasn't needed, but I'm not that bright, so I wanted to ask. =)
mishima |
Almost done but a bit confused on Fellowship Phase. So we get a virtue from the Fellowship Phase? Or it just improves an existing one...? I couldnt find where it says to get a new virtue from that phase...probably misunderstanding something.
edit: also roll hp for 2nd and 3rd?
2d8 ⇒ (8, 8) = 16 holy crap, lucky!
mishima |
Alright coolness, thought it might be something like that. Here's my hobbit burglar...
Gomdebo Blackbuster
M Harfoot Treasure Hunter (Burglar) 3
8.17.12.10.16.10
hp: 27
AC: 14
Languages:
Westron
Culture Abilities:
resilient - adv on corruption saves
hobbit nimbleness - move through space 1 larger
unobtrusive - hide when obscured by 1 larger
Class Abilities:
expertise x2, Night Vision, Sneak 2d6, cunning action (dash, dis, hide), shadow of my pockets (1 shadow point theft), filch (sleight when sneak), treasure lore
Virtue:
Fair Shot (+1 atk with simple ranged weapons)
Proficiencies:
Culture: short bow, Potter's Tools, Pipes, Stealth*
Class: dex, int, simple, broad, short sword, Thieves*, Perception, Sleight of Hand, Deception, Riddle
Backg(Doomed to Die): Athletics, Intimidation
Doomed to Die:
feature: Dark Foreboding
quality: swift
specialty: dark secrets
hope: I live for today, for tomorrow I will die
despair: I know that when things are at their bleakest, I shall be standing alone
Creation Equipment:
Culture(Prosperous):A fur-lined travelling cloak, travelling
gear for the current season, a bedroll, a backpack, comfortable boots, 5d6 silver pennies, a pipe and pipeweed, an overstuffed pillow.
Class: A leather jerkin, a short sword, a short bow with a quiver of 20 arrows, two daggers, 2d6 silver pennies.
Story:
*As a potter, Gomdebo was always an opportunist, so when a new trade route through the Mirkwood opened he was eager to take part in a pioneering caravan...regardless of the scolding glares of his peers.
*Beset by the enemy, he was taken captive in a horrible chain gang, marched for miles for what he thought would end in slavery and death.
*The enemy was tracked and found by a group of elvish warriors however, and a massive battle ensued nearly killing everyone on both sides. Gom escaped alone in the chaos with nothing but a rag and his manacles.
*The experience cost him his mind and optimism, and to get back on his feet he had to steal everything he has. He knows he can never go back to the Shire shamed and changed, and doomed to die...he believes the shadow will find him again.
Thorgrim of the Red Shield |
Whoa. I'm sorry, it seems I was mistaken. From the two players that seem to have posting issues and the one DMPC, I had thought that you needed three players. That's why I invited Mishima and Tareth.
Since you only need two, and since I'd be a hugely massive jerk to invite people just to have them not play, I'll respectfully drop out so my two friends can have space.
Cheers Mishima and Tareth. 'Be seeing you. =)
Thorgrim of the Red Shield |
Ah! OH, well, that's a horse of a different color.
Alright, if there's room after Mishima and Tareth have been given due consideration, I'll keep my hat in the aforementioned ring.
Tally ho!
Tareth |
Okay...here's Amalina, Female, Woodmen Wanderer. I'm still adding a few finishing touches but this should be good to go for the most part. I still need to choose the "known regions," so if there are any suggestions please let me know.
Amalina (Dark Heart)
Wanderer 3
Init: +1; Perception: +6
XP: 0
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DEFENSE
---------------
AC:15
HP (1d10): 25
Armor: Hide Armor and Shield AC(15)
Saving Throws: STR, CON
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OFFENSE
--------------------
Speed: 30 ft.
Proficiency Bonous: +2
Axe: +4 (1d8+1 S)
Great Bow: +4 (1d8+1)
Wolfhound (Winter): Bite +5(1d6+3) AC14 HP: 12
--------------------
STATISTICS
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STR: 14(+2), DEX: 13(+1), CON: 12(+1), INT: 10(+0), WIS: 15(+2), CHA: 14(+2)
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SKILLS & LANGUAGES
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Acrobatics +1
* Animal Handling +4
Arcana +0
Athletics +2
Deception +2
History +0
* Insight +4
Intimidation +2(+4)
Investigation +0
Lore +0
Medicine +2
* Nature +4
* Perception +4(+6)
Performance +2
* Persuasion +4
Religion +2
Riddles +0
* Shadow-lore: +2
Sleight of Hand +1
* Stealth +3
* Survival +4(+6)
Traditions +0
Languages: Vale of Anduin Tongue (Common)
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BACKGROUND
--------------------
Background: Hunted by the Shadow
Skill Proficiencies: Animal Handling, Insight, Nature, Perception, Persuasion, Shadow-lore, Stealth, Survival
Tool Proficiencies: Thieves Tools, Playing Card Set.
Other Proficiencies: Light Armon, Medium Armor, Shields, Simple Weapons, Martial Weapons.
Distinctive Quality: Cautious. You are considered in your actions, lest your carelessness give
Shadow agents an opportunity.
Specialty: Woodwright. Sometimes you don’t have the convenience of your arms and
armour. When that happens nature provides if you have the skills to shape it.
Hope: We are all equal on the road – we need to rely on each other’s common decency.
Despair: I put my friends in danger just by being with them.
Shadow Weakness: Wandering madness
Patron: Radagast the Brown
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SPECIAL TRAITS
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Known Lands: Long years spent roaming over the land have given you vast amounts of knowledge about some of the regions of Middle-earth. You know the terrain of such lands like
the backs of your hands and your lore can seem almost unnatural to any companions travelling with you. At 1st level, choose 3 regions + a number of regions equal to your Wisdom modifier from the Middle-earth maps. When you make an Intelligence or Wisdom check related to a land you know, your proficiency bonus is doubled if you are using a skill you are proficient in.
When you are travelling in one of your Known Lands you gain the following benefits:
* If any part of a journey passes through a land you know, the DC of your personal Event tests are lowered by 2.
* If the entire journey passes through lands you know, and you act as Guide, you lower the Peril Rating of the Journey by 2.
* You have advantage when making Wisdom saving throws against Corruption caused by Blighted lands you know.
* You cannot become lost under normal circumstances.
* You know at least one place in each Known Land where you can safely take a long rest: a settlement
where you have friends, perhaps, or a hidden cabin in the woods or simply a dry and defensible cavern or secret glade.
* You have advantage on Dexterity (Stealth) ability checks and can move stealthily at a normal pace.
* While tracking other creatures, you automatically learn their exact number, their sizes and how recently they passed through the area.
At both 6th and 10th level you choose an additional number of Known Lands equal to 1 + your Wisdom modifier, with a minimum of 1. With the Loremaster’s permission, you can save these Known Lands until you start exploring new areas – once chosen, they cannot be changed.
Ways of the Wild: You have a great deal of experience from travelling through the wilderness and surviving the various dangers that the wild constantly offers.
At 1st level, you have advantage on all Wisdom (Survival) ability checks when tracking others through the wilderness. If you act as a company’s Guide on a journey, you are considered to be assuming all vacant travelling roles (you are considered to ‘fill in’ as the company’s Hunter, Scout and Look-out at the same time, if no other companion is already covering that role).
At 6th level, your time in the Wild has taught you that only those that strike fast and hard live to fight another day. When fighting in the wilderness, your first round of attacks in every combat has advantage.
At 14th level, you can no longer be ambushed and cannot be surprised in the wilderness.
Fighting Style: Starting at 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You cannot choose a Fighting Style more than once, even if you later get to choose again.
Duelling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Natural Watchfulness: Also at 2nd level, whether travelling, exploring or even resting, you have learned to constantly pay attention to the sights and sounds of the world about you. When in the wilderness, your proficiency bonus for Perception is doubled, if you are proficient in Perception.
Rumour of the Earth: Also starting at 3rd level, when you stretch yourself upon the ground with your ear pressed against the turf you can decipher the sounds of the earth. You can hear it groan
when the enemy treads upon it, or echo the distant gallop of horses, or sing in tune with the rushing of tumbling waters.
Between each long rest, you may make a DC 15 Wisdom (Survival) ability check. On a success, the Loremaster must give you a useful piece of information about a quarry you are hunting or a place you are seeking. If you get 25 or higher as a result, the information gleaned may very well seem near-miraculous to others.
Wanderer Archetype At 3rd level, you choose an archetype you strive to emulate. Choose from the Hunter of Beasts or Hunter of Shadows (both detailed at the end of the class description). Your
choice grants you features at 3rd level and again at 7th, 11th and 15th level.
Hunter of Shadows: The lonely souls who choose this archetype forever hunt the servants of the Enemy, wherever they may hide. There is no respite for such Wanderers and little hope of final
victory, yet they fight on, regardless.
Foe of the Enemy: Beginning at 3rd level, when you choose this archetype, all of your attacks made against servants of the Enemy inflict +2 damage. Such servants are Orcs, Goblins, Spiders, Trolls, many Evil Men and any other creature that willingly serves the Lord of Mordor.
In addition, you gain proficiency in the Shadow-lore skill.
--------------------
VIRTUES
-------------------
Hound of Mirkwood
Your folk have always delighted in training great, longjawed hounds, stronger than wolves. You have chosen a wolfhound of Wilderland to accompany you in your wanderings and the faithfulness of your hound reinforces your spirit.
Raise your Wisdom score by 1 point.
Add your proficiency bonus to the Hound’s AC, attack rolls, damage rolls, saving throws and skills. Its hit points are equal to four times your level. The Hound heals using your Hit Dice. The Hound obeys your commands and stays by your side. On your turn, you may use your action to command the Hound to take an Attack, Dash, Dodge, Disengage or Help action. If you have the Extra Attack feature, you can make one weapon attack yourself while commanding your hound to Attack.
The training of a Hound of Mirkwood is an endeavour in itself; the teachings of Radagast have turned this craft into an art. When you first choose this virtue, your Hound learns to assist you with one skill as described under Support below. You can train him to Support additional skills, as well as to Fight in combat, as a separate undertaking during later Fellowship phases, as follows:
Support You can train your Hound to assist you in one activity. A dog can be trained to support you when making any one of the following ability checks: Charisma (Intimidation), Intelligence (Investigation) or Wisdom (Perception). It takes a Fellowship phase worth of training to teach your
dog to complete an additional task. When you make ability checks using one of your Hound’s
trained skills, you gain advantage, and count as proficient in the skill even if you are not – if you are proficient, you get to double your proficiency bonus.
Fight As a Fellowship phase undertaking, you may train your Hound to Attack, Dash, Disengage, Dodge or Help without requiring a command from you. Each action takes a separate Fellowship phase to train your Hound.
Expertise (Survival) You have practised a skill until it has become as natural as breathing. Choose a skill you are proficient in. Double your proficiency bonus on skill checks made with the chosen skill.
--------------------
WEALTH & EQUIPMENT
-------------------
Equipment: Hide armour, an axe, a shield, and a great bow with a quiver of 20 arrows, traveling gear, a travelling cloak, a belt dagger, 2d6 silver pennies, a hand-carved gaming set.
Magic Items: None
PP:
GP:
SP: 5
CP:
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REWARDS & ADVENTURES
---------------------
---------------------
BACKGROUND STORY NOTES
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* Apprenticed under Radagast the Brown for several years.
* Returned to family only to find the village under the yoke of an agent of shadow who had forced everyone into debt and essentially indentured servitude.
* Killed the agent after seducing them and has been on the run ever since.
Hobwise Hornblower |
Hi! I am Atlas2112's friend from waaaaaay back. Our friendship predates the Internet, Grunge, and egg-white omelettes. I grew up playing good ol' AD&D on paper, and back then I played Rangers a lot, and so Atlas here gave me the nickname Mike the Ranger, which evolved over time to just Therenger.
Anyway, that's prolly too much nonsense for this thread, but yes, I would love to play and, at the risk of propagating what is surely becoming the running inside joke of the campaign (I have read it through) I do have a Hobbit Treasure Hunter rolled up in profile. Let me know if DM and group are interested in having me.
I can post at least daily.
Cheers! (been signing emails with that for years - nice to see another)
ElegantlyWasted |
I’m at work so can’t check much freely; what does the Company consist of currently? Per your original idea, DM, I’m also willing to pitch in and LM.
Also I was able to glance at the characters briefly. It seems like all classes are fairly well represented. I assume I should be making a character at level 3, and will begin doing so
ElegantlyWasted |
Okay. I got Jaunter put together. Jaunter is, of course, a cover name, for use when not among his own people. He is a Dúnedain Wanderer, tasked with traversing the lands of the Free Folk and preparing for the inevitable renewal of conflict with the Shadow.