5e Middle Earth Adventures (Inactive)

Game Master Therenger

Guide – Thorgrim
Scout – Doderic
Hunter – Cereidh
Look-out - Hobwise

Eastern Eriador Maps
Loot Tracker

THE HUNT: +11
THE VEIL: -3


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Please note that I'll be travelling starting Friday, all the way until New Year, with limited opportunities for posting. Please bot me when needed.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

A merry Christmas to all!


Thanks! Happy Holidays everyone!


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

A Middle Earth 5e humble bundle!


Female Woodwoman of Wilderland Wanderer (7) | HP: 60/60| AC:16 | Init: +2 | Per: +6(16) | PB: +3 |Winter(Hound) AC: 15 ; HP: 28/28 | Inspiration: Yes

Happy Holidays all! Will get caught up and post tomorrow morning.


A happy and a merry!


Female Elf of the Mirkwood Warrior (6) | HP: 44/52 AC: 16 Spd: 30 ft | Init: +4 Perc: +4 PP: 14 | Greatbow: +10 (1d8+4), Broadsword +7 (1d8+4) | Shadow: 2

/Nice/ roll, Amalina.


Hello you Companions,

Occasional lurker here. I've been keeping an eye on you for a while and have been really impressed by this campaign. I think you have a great group, and I'm particularly struck by how you're all keeping it very Tolkein throughout.

This campaign inspired me to pick up the recent Humble Bundle -- Cubicle 7 is basically bundling *all* their Middle-Earth RP stuff for just $15. Now I'm reading through it, and toying with the idea of starting a ME5e campaign of my own. So if you don't mind some random guy from the internet poking his nose in... would any of you have any thoughts you'd want to share with a potential MERP DM? Good and bad points with the system, things that have really struck you, comments you'd like to share?

Feel free to reply by post or PM, or not at all.

Thanks much in advance,

Doug M.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

Hello Doug!

I recommend two things off the top of my head.

1. Know the new rules for ME5e. Things are pretty similar to 5e but there are enough changes that it's worth familiarising yourself with them. Embarkation bonuses/penalties are one example of something that I try to keep in mind.

2. Know at least the parts of ME that you will give the fellowship reason to travel through and to. There will surely be questions.

Should more occur to me tomorrow, I'll add to those. :)


Thanks for the kind words, Doug. I probably have the least experience with ME5e - when I see "MERPs" I still think of the brutal system from the 1980's. Since I picked up the GM role about six months ago I've taken a learn as I go approach. From my perspective, staying on top of the specialized rules for ME5 has been a challenge at times; Embarkation & Journey rules are fresh topics. I also just had my second child a month back and it's been more difficult to flesh out my posts, but this group of players is simply outstanding, and they have carried it forward.

When I asked to join the campaign I had to admit to everyone that my knowledge of Middle-Earth was limited to what I remembered from reading the trilogy 25 years ago. The most useful resource I have relied on heavily to fill out the narrative is Tolkien Gateway.

Of the Cubicle 7 content, I will say it is beautiful, professional, and comprehensive. In my opinion, our experience with some of the actual game elements in the Adventures is at times under-developed at the expense of world-crafting, so be ready to improvise when necessary. The Region Guides are wonderful.

I'm not sure how to best go about recruiting - I was fortunate to inherit this group. The original GM did a very good job assembling this company. If you're looking for players, I have an erstwhile Hobbit burglar who could be roused for another adventure.


Female Woodwoman of Wilderland Wanderer (7) | HP: 60/60| AC:16 | Init: +2 | Per: +6(16) | PB: +3 |Winter(Hound) AC: 15 ; HP: 28/28 | Inspiration: Yes

Hello Doug. Glad you're enjoying the campaign. I certainly have. Like Therenger, the use of term MERP brings a different, but very relevant picture to my mind. :) This game has actually had me looking back at all of my ICE MERP campaign books and I'm in the process of trying to put together something for my local group using the AiME 5e rules with the MERP background materials, minus all/most of the MERP magic of course. (Possibly something set in Harad/Far Harad/Southern ME. Of course, I'll probably need to come up with some new Cultural Virtues, so we'll see what time permits.)

I think Cubicle 7's 5e rules have done a great job of reworking 5e for a low magic setting and spotlighting things that 'feel' Middle-earth, like journey's, patron relationships, Cultural Virtues, and constantly struggling with the shadow. Of course for the GM the challenge is learning two sets of rules, the basic 5e rules for combat and general activities, and then the C7 rules for classes, journey's, monsters, etc. Also there are the occasional new rules that lack clarity or could use some house ruling to make a bit more 'in game' sense. (See our discussion above about the Wanderers Known Lands ability.)

One of the criticisms of the C7 materials I've seen (and would have myself) is that the background or world-building materials for the actual adventures are a little lacking. The art and look of the books are excellent, but the actual information lacks some depth and adventures can be a bit railroady. (Therenger and other DM's have done a great job of removing the raidroadiness, I should add.) This of course is a personal opinion, so others may disagree.

For a little added depth, I have relied more on my old MERP material or the actual books themselves for little RP things, like what symbols might be on ancient coins found in a troll cave, or what an ancient ruin may have once been, or how large a typical woodmen clan might be, or grabbing a bit of a poem or song to have Amalina sing.

One other thing that might help is to put together a consolidated list of Fellowship Phase activities for your new players. I've noticed that C7 has buried some interesting new fellowship opportunities within the source books. For example, the Rivendell Guide book has 12 new Fellowship Undertakings, but they are spread throughout the book and as far as I know there isn't a single list anywhere. The Rhovanion book has 13 I think. Obviously, this depends on where your group journeys. But it took me a while to discover there were undertakings beyond the basic players guide because I was trying to avoid looking too much at the other material to avoid spoiling a potential adventure.

Anyhow, that's probably too much info so I'll leave it there. Despite a few nitpicks, overall I think the system is great. The combo of the C7 and 5E rules make for a nice playable Middle-Earth system that stands on its own or can easily be enhanced by the massive amount of other material available from previous systems.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

I hsd a brief experience with Rolemaster MERP. I was not happy with its lengthy and very random character creation system.

There is of course a treasure trove of Tolkien material online, both relating to the books and to various RPGs over the decades.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

Recruitment thread


Female Woodwoman of Wilderland Wanderer (7) | HP: 60/60| AC:16 | Init: +2 | Per: +6(16) | PB: +3 |Winter(Hound) AC: 15 ; HP: 28/28 | Inspiration: Yes

Yep, Rolemaster was a very fiddly system. For me the worst was a different combat table for every weapon type. Ugh, so much chart flipping. And yes, character gen was slow for sure as well.

But those crit tables were a lot of fun. :)

Their Middle Earth material was really good for the time and those Fenlon maps are still the best in my opinion. That's why I'm kinda geeked out to try the AiME rule set with the MERP material, maybe even using the TA 1640 setting.


Recruitment is still in the "thinking about it / gauging interest" stage. Going to wait a week or two before deciding whether to commit.

(BTW, shouldn't Findegil be "Findegil of the Bright Shield" or some such after killing that troll?)

Doug M.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

Fair!

Hmm, possibly!


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Also, thanks for all the advice and feedback, obviously. ME5e seems to really rely on having a good group, and it looks like you've got that.


Players: unless anyone objects, I will take more liberties with the villains and monsters. That last fight is bugging me too much - it was supposed to be hard, and because of AC and speed, you just deftly killed what should be one of the most fearsome creatures in the world. That should not have happened that way. All of the combats have gone way too easy and we're losing that sense of despair. I can only do so much with the narrative to keep it grim.

I'd like to hear your thoughts but my leaning is to dial up the difficulty.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

Perhaps combine such foes with advantageous environments? Had that ettin struck when we were near, the fight could have been brutal.

In principle, I have no issue with more challenging fights.


Yeah, if you had disadvantage on your perception check you would have failed it and the Ettin would have had a surprise round and been in melee. Which reminds me, Gylwinth, did you start the adventure with one dose of Athelas or two?


Female Woodwoman of Wilderland Wanderer (7) | HP: 60/60| AC:16 | Init: +2 | Per: +6(16) | PB: +3 |Winter(Hound) AC: 15 ; HP: 28/28 | Inspiration: Yes

Looking at the stats for Ettin's I definitely think they would need a rework for next time. That AC is ridiculously low. Especially if you look at the greater stone troll on the same page with an AC of 16. Ettin's are bigger, stronger, older versions of trolls so they should at least have an AC within 1 or 2 points of that. Especially since they only have a -1 to Dex.

Honestly I thought our lucky dice rolling was the only thing allowing so many hits. I had 2 20's and a 19 with a couple more over 15. I expect to make up for that during our next combat. ;)

Findegil's suggestion of using terrain is good. It could have been windy and raining on top of ridge giving Disadvantage the first or second or both bow shots. Loose rock and rubble making the terrain difficult would have cut our movement in half. Knowing the terrain, the ettin would have been able to move normally. He could have been trying to herd us toward more dangerous terrain where we'd be boxed in or stuck in the mud. We might've had a chance to spot the danger, but if we didn't things could've gotten real bad. Another option I think I would add for sure is to simply have the ettin start picking up stones/boulders and tossing them at us. Why they don't have a ranged attack in the guide is beyond me. Tolkien actually has them tossing boulders in The Hobbit, so it totally fits canon-wise.

Overall, I'm totally okay with a GM modifying creatures or encounters to make them a little tougher, especially since this is Middle-Earth where runaway is supposed to be an option. I do it all of the time in my own games, middle-earth or not. But AiME's rules on no long rests complicates things a bit more, so I'd ratchet up slowly. 5e seems to have a hard to identify 'tipping point.' Where it goes from PC's ruling everything to suddenly a TPK or close.

And a couple of easier wins isn't a bad thing. We are supposed to be part of the last bastions and heroes for Good in the world so occasionally kicking the snot out of a baddy or two isn't out of line.
We spotted him early enough,used our advantages well, and rolled well both on attacks and for initiative. The value of the scholar was also highlighted since Gylwinth has been able to remove exhaustion, which if we'd been under the influence of 1 or 2 levels of that, things would have likely been very different.

But definitely adjust that AC next time. That's just wrong. :)


All good points. I should have thought the location through better. I also don't mind quick random encounters. Alright, I'll be deviating from the script from time to time from now on...


Gylwinth has one dose of Athelas.

I agree with my colleagues. That being said, encounters do turn quickly when one side rolls well and acts well. Healing is restricted in this setting, which increases volatility to some extent.


Female Woodwoman of Wilderland Wanderer (7) | HP: 60/60| AC:16 | Init: +2 | Per: +6(16) | PB: +3 |Winter(Hound) AC: 15 ; HP: 28/28 | Inspiration: Yes

Happy 2020 everyone!


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

A happy new year to one and all!


Happy New Year!


Female Elf of the Mirkwood Warrior (6) | HP: 44/52 AC: 16 Spd: 30 ft | Init: +4 Perc: +4 PP: 14 | Greatbow: +10 (1d8+4), Broadsword +7 (1d8+4) | Shadow: 2

I take it that Cereidh is successfully hidden during this scene?


As far as you are aware.


A new player is joining us in the near future. She will introduce herself soon.


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Hello!
I am said new player! Glad to be here! ^_^

Rolling the stats:
4d6 ⇒ (1, 1, 2, 4) = 8 7
4d6 ⇒ (2, 6, 4, 4) = 16 14
4d6 ⇒ (3, 5, 5, 2) = 15 13
4d6 ⇒ (3, 1, 1, 3) = 8 7
4d6 ⇒ (3, 5, 6, 5) = 19 16
4d6 ⇒ (3, 6, 1, 3) = 13 12

Uha... might need to go point buy.

Money:
2d6 ⇒ (6, 1) = 7 silver pennies

I've no idea if there is a wealth by level for this or not. So if anyone knows please let me know!


Female Woodwoman of Wilderland Wanderer (7) | HP: 60/60| AC:16 | Init: +2 | Per: +6(16) | PB: +3 |Winter(Hound) AC: 15 ; HP: 28/28 | Inspiration: Yes

Welcome aboard Wulfgith!


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Thank you! I'm still updating everything to this game, but if you want to read what back story there is you're welcome to! XD

There will be a good amount of changes to the latter half, but up to the point where Wulfgith returns to Rohan is all pretty much going to stay the same. And yes, she will answer to both of her names. Mainly because whenever she's in her mother's home people use her elven name.


Welcome!


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Thank you!

Background characteristics:

I would like to choose if allowed, those choices being Quick of Hearing (paying homage to her mother's blood), Woodwright, I will reclaim my home, I will never find comfort in a new home. But if not I will include a roll for them below however some of the rolls do not fit for the area she was born and raised in...

Distinctive Quality: 1d8 ⇒ 2 Cautious. With few friends to rely on for support, you try to do things right – and on your own – the first time.

Specialty: 1d6 ⇒ 4 Stone-craft. Your skill at masonry and the new techniques you bring enable you to both earn a living and leave a mark on the community you inhabit. Each building is a monument to your former home. (Wouldn't work as Rohirrim don't really cut stone)

Hope: 1d6 ⇒ 2 My company is my new family and I shall protect them as I would my own blood. (She doesn't know these people yet...)

Dispair: 1d6 ⇒ 3 I can’t escape what destroyed my home. (Her home isn't destroyed...)


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

Welcome, Wulfgith!

I haven't seen a wealth by level in the Loremaster's guide.

I will point that we have an additional virtue at level 3 above what we would normally have.


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Thank you! Good to know!

Questions for GM:
Should I be worried about any of Wulfgith's items being lost or taken, and should I worry about her horse?
Is there anything that you and I need to go over when it comes to those she is being held prisoner by?


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Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

Another ME5e recruitment thread


1 person marked this as a favorite.
Female Elf of the Mirkwood Warrior (6) | HP: 44/52 AC: 16 Spd: 30 ft | Init: +4 Perc: +4 PP: 14 | Greatbow: +10 (1d8+4), Broadsword +7 (1d8+4) | Shadow: 2

Amalina, brilliant roleplaying.


Female Woodwoman of Wilderland Wanderer (7) | HP: 60/60| AC:16 | Init: +2 | Per: +6(16) | PB: +3 |Winter(Hound) AC: 15 ; HP: 28/28 | Inspiration: Yes

Thanks Cereidh! Based on Gylwinths hunch they would be bandits,the leaders response to Findegil, and her own past experience, I decided to go all in on the bluff. Sorry if i threw anyone for a loop. :)


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

Findegil is not fond of deceit to begin with and it was a bit of a surprise. But he gets the idea.

I think this is some great writing on your part!


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

I don't mind it at all! I'm greatly enjoy this because it is giving me a pretty good idea of the people I'm dealing with.


Apologies, team - great roleplaying! I've been kicking around how I think this will go. I've made a decision and will post tomorrow morning - Pacific Time.


Wulfgith wrote:

Background characteristics:

I would like to choose if allowed, those choices being Quick of Hearing (paying homage to her mother's blood), Woodwright, I will reclaim my home, I will never find comfort in a new home. But if not I will include a roll for them below however some of the rolls do not fit for the area she was born and raised in...

By all means, tailor it the way you like. As for equipment, get what you need and don't worry about money. The party coffers are bursting. Your horse will be somewhere nearby - have to see how this plays out yet.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

Still feeling the effects of a head cold. Not up for lengthy posts atm.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

I'll post tomorrow.


Female Elf of the Mirkwood Warrior (6) | HP: 44/52 AC: 16 Spd: 30 ft | Init: +4 Perc: +4 PP: 14 | Greatbow: +10 (1d8+4), Broadsword +7 (1d8+4) | Shadow: 2

Do you think I should follow the Bandit leader or try to go back closer to the party in case violence breaks out?


I’d say stay closer to the party.


Female Woodwoman of Wilderland Wanderer (7) | HP: 60/60| AC:16 | Init: +2 | Per: +6(16) | PB: +3 |Winter(Hound) AC: 15 ; HP: 28/28 | Inspiration: Yes

Cereidh, it's up to you, but I agree with Gylwinth that trying to reconnect with the party is probably best. Caves seem to equal trolls recently, so go carefully. ;)


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

Being in a position to rejoin the party would be good soon. Please be careful in that cave.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 8/8 HD: 7/7| AC 20 (21 with ally) | Spd: 25ft | Init: +2 Perc: +4 PP:14 Ins +1 | Long Sword +8 (1d8+5), Great Bow: +5 (1d8+2) | Shadow: 2+1 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

I may not be available to post at all tomorrow.

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