5e Middle Earth Adventures

Game Master Therenger

Guide – Amalina
Scout – Cereidh
Hunter – Gylwinth
Look-out – Findegil

Eastern Eriador Maps
Loot Tracker

THE HUNT: +11
THE VEIL: -3


701 to 750 of 778 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>

Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 0/8 HD: 2/7| 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+3 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: Exhaustion 1

Just a note to say that I'm still about, just not sure what or if to post in gameplay.


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

Do you guys think I should take Force of Will or Weaponmaster's Challenge as my next Mastery, or something else entirely?


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 0/8 HD: 2/7| 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+3 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: Exhaustion 1

I think force of will would be more useful. There have been a few enemies like trolls that have been easy to hit but not to damage.


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: No

Agreed, Force of Will seems the better choice. That radiant damage could really come in handy if we run into anything undead and there's no rest/use limitation.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 0/8 HD: 2/7| 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+3 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: Exhaustion 1

Warrior Level 7 (knight archetype)

L7: Mark of Honour: Inspiration

You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest.

HP roll for level 7 with Con +3, min. 9: 1d10 + 3 ⇒ (10) + 3 = 13

HP: 13 +9 +9 +11 +9 +9 +13 = 73

Sworn Defender bonus temporary HP: Wis Bonus +1 Warrior Level = 8

*************************

@GM Therenger: I've realised that I never declared Findegil's Charge, which is necessary for many Knight abilities.

Would it be possible to declare the rest of the party as his Charge?


Warden(Herald) 7| HP: 35/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Warden Level 7 (Herald archetype)

L7: Expression Feature: Extra attack (Now I have it! XD)

HP roll min 5: 1d8 ⇒ 8

HP: 33+8=41


Findegil wrote:

@GM Therenger: I've realised that I never declared Findegil's Charge, which is necessary for many Knight abilities.

Would it be possible to declare the rest of the party as his Charge?

This is one of those things I could easily say 'yes' to, and just as easily be a dick about. The Internet is absolutely no help at all since the top result comes from this very campaign. I think the nature of a party is dynamic - people come and go. I'll grant that you can have both Cereidh and Amalina as your Charge, as long as either one of them is in the campaign. Findegil was corrupted by his experience with the One Ring before Gylwinth and Wulfgith joined, so that seems less than arbitrary. It does also say that the Quest can be the Charge, but there again the journey changes, and Findegil doesn't have a liege lord per se, unless you want to swear some oath to Elrond.


HP 26/53 | AC 13 | Acr +2 AnH +3 His +5 Ins +9 Inv +5 Lor +8 Med +8 Perc +3 Rid +5 ShL +5 Stea +2 Sur +6 Tra +4 | Saves: S +0, D +2, C +2, I* +5, W* +6, Ch +0; Res Corr (Wis) Fear | Init +2 | PPerc 13; PInv 15; PIns 19 | Spd 30' | Insp: Nah | HD 6/6 Shadow 1 | Status: Normal | Arrows 4; Bullets 20 | HoaH 2d8+Wis 4/7 (SR) | SchIns 1d6 (LR)

Healer, level 7

HP (min 5): 1d8 ⇒ 7

Healing Lores - The Weapons of the Enemy


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 0/8 HD: 2/7| 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+3 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: Exhaustion 1
GM Therenger wrote:
This is one of those things I could easily say 'yes' to, and just as easily be a dick about. The Internet is absolutely no help at all since the top result comes from this very campaign. I think the nature of a party is dynamic - people come and go. I'll grant that you can have both Cereidh and Amalina as your Charge, as long as either one of them is in the campaign. Findegil was corrupted by his experience with the One Ring before Gylwinth and Wulfgith joined, so that seems less than arbitrary. It does also say that the Quest can be the Charge, but there again the journey changes, and Findegil doesn't have a liege lord per se, unless you want to swear some oath to Elrond.

I see that ruling as a reasonable compromise. Cereidh and Amalina it is then. :)


2 people marked this as a favorite.
Warden(Herald) 7| HP: 35/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Damage control mode activate!!!


Please review these roles and decide if you want to make changes:

Guide – Amalina
Scout – Cereidh
Hunter – Gylwinth
Look-out – Findegil


HP 26/53 | AC 13 | Acr +2 AnH +3 His +5 Ins +9 Inv +5 Lor +8 Med +8 Perc +3 Rid +5 ShL +5 Stea +2 Sur +6 Tra +4 | Saves: S +0, D +2, C +2, I* +5, W* +6, Ch +0; Res Corr (Wis) Fear | Init +2 | PPerc 13; PInv 15; PIns 19 | Spd 30' | Insp: Nah | HD 6/6 Shadow 1 | Status: Normal | Arrows 4; Bullets 20 | HoaH 2d8+Wis 4/7 (SR) | SchIns 1d6 (LR)

Looks good to me.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 0/8 HD: 2/7| 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+3 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: Exhaustion 1

I'm fine with those.


HP 26/53 | AC 13 | Acr +2 AnH +3 His +5 Ins +9 Inv +5 Lor +8 Med +8 Perc +3 Rid +5 ShL +5 Stea +2 Sur +6 Tra +4 | Saves: S +0, D +2, C +2, I* +5, W* +6, Ch +0; Res Corr (Wis) Fear | Init +2 | PPerc 13; PInv 15; PIns 19 | Spd 30' | Insp: Nah | HD 6/6 Shadow 1 | Status: Normal | Arrows 4; Bullets 20 | HoaH 2d8+Wis 4/7 (SR) | SchIns 1d6 (LR)

Were we able to scavenge some arrows back at the fort? I wanted to ask earlier but forgot.


Sure, figue out how many you fired and put that into the diceroller. 1DX.


HP 26/53 | AC 13 | Acr +2 AnH +3 His +5 Ins +9 Inv +5 Lor +8 Med +8 Perc +3 Rid +5 ShL +5 Stea +2 Sur +6 Tra +4 | Saves: S +0, D +2, C +2, I* +5, W* +6, Ch +0; Res Corr (Wis) Fear | Init +2 | PPerc 13; PInv 15; PIns 19 | Spd 30' | Insp: Nah | HD 6/6 Shadow 1 | Status: Normal | Arrows 4; Bullets 20 | HoaH 2d8+Wis 4/7 (SR) | SchIns 1d6 (LR)

Sorry, I meant from the bandits. They might have left some behind them.


Gylwinth of the Crimson Moon wrote:
Sorry, I meant from the bandits. They might have left some behind them.

Sure, 3d6 ⇒ (6, 2, 6) = 14, to be split among the group.


I need a little more time for this next encounter. Hope to introduce it Friday sometime.


HP 26/53 | AC 13 | Acr +2 AnH +3 His +5 Ins +9 Inv +5 Lor +8 Med +8 Perc +3 Rid +5 ShL +5 Stea +2 Sur +6 Tra +4 | Saves: S +0, D +2, C +2, I* +5, W* +6, Ch +0; Res Corr (Wis) Fear | Init +2 | PPerc 13; PInv 15; PIns 19 | Spd 30' | Insp: Nah | HD 6/6 Shadow 1 | Status: Normal | Arrows 4; Bullets 20 | HoaH 2d8+Wis 4/7 (SR) | SchIns 1d6 (LR)

Thanks for the heads up!


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 0/8 HD: 2/7| 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+3 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: Exhaustion 1

No problem.


I trust everyone has taken the time to look up who Estel is, if you didn't know already. Good roleplaying.


HP 26/53 | AC 13 | Acr +2 AnH +3 His +5 Ins +9 Inv +5 Lor +8 Med +8 Perc +3 Rid +5 ShL +5 Stea +2 Sur +6 Tra +4 | Saves: S +0, D +2, C +2, I* +5, W* +6, Ch +0; Res Corr (Wis) Fear | Init +2 | PPerc 13; PInv 15; PIns 19 | Spd 30' | Insp: Nah | HD 6/6 Shadow 1 | Status: Normal | Arrows 4; Bullets 20 | HoaH 2d8+Wis 4/7 (SR) | SchIns 1d6 (LR)

I haven't. I thought this was only a game thing. Now I have to fight the urge to check...


;) I'd rather you didn't know. It's that much better.


2 people marked this as a favorite.
Warden(Herald) 7| HP: 35/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

I already knew, but I'm also the person that watches lore videos on the world of Middle Earth, characters, etc. I do it with the world of A Song of ice and fire too.


HP 26/53 | AC 13 | Acr +2 AnH +3 His +5 Ins +9 Inv +5 Lor +8 Med +8 Perc +3 Rid +5 ShL +5 Stea +2 Sur +6 Tra +4 | Saves: S +0, D +2, C +2, I* +5, W* +6, Ch +0; Res Corr (Wis) Fear | Init +2 | PPerc 13; PInv 15; PIns 19 | Spd 30' | Insp: Nah | HD 6/6 Shadow 1 | Status: Normal | Arrows 4; Bullets 20 | HoaH 2d8+Wis 4/7 (SR) | SchIns 1d6 (LR)
GM Therenger wrote:
;) I'd rather you didn't know. It's that much better.

Great. I'll hold off then.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 0/8 HD: 2/7| 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+3 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: Exhaustion 1

If I came across the name before, I've completely forgotten who Estel is.

I'll keep the surprise for myself. ;)


Combat kickoff post later tonight.


Apologies - the day slipped away. Post tomorrow.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 0/8 HD: 2/7| 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+3 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: Exhaustion 1

Thanks for the heads up.


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

Nw!


HP 26/53 | AC 13 | Acr +2 AnH +3 His +5 Ins +9 Inv +5 Lor +8 Med +8 Perc +3 Rid +5 ShL +5 Stea +2 Sur +6 Tra +4 | Saves: S +0, D +2, C +2, I* +5, W* +6, Ch +0; Res Corr (Wis) Fear | Init +2 | PPerc 13; PInv 15; PIns 19 | Spd 30' | Insp: Nah | HD 6/6 Shadow 1 | Status: Normal | Arrows 4; Bullets 20 | HoaH 2d8+Wis 4/7 (SR) | SchIns 1d6 (LR)

No worries. Thanks for keeping us informed.


Warden(Herald) 7| HP: 35/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

I'm a patient person. Even more so now days!


I expected the rules for darkness to be more nuanced. Disadvantage for melee attacks makes sense in total darkness, but there should be a greater penalty against ranged attacks, like, disadvantage in Dim Light and double disadvantage in total darkness, but that penalty doesn't exist. So, no disadvantage, because there is dim light, and you can see the trolls against the white backdrop of snow - not well enough to know what kind of troll they are, but enough that you can see how far away they are.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 0/8 HD: 2/7| 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+3 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: Exhaustion 1

I currently have an earache so my response time might be affected.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 0/8 HD: 2/7| 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+3 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: Exhaustion 1

I'd like confirmation that the group is in favour of the plan before rolling.


HP 26/53 | AC 13 | Acr +2 AnH +3 His +5 Ins +9 Inv +5 Lor +8 Med +8 Perc +3 Rid +5 ShL +5 Stea +2 Sur +6 Tra +4 | Saves: S +0, D +2, C +2, I* +5, W* +6, Ch +0; Res Corr (Wis) Fear | Init +2 | PPerc 13; PInv 15; PIns 19 | Spd 30' | Insp: Nah | HD 6/6 Shadow 1 | Status: Normal | Arrows 4; Bullets 20 | HoaH 2d8+Wis 4/7 (SR) | SchIns 1d6 (LR)

I'm in.


Warden(Herald) 7| HP: 35/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

I'll totally roll with it!


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

Honestly, I'm willing to roll in whatever direction, but I think the group should return to the Council instead of this.


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

Huh, it's been a while since I've used the grapple rules. Do I make a contested Strength check, or ... ?


Check the spoiler in my post.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 0/8 HD: 2/7| 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+3 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: Exhaustion 1

Will post tomorrow.


HP 26/53 | AC 13 | Acr +2 AnH +3 His +5 Ins +9 Inv +5 Lor +8 Med +8 Perc +3 Rid +5 ShL +5 Stea +2 Sur +6 Tra +4 | Saves: S +0, D +2, C +2, I* +5, W* +6, Ch +0; Res Corr (Wis) Fear | Init +2 | PPerc 13; PInv 15; PIns 19 | Spd 30' | Insp: Nah | HD 6/6 Shadow 1 | Status: Normal | Arrows 4; Bullets 20 | HoaH 2d8+Wis 4/7 (SR) | SchIns 1d6 (LR)
GM wrote:
If you get grappled, you can't do anything except try to free yourself. It takes an action.

Not to be a pain, but I can't find this in the rules. That's why Gylwinth tried striking instead of escaping. I was in grapples before in 5e, and grapples only prevent movement, as far as I read.

Let me know if this is house-ruled or if I missed something in the rules.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 0/8 HD: 2/7| 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+3 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: Exhaustion 1

Grappled and Incapacitated are separate conditions in 5e.

Quote:

Grappled

A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
The condition ends if the Grappler is incapacitated (see the condition).
The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is hurled away by the Thunderwave spell.

Incapacitated

An incapacitated creature can’t take Actions or Reactions.


Right, except this is a Special combat ability specific to these ettin guardians. And because you guys are too cool for school, I removed the recharge requirement, which is dumb anyhow. You're doing fine, unless that troll kills Estel.


Male of Minas Tirith Warrior (Knight) 7, Arrows 6 -> 0 | HP: 73/73 | Temp HP: 0/8 HD: 2/7| 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+3 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond: Exhaustion 1

That's fine by me. Thanks for clarifying.


You're correct, of course, you are not actually incapacitated if grappled - that was a misuse of the term.


Gylwinth what medicinals do you have remaining in your supply?


HP 26/53 | AC 13 | Acr +2 AnH +3 His +5 Ins +9 Inv +5 Lor +8 Med +8 Perc +3 Rid +5 ShL +5 Stea +2 Sur +6 Tra +4 | Saves: S +0, D +2, C +2, I* +5, W* +6, Ch +0; Res Corr (Wis) Fear | Init +2 | PPerc 13; PInv 15; PIns 19 | Spd 30' | Insp: Nah | HD 6/6 Shadow 1 | Status: Normal | Arrows 4; Bullets 20 | HoaH 2d8+Wis 4/7 (SR) | SchIns 1d6 (LR)

Dry herbs: Athelas (one dose), Hagweed (two doses), Kingcup (two doses), Reedmace (one dose), Shadow-thorn (0 doses), Water lily (Red) (one dose), Water lily (White) (two doses).


What does everyone have left for unused special combat abilities?


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

I haven't used Second Wind yet, nor Action Surge, although I'd rather a different melee character make use of it. I have three uses of stinging arrow left, although that one's strictly ranged. And I don't think that Enchanted Sleep is necessarily very relevant / helpful here : (

701 to 750 of 778 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / 5e Middle Earth Adventures Discussion All Messageboards

Want to post a reply? Sign in.