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


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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

Not trying to derail Hobwise's idea, but just had a bit of character background inspiration. Amalina will go into the cave if everyone else thinks it is best, but she'll be wrestling with some dark moments of her past. Of course, she'd prefer to stay on the surface.


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The sun has set. You don’t know where the cave is. And a horde or orcs and goblins are almost on top of you. The situation is grim.

Cheers

Silver Crusade

Male dwarf Warden 4

Are we still 3rd level?


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Yes 3rd

Silver Crusade

Male dwarf Warden 4
DM Jubal wrote:
Yes 3rd

Thanks!


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

GM Jubal - I need a little help parsing your last post for Hobwise. What should he make of the citing of the Rohirrim? Just to be clear, I see only horses but no riders, correct? Seems either an incredible coincidence or I don't know what. I feel like I know less about this as a player than my character should.


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

Oh, were those just the horses of Eothain and Folc? If that's the case then I'll redo my last post entirely.


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Yes. Hobwise saw Eothain and Folc’s horses run by.


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

I figured that after I saw Eaothain's post, but not before I had already written my post, so I completely re wrote it. What I have now is what is. Also, I'm not sure about the rules for Surprise. Does surprise just give advantage or is there an actual surprise round?


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

Ignore this if it feels like too much table talk. Could Cereidh use Elf lights on flaming arrows to keep the enemy swarming away from the group?


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Hobwise has initiated combat. So we have several rounds of closure.

Those without dark vision can see normally out 20 ft due to Folc’s fire.

I’ll post tonight.


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

Hey everyone, I apologize for what surely must look like glory-seeking. That was not my intent but when the opportunity came up my narrative was over-the-top. I hope I have not diminished anyone else's gaming experience. I'm honestly embarrased. I'm still very new to this forum and will endeavor to strike a better balance.

Liberty's Edge

Insp = YES!| SURGE! = 1 | 2ndWind = 1| Shadow = 2 | Rage? Yes! | male weaponMASTER | AC 16 | HP: 64/64| Pass Percep 15 | Melee x2: [dice d20+8[/dice [dice 2d6+6[/dice

I see the tactical situation roughly like this:

X = boulder
A = Anar
T = Thorgrim
F = Fin

XXX XXX XXX XXX
XXX XXX XXX XXX
___A___T___F___

With Amalina and Cere behind them.


Male Rider of Rohan | HP: 62/62 | Furies 4/4 | d12 6/6 | Shadow 1/0 | Inspiration 0
Stats:
AC 18 | Str +7 Dex +2 Con +5 Int -1 Wis +1 Cha +0 | Initiative +2 | Passive Perception 14 | Insight +1

Éothain is there too ready for melee. Folc is tending the fire in back


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

Alright, I really wasn't planning on getting into combat this far in advance of the party. Assuming that the enemy has encircled the party and has closed the distance after Round 0 to 260' (60' from Hobwise, who is 200' from the party), then the orcs will need to Dash for 4 consecutive rounds, and then be able to move and attack first on round 5. The party archers will be able to shoot within normal weapon range on round 4.

DM Jubal, unless you want to do something tactically with the enemy horde, we could speed this up by having Hobwise roll for all rounds where the orcs do nothing but close in on the party. Here's my proposed action plan:

R1: Hide, Attack, Dash (Cunning Action); 175' to party, 25' from orcs
R2: Attack, Move, Dash (Cunning Action); 125' to party, 15' from orcs
R3: Attack, Move, Dash (Cunning Action); 75' to party, 5' from orcs
R4: Move, Dash, Dash (Cunning Action); 0' to party, 20' from orcs (orcs in range of Party archers)
R5: Orcs in Melee with Party


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

Ok, in turn 4 the Black Uruk are within 20' of where the group stands, so archers are up.


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

Just realized my round 3 will result in an Attack of Opportunity on round 4. F+#%.


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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+2 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

@Hobwise, I say don't worry. I think it made sense for him to try.


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+2 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

Just so you all know, I won't be available much at all on Friday, and a limited amount on Saturday and Sunday. Sorry for the delays this week.


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+2 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

@Jubal:

Is this in effect for Findegil at the moment? It's the difference between 20 AC and 21 AC.

Shield-fence
As long as there is at least one ally fighting by your side, you may increase the AC bonus from your shield by +1.


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Middle Earth map
Findegil wrote:

@Jubal:

Is this in effect for Findegil at the moment? It's the difference between 20 AC and 21 AC.

Shield-fence
As long as there is at least one ally fighting by your side, you may increase the AC bonus from your shield by +1.

It can be. Sure


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@Hobwise

Glad you think your character will die. I’m running the encounter well then.

Hobwise was not targeted, because I missed when he moved out of the melee line. As soon as he’s out of melee, he will be targeted by goblin.

There’s a reason the Elf Lady is not being targeted.

@Amalina. You and winter have advantage to attach due to the rocky outcropping.

Cheers


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

"I never faced the Kobayashi Maru until now. What do you think of my solution?"

;)


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

So, question:

If Cereidh were to use Elf-Lights, she can interact with the environment as a free action to immerse an arrow in the pyre atop the rocky outcropping, then spend a point of inspiration to enchant the flame, and finally use her attack to shoot the now-magically-flaming arrow, correct? The horde would be drawn to it, by any means possible unless save Wisdon DC15. Then, as a free action in any subsequent round, Ceriedh could snuff the light, blinding or confusing the enemy (save DC15 or have disadvantage next round). If we're incredibly lucky, we could escape past the distracted horde, mopping up any that are not drawn to it as we flee. We know, from Hobwise scouting, that the picket line is 6 rounds of Dash from current position, and then we're in the clear, and just have to outrun our pursuers, taking exhaustion per RAW. If nothing else, it gives us a couple extra turns to inflict damage.

Not saying this is actually a good use of Inspiration in this situation,or even remotely a good plan, as the enemy appears to be unlimited in number, but it may qualify for the Rule of Cool.


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I’ll be cutting to the chase in the next post after everyone goes.

Cheers


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+2 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

I've a brutal headache. I'll get back to posting when I replace that with free time.


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+2 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

Cheers Jubal. And I'm glad to say that I am mostly recovered!


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

DM Jubal, Level up soon?


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Everyone can level up to 4th!


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Cereidh wrote:
Are there any Faerie-like rules about food consumed or experiences undertaken in the wraith-world that would compromise our ability to leave?

No.

And if you die in the wraith-world, you probably won't really die. But, you'll remember the "death" painfully...


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+2 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

Hurrah!

Warrior Level 4 (knight archetype)

P: 9 + 33 = 42

Character Improvement: +2 Strength for 18


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+2 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

A sword and sorcery 5E setting, Primeval Thule, on Drivethrurpg, if anyone is interested.


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

Level 4 HP: 1d10 ⇒ 8

Silver Crusade

Male dwarf Warden 4

+1 to STR and CHA


Middle Earth map
Findegil wrote:
A sword and sorcery 5E setting, Primeval Thule, on Drivethrurpg, if anyone is interested.

Downloaded it and the Player's Guide. It's very Conan-esque

I enjoyed Conan, too. Has anyone seen Conan converted to 5e, yet? I've the previous versions.

cheers


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

+2 Dex

Liberty's Edge

Insp = YES!| SURGE! = 1 | 2ndWind = 1| Shadow = 2 | Rage? Yes! | male weaponMASTER | AC 16 | HP: 64/64| Pass Percep 15 | Melee x2: [dice d20+8[/dice [dice 2d6+6[/dice

Jubal, have you played the Hyborian Age RPG?

Someone ran it on these boards a couple years ago. I gave it a good go, but the DM was lackluster at best. Even though he was running a module he seemed confused, and had this weird, almost pathological allergy to giving loot after a battle.

The system seemed fine, a bit more complicated than 5E, and a winding, random character generation, akin to the old Cyberpunk.


Hyborian Age? Maybe. I've played the two editions of the Conan RPGs. Is this what you're talking about?

My favorite rule is when heroes accumulate too much wealth they need to make saves to avoid spending it in celebration.

Do you have bandwidth to run a Conan version of 5E? I'd play.

Liberty's Edge

Insp = YES!| SURGE! = 1 | 2ndWind = 1| Shadow = 2 | Rage? Yes! | male weaponMASTER | AC 16 | HP: 64/64| Pass Percep 15 | Melee x2: [dice d20+8[/dice [dice 2d6+6[/dice

Huh. I looked at my books and you're right. It was the new Conan RPG. It had an odd rolling system, where you rolled -2- d20s, and then if one was a success, you did a thing, but if both were success, you did that thing better.

Seems like they were just trying too hard to recreate Savage Worlds.

But isn't every RPG just running behind Savage Worlds, trying to catch up? =-p


I prefer the 5e mechanics. So instead of complete Conan RPG mechanics, I would use this Middle Earth Adventure rules for classes & backgrounds, and the Conan RPG for races.


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+2 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

The 5E mechanics are solid. I far prefer running 5E at a table than its predecessors.


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+2 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

And now Bundle of Holding has a Conan bundle.


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While we’re meta-gaming... and reviewing the futility of riding the railroad.

Yes your characters could all commit suicide and maybe wake up from the wraith world. However, there is information to be gathered and actions to be done that can affect the present.

Cheers


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

Hobwise knows only that he is in a dream-like world he cannot change, but because you also included the glimpse of Irime fighting the Shadow in the real world, what else can we be expected to do? I only speak for myself, but it seems that metagaming would be staying in the dream when our characters know our charge is in mortal danger. How can we justify delaying after seeing that?

Can you give us an Insight to compelling information that would keep us in the dream?


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@Hobwise

While I understand your point, I think you need to reconsider something. There is no guarantee that your character will wake up from the dream if your character dies. So, self-preservation is a strong motive. Your character would need to commit suicide. Full stop.

Now, if this world had clerics and gods, one could argue that a firm believer would be alright going to Valhalla as a worst case if you don't wake up. But, the world doesn't.

Hope that helps to get into character and stay on the train.

cheers


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

See my latest post.


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OK. Players. I've been pretty frustrated, aggravated, disappointed with where the scene is. It's taken me a couple of days to collect my thoughts, so please let me explain a few things: 1) how I interpreted this scene for PbP, 2) how your characters are expected to behave, 3) Immediate consequences for the current scene, and 4) options for going forward.

1. This scene is designed as another overwhelming battle slog. 2 undead per PC attack until destroyed. Then, the Easterlings attack until a couple are killed. Then, the Esaterlings back off and light the inn on fire. I chose to narrate this battle. Instead of a couple of hours of battle slog at a table top, it would be weeks of PbP. By that time, some of you would forget how you even got where you are. Plus, if any of your characters die, I've nothing for you until everyone gets to the end, so splitting the party.

2) One of the first assumptions of RPG is self-preservation. When you lose that, you should play video games. While I'm hinting that your characters are stuck in a dream state with the waking up (as designed by the mod), there is no guarantee what happens when you die. Middle Earth Adventures doesn't really have alignment per se. Behavior is dictated by the accumulation of Shadow points. See the Campaign Info tab for a refresher. This adventure that you run your characters to avoid Shadow points, essentially acting heroic. While committing suicide is not on the list, I hope it's not hard to imagine where it would be on the list. In real life, the Catholic Church identifies that it is a big sin.

3) (What you don't know) this adventure is a replay of historical events to let you see (foreshadow) what's going on in Dol Goldur. And, the more heroic choices that you make directly impacts whether Imire defeats the shadow or not. And if Imire loses, the campaign takes a turns toward the Shadow.

4) Now, I've admitted to not being a great GM. However, I think any GM running this adventure would encounter similar issues.

Hobwise has volunteered to take over running. He's welcome to it.

I'm starting to move houses on Monday, which will take a few weeks, then, I'm taking vacation. I'll have time to post, but it will be less than I've now.

Please discuss what you want to do.


Treasure Hunter (4) | HP: 2/28 AC: 15 Spd: 25ft| Init: +4 Perc: +5 PP:15 | Short Bow: +6 (1d6+4), Broadsword +4 (1d8+4)

To be fair, GM Jubal, I think I led the chorus imploring you to resume your GM role after ElegantlyWasted abruptly disappeared from Paizo altogether two months ago. You made it very clear when you handed off to him in the first place that you want to PLAY.

After reading your comments now, I think the current tension is entirely the result of clunky module design. Back-to-back no-win scenarios is excruciating, especially in PbP. You were right to settle by narrative. And, after your comments about self-preservation, which I had not previously considered (a philosophical difference toward roleplaying in general), I was satisfied to play along, bridge the gap, and settle back into the module, and I stand by that.

However, as much as I love playing Hobwise, I do have an itch to GM again, and the players in this campaign are exemplary. We can keep this going with this group for a long time, and it would be great if others also want to jump into the GM role periodically. I am happy to step in at this point.

I do not yet have the module that we are currently in, but since we've gotten off track I recommend we decide as a group if we want to continue to see where this goes, stepping off from where we are, or ret-con, resolve, and find a different path down the mountain we just climbed.


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We're on page 71


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+2 Action Surge 1/1 | Second Wind 1/1 | Str +8* Dex +2 Con +6* Int +2 Wis +1 Cha +3 | Inspiration? No | Cond:

@Jubal: That's fair. The adventure seems poorly thought out. And good luck on your move.

@Hobwise: I'm open to a variety of ideas. I think plans that don't involve surrender or suicidal action will be an easier sell. And cheers for stepping up to GM.

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