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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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

Cereidh bows deeply. "Times are changing, and I can only hope we find some gold in the torrent, as well. Thank you. For the food and the hospitality."

Would Cereidh know any tales of the mountains or just general hearsay?


* Saltmarsh *

Old Ford: Day 21, 6pm

After saying your goodbyes, you travel due south through the harvested east middle vale for about twenty five miles. At the end of the day, you arrive at the Old Ford. The crossings of the Old Ford are kept by Beornings charging a small toll.

DC 10 Intelligence (Traditions):
Beornings waive the fee

Let's go.

Don't forget that all members of the company receive a +1 bonus to all skill checks made during this journey.


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:

Traditions: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25

Findegil hails the Beornings.

"Hail, sons of the Vale! We come from the house of Beorn after his hospitality!"

Findegil walks forward, confident that they will not stop the company for a toll.


* Saltmarsh *

The Mountain Ruins: Day 27, 4pm

After crossing the river, the travel becomes harder in places. The route passes through several marshy sections, and you can see that the road – such as it is – is supported by piled stones. In some places, though, the old road has succumbed to the bog, and you must follow a newer, more winding path that navigates around muddy pools and bog land. Sometimes you come upon lines of stones or even walls that mark some ancient border. The Beornings keep the road in repair as best they can, but they cannot build as well as Men once did.

After six days, you arrive in a region marked by ancient walls and ruined arches. Most of these walls fell long ago and there are hardly more than two or three stones still piled on each other, but it is clear from marks in the ground and the old lines of the path that a town once stood here.

DC 13 Intelligence (History or Lore):
You guess that these are the ruins of some Mannish town, built earlier in the Third Age.

The road leads to what must have once been a wide square in the heart of the town; from the marks of fire-pits, other travelers have made camp here in the past, and there is a mountain-brook nearby to provide water. It looks like a good camp-site.

DC 15 Intelligence (Shadow-lore):
You get an eerie feeling about this place, as if evil lingers here still.

Let's go.

Don't forget that all members of the company receive a +1 bonus to all skill checks made during this journey.


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:

History: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22

Shadow-Lore: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11

"A town of man, built in the Third Age. And others have also seen that this would be a fine site to camp."


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

Int: 1d20 ⇒ 20

Shadow Lore: 1d20 ⇒ 4


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

"It looks like their hospitality is still good. And who are we to decline such an invitation?" Comfortable in the comfortable weather, Cereidh starts to set up camp.

Silver Crusade

Male dwarf Warden 7

"Yes I'm hoping we can get a warm meal and some good ale"


M Dúnedain Scholar Lv:3
Stats:
AC 14 Str 0 Dex +3 Con +3 Int +6* Wis +6* Cha +1 Initiative +3 Perception +4 Insight +4

Krogen has seemed distracted as they travel


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

Cereidh looks at Krogen. Frowns. Look at the firepit. Looks back. "Krogen, would you mind helping me find fuel for a fire? The rest of you can find something to do, I'm sure."


Halfling Dragonslayer | HP: 33/34 | 0/1d8 & 0d6 | Disguise 1/1 | Camo 2/3 | Recover 0/3 | Fast Rit 1/1 |1st 2/4 | 2nd 1/3 | Inspiration!
Stats:
AC 15 | Str -1 Dex +6 Con +2 Int +7 Wis +1 Cha -1 | Init +3 | Perc +7, Darkvision 120 ft | Insight +1

Shadow Lore (Int): 1d20 + 1 + 1 ⇒ (16) + 1 + 1 = 18

"I've an eerie feeling about this place, as if evil lingers here still. Let's look for another campsite." Mal suggests.

DC 20 Wisdom (Survival): 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21

After awhile of searching around, Mal finds another campsite.

Wow. That dodged a bullet and potential TPK. This adventure had you fighting a Night-Wight with Damage Resistances to Non-magical bludgeoning, piercing and slashing


* Saltmarsh *

Approaching the Ringfor: Day 28, 5pm

After passing through the ruins of the town, you enter the foothills of the Misty Mountains. The caravan should be nearby.

DC 10 Wisdom (Survival):
You find Goblin-tracks

Later, you encounter a pony that has obviously escaped its harness and fled in terror. The pony has a Goblin-arrow sticking out of its hind-quarters.

DC 10 Wisdom (Medicine):
You can remove the arrow, which fortunately is not poisoned and did not inflict any permanent injury on the poor terrified creature.

As twilight comes closer, you spot a big bonfire on a nearby hilltop – you have found the caravan, and just in the nick of time! Dindy and his guards have taken refuge in an old ringfort on the hilltop, and the Goblins are coming...

There are five travellers in the ringfort. There is no time for proper introductions, so the caravan leader (Iwgar) hastily greets the company and explains the situation. The caravan leader and guide, Iwgar is a Beorning who travelled west. He wears a cockle-shell in his hat. He led the caravan over the mountains, and is the best warrior and guide in the party. Unfortunately, a poisoned Goblin-arrow caught him in the flank last night, and he is clearly suffering from it. Unless you are able to prepare a poison antidote (either a DC 20 Wisdom (Medicine) check or an appropriate ability), Igwar cannot fight.

The 'Ringfort' is too grand a term – this old fortification consists of a ring-shaped earthen bank around the hilltop. There was once a small settlement here, possibly a watch on the pass or a shepherds’ cabin, but it has long since vanished leaving only a few stones as traces. The earthen bank is still in moderately good condition, and will give you an advantage when it comes to defense. There are only two easy approaches up to the ringfort, so the Goblins will have to come up those mountain paths, and as long as you defend these approaches, you stand a good chance of holding the fort against the enemy.

Characters manning the walls of the fort against foes outside have Advantage on their attacks. The walls also give half cover (+2AC) against enemies coming up the path. Characters blocking the two gaps into the fort do not gain these bonuses, but the gaps are so narrow that
only one enemy can engage them at a time.

Poor Dindy (Dinodas Brandybuck) is exhausted and terrified by his ordeal, and even the news that his brother sent the company to find him brings him little relief. He is polite, in the way that only a desperate, terrified Hobbit can be. “I’m most grateful that you could stop in for tea! Very grateful indeed! But as we’ve got some uninvited guests coming, I do hope you’ll excuse me while I hide under these boxes!” It is clear that Dindy will be of little use in the coming battle, so Iwgar has ordered him to keep the fire in the middle of the ringfort blazing.

Three young men (Andy Blackthorn, Bill the Bowman, Tom Lumpyface) from Bree-land, in the West, were hired to protect the caravan. None are experienced warriors, and they are all harrowed by the Goblin attack. They have all sustained some cuts and injuries, and are clearly very tired, but they can still fight.

DC 12 Intelligence (Investigation):
You uncover an old souterrain (an underground passage) that runs from the middle of the ringfort to a spot outside the walls. The passage is choked with roots and dirt, but a companion could wriggle through with a successful DC
12 Dexterity (Acrobatics) check. The passage is of no use as an escape route in this situation, as the Goblins see better in the dark and would chase any would-be escapees on the hillside, but the discovery of the passageway is important nonetheless. Firstly, the Goblins might try to creep up the passageway and attack from the defenders’ rear, so the adventurer may wish to block the entrance with heavy stones. Alternatively, a brave adventurer could use the passageway to sneak out of the ringfort when battle is joined, and attack the Goblins from behind.

We'll do theater of the mind, because the map is too hard to manipulate.

Don't forget that all members of the company receive a +1 bonus to all skill checks made during this journey.


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

"From the spiders of my homeland to goblins. Let's hope that the fewer legs goes along with less ferocity in battle, hm?"

While it hasn't been long enough - nearly long enough - for Cereidh to remember her own terror at the tower in the Greenwood, there's been enough good food and sun for the fey light of adventure to resist, and even spark up in the face of, a coming battle.

She braids her hair back while ranging about the camp making preparations, a thin grim smile over her mouth.

Survival: 1d20 + 4 ⇒ (1) + 4 = 5

Trying to help the pony: 1d20 + 2 ⇒ (9) + 2 = 11

Investigation: 1d20 ⇒ 4

Cereidh's expression sobers at Iwgar's state and she rummages through her pack in the hope of finding an antidote.

Medicine: 1d20 + 2 ⇒ (15) + 2 = 17


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

Thwarted in her attempt to help the Man, Cereidh tries to calm the poor pony by stroking its ears.

Handle Animal: 1d20 + 2 ⇒ (1) + 2 = 3

"Krogen, might you be handy with a bow? I imagine the Knight and Dwarf will want the glory of facing the truly ferocious goblins one at a time."

She looks around camp for a bow for one of her compatriots and more arrows for herself.


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

... She also goes to search for arrows to avoid retaliation by the pony.

I am really not rolling well at all, am I. Let's hope that changes by the time combat starts!

Silver Crusade

Male dwarf Warden 7

Anar tends to the pony and binds it's wounds.

Medicine: 1d20 + 4 ⇒ (12) + 4 = 16

"Poor thing. This should help"

- - -

Anar tries to help Iwgar

Medicine: 1d20 + 4 ⇒ (15) + 4 = 19

- - -

He looks around the fort.

Investigation: 1d20 - 1 ⇒ (11) - 1 = 10

"Guests you mean GOBLINS? They'll meet the head of my axe!"


* Saltmarsh *

Don’t Forget your +1


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:

Survival: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Medicine: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17

Investigation: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14

Medicine to create antivenom: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Findegil is irked that he missed the signs of shadow taint - or these goblins. He knows enough to patch wounds, not to cure goblin poison.

But he grins when he finds an old and forgotten souterrain, running from the middle of the fort to somewhere outside the crumbling ringfort.

"Companions, we can block this against the goblins. Or one of us could wriggle out at a time to flank the little fiends! Regardless, I am content hold at the wall - it is where I can do the most good with bow and blade."


Halfling Dragonslayer | HP: 33/34 | 0/1d8 & 0d6 | Disguise 1/1 | Camo 2/3 | Recover 0/3 | Fast Rit 1/1 |1st 2/4 | 2nd 1/3 | Inspiration!
Stats:
AC 15 | Str -1 Dex +6 Con +2 Int +7 Wis +1 Cha -1 | Init +3 | Perc +7, Darkvision 120 ft | Insight +1

Krogen. Anar fixed Iwgar

Survival: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19

Earlier in the day, Mal points out tracks of goblins to foreshadow the coming battle.

===========

To Findegil, Mal offers, "I prefer bow and blade as well, but maybe there will be an opportunity for a sneak attack." He grins.


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

"Spares me the indignity, at least."

Silver Crusade

Male dwarf Warden 7
DM Jubal wrote:
Don’t Forget your +1

right so I get a 20 on Medicine!


* Saltmarsh *

Approaching the Ringfort: Day 28, 5:15pm

Now that Iwgar has been healed by Anar, he shares his simple plan: to keep the fire in the middle of the ringfort burning by Dindy, and to hold off the attackers for as long possible. The Goblins will mostly approach by the two easy paths up the hillside – Iwgar intended to split his forces between these two points, but now that the companions are here, they can take one side of the fort and he and the Breelanders will guard the other.

DC 10 Intelligence (Shadow-lore):
You agree that this is a good plan, although the Goblins will probably send lightly armoured skirmishers around the side, and that it would be wise to dedicate one or two warriors to dealing with these attackers. And, making a run for it would be suicidal.

From your vantage point on the ringfort walls, you see Goblin-shapes sneaking through the dusk and hear the howling of wolves. There are lots of Goblins out there, mostly smaller scouts, but a few bigger brutes and Wolves.

Don't forget that all members of the company receive a +1 bonus to all skill checks made during this journey.


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

Shadow-lore: 1d20 ⇒ 6

"Well, I'm ready. But I get to hang back."


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:

Before long passes, Findegil says:

"I say we leave the tunnel open then, but be ready to slay any goblins emerging from it."

Shadow Lore: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18

"Iwgar, your plan is sound, though I caution that goblins will surely send light skirmishers to our flanks. One, perhaps two, warriors should be ready to face them. And of course, flight is a fool's folly by now. We win, or we perish. So we had best win!"

Persuasion to boost morale: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17


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

Cereidh grins in appreciation of the little pep-talk, although remembering her luck earlier in the day, decides to remain silent and look elvishly grave.


* Saltmarsh *

Anar, Krogen. Are you ready to rubble?

Silver Crusade

Male dwarf Warden 7

yep


* Saltmarsh *

Defending the Ringfort: Day 28, 5:20pm

The enemy leader – a big Orc – shouts a threat to the defenders of the ringfort. “Rragh! Trapped in your little circle like rats in a grave! I am Ubhurz, and I am here to kill you – but if you throw out your swords and spears, and give up, then maybe Ubhurz will let some of you go!”

One of the Breelanders, young Andy Blackthorn, moves to throw his sword over the wall and surrender.

Don't forget that all members of the company receive a +1 bonus to all skill checks made during this journey.


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:

Standing in the gap nearest the orc leader, Findegil blows his hunting horn, drowning out the orcish speech.

He then speaks loudly and clearly.

"Hear me! I am Findegil, son of Durothil, knight of Minas Tirith, man of Gondor! I stand before you, and I will not surrender! Not now, not in any age to come! Orc, if you wish to live, throw down *your* weapons, and flee like the vermin you are! If you wish to die, come and face me! Free defenders, we will hold to victory!"

Persuasion: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11

If my Fallen Scion feature "Noble Bearing" allows advantage in this circumstance...

Persuasion, adv: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23

Silver Crusade

Male dwarf Warden 7

Anar spits at the ground. "Bah..foul orc no son of Durin will trust a filthy orc! Come near near my axe!"

CHA check: 1d20 + 2 ⇒ (13) + 2 = 15

Intimidate?


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

Cereidh moves to intercept Andy Blackthorn, hissing in an undertone, "Would you trust an orc's word over that of a knight of Gondor? Hold fast, young man, and you'll get a good story out of this someday."

Persuasion: 1d20 + 4 ⇒ (16) + 4 = 20

Cereidh walks up behind Findegil, and shouts out to the orc. "Oh, are you too stupid to understand how a /bow/ works? Have the hordes not figured out this trick? Rush to close with my valiant friends here, my uglies, but I don't need to get any closer to kill you."

Intimidate: 1d20 + 2 ⇒ (11) + 2 = 13


* Saltmarsh *

Defending the Ringfort: Day 28, 5:25pm

Young Andy Blackthorn is emboldened with the knight's strong words.

Until a roar of vile battle-cries and a hail of Goblin-arrows, the battle is joined. The goblins toss their spears at Iwgar and the Breelanders, and the Orc Soldiers do the same for the heroes. Then they swarm up and over the dirt walls and along the paths, attacking with their bent swords!

random spear: 1d4 ⇒ 2
random orc spear: 1d20 + 3 ⇒ (12) + 3 = 15
An orc spear clatters off the small cover of the ringfort and barely misses Cereidh.

An orc soldier charges up the small path and engages Findegil. There are four more behind that will loose spears at any companions that they can see.
Theater of the mind : one character needs to stand in front of the path and block the gap in the ringfort where the small path arrives. I assume that is Findegil. Two characters can stand on either side of him and also attack in melee with +2 AC cover from the ringfort. Any character can also attack at range.

You're up!

Don't forget that all members of the company receive a +1 bonus to all skill checks made during this journey.


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

Cereidh shoots into the cluster of orcs approaching Findegil.

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

Attack: 1d20 + 5 ⇒ (15) + 5 = 20

Damage: 1d8 + 3 ⇒ (7) + 3 = 10


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 steps forward into the gap, his horn now at his side.

I have emboldened them with words as far as I can. Now I must embolden them further with steel and deed, akin to the Kings of old!

Shield on arm, sword in the other, helm affixed, Findegil stands in the breach.

"Come then, orc wretches! Come and die by Gondor steel!"

AOO:

Longsword, 10ft reach: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

AC 17 with shield

Virtue: Guard of the Tower

Long Reach: As long as you are fighting with a martial melee weapon that is not light, you add 5 feet to your reach.

Silver Crusade

Male dwarf Warden 7

Anar moves next to Findegil. "All right my pretties meet my axe"

not sure if you can ready in 5e ready to attack orc near me

attack: 1d20 + 4 ⇒ (3) + 4 = 7

damage: 1d12 + 2 ⇒ (11) + 2 = 13


* Saltmarsh *

Defending the Ringfort: Day 28, 5:25pm

Round 1

Cereidh hits the lead orc. Then, Findegil hits and strikes again dropping the orc in front of him.
regular attack: 1d20 + 5 ⇒ (10) + 5 = 15 What's that other +1 from?
if hit, more damage: 1d8 + 5 ⇒ (6) + 5 = 11
Orc 1 takes 10+4+11 = 25 damage and dead

Mal shoot readies to shoot the next orc when he closes on Findegil, but the arrow flies wide.
shortbow: 1d20 + 5 ⇒ (4) + 5 = 9
if hit, damage: 2d6 + 3 ⇒ (5, 1) + 3 = 9

The next orc closes and swings his bent sword at the Gondor knight who proves too elusive.
Orc 2 bent sword vs. Findegil: 1d20 + 3 ⇒ (4) + 3 = 7

The two orcs behind the one in melee with Findegil throw spears at Cereidh and Mal.
Orc 3 spear vs. Cereidh: 1d20 + 3 ⇒ (4) + 3 = 7
Orc 4 spear vs. Mal: 1d20 + 3 ⇒ (12) + 3 = 15

The hail of Goblin-arrows continues. Anar gets a poisoned arrow in the shoulder.
random Goblin-arrows: 1d5 ⇒ 5
random Goblin-arrows: 1d20 + 3 ⇒ (20) + 3 = 23
Anar takes 9 damage and make a DC 13 Constitution saving throw or be poisoned

Theater of the mind : Findegil stands in front of the path and block the gap in the ringfort where the small path arrives. Anar (and maybe Krogen) stands beside the knight and also attack in melee with +2 AC cover from the ringfort. Cereidh and Mal are shooting from either side of the human and dwarf.

You're up!

Don't forget that all members of the company receive a +1 bonus to all skill checks made during this journey.


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:

Ah I mistook the skill bonus for a universal bonus. Also, bear in mind that Findegil effectively has 10ft reach here. I'm not sure how close the spearchucking orcs are to him.

Findegil grins.

Now I show them the worth of noble Gondor men!

He strikes at the orc directly in front of him, and feels a sting from hubris.

Longsword: 1d20 + 5 ⇒ (8) + 5 = 13

Damage: 1d8 + 3 ⇒ (1) + 3 = 4

AOO:

Longsword: 1d20 + 5 ⇒ (16) + 5 = 21

Damage: 1d8 + 3 ⇒ (3) + 3 = 6


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

Cereidh grins, shooting at the orc who just unsuccessfully threw a spear at her.

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Halfling Dragonslayer | HP: 33/34 | 0/1d8 & 0d6 | Disguise 1/1 | Camo 2/3 | Recover 0/3 | Fast Rit 1/1 |1st 2/4 | 2nd 1/3 | Inspiration!
Stats:
AC 15 | Str -1 Dex +6 Con +2 Int +7 Wis +1 Cha -1 | Init +3 | Perc +7, Darkvision 120 ft | Insight +1

Round 2

Mal shoots another arrow at the orc in melee with Findegil.

Shortbow: 1d20 + 5 ⇒ (8) + 5 = 13
if hit, damage: 2d6 + 3 ⇒ (4, 5) + 3 = 12


* Saltmarsh *

Defending the Ringfort: Day 28, 5:25pm

Round 2

Everyone misses the orc in melee with Findegil. AC 15

The orc swings his bent sword at the Gondor knight who proves too elusive.
Orc 2 bent sword vs. Findegil: 1d20 + 3 ⇒ (12) + 3 = 15

The two orcs behind the one in melee with Findegil miss with spears at Cereidh and Mal.
Orc 3 spear vs. Cereidh: 1d20 + 3 ⇒ (10) + 3 = 13
Orc 4 spear vs. Mal: 1d20 + 3 ⇒ (2) + 3 = 5

The hail of Goblin-arrows continues. Findegil gets a poisoned arrow in the arm.
random Goblin-arrows: 1d5 ⇒ 4
random Goblin-arrows: 1d20 + 3 ⇒ (17) + 3 = 20
Findegil takes 5 damage and must make a DC 13 Constitution saving throw or be poisoned

Anar has 9 damage and must make a DC 13 Constitution saving throw or be poisoned

Theater of the mind : Findegil stands in front of the path and block the gap in the ringfort where the small path arrives. Anar (and maybe Krogen) stands beside the knight and also attack in melee with +2 AC cover from the ringfort. Cereidh and Mal are shooting from either side of the human and dwarf.

You're up!

Don't forget that all members of the company receive a +1 bonus to all skill checks made during this journey.


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

Cereidh considers shooting into the goblins instead but keeps up her assault on the orc she'd shot at last. She spares Findegil a concerned glance but assumes that the arrow's a relatively minor wound.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


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

Cereidh scowls as the arrow falls pathetically short.


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:

Con: 1d20 + 5 ⇒ (13) + 5 = 18

Findegil grits his teeth briefly as he feels the tainted arrow pierce the flesh of his shield arm, briefly left vulnerable as he blocked orc steel.

He does not pause. He cannot afford that luxury. Instead, he strikes at the orc!

Longsword: 1d20 + 5 ⇒ (16) + 5 = 21

Damage: 1d8 + 3 ⇒ (5) + 3 = 8

AOO:

Longsword: 1d20 + 5 ⇒ (20) + 5 = 25

Damage: 2d8 + 6 ⇒ (1, 5) + 6 = 12


Halfling Dragonslayer | HP: 33/34 | 0/1d8 & 0d6 | Disguise 1/1 | Camo 2/3 | Recover 0/3 | Fast Rit 1/1 |1st 2/4 | 2nd 1/3 | Inspiration!
Stats:
AC 15 | Str -1 Dex +6 Con +2 Int +7 Wis +1 Cha -1 | Init +3 | Perc +7, Darkvision 120 ft | Insight +1

Round 3

Mal shoots another arrow at the orc in melee with Findegil.

Shortbow Orc 2: 1d20 + 5 ⇒ (4) + 5 = 9
if hit, damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8


* Saltmarsh *

Defending the Ringfort: Day 28, 5:25pm

Round 3

Findegil draws blood. Everyone else misses the orc in melee with Findegil. AC 15
Orc 2 takes 8 damage

The orc swings his bent sword at the Gondor knight who proves too elusive.
Orc 2 bent sword vs. Findegil: 1d20 + 3 ⇒ (5) + 3 = 8

The two orcs behind the one in melee with Findegil miss with spears at Cereidh and Mal.
Orc 3 spear vs. Cereidh : 1d20 + 3 ⇒ (19) + 3 = 22
Orc 4 spear vs. Mal: 1d20 + 3 ⇒ (17) + 3 = 20
Cereidh & Mal take 5 damage each

The hail of Goblin-arrows continues. A poisoned arrow misses Mal.
random Goblin-arrows: 1d5 ⇒ 1
random Goblin-arrows: 1d20 + 3 ⇒ (7) + 3 = 10

Findegil has 5 damage
Anar has 9 damage and must make a DC 13 Constitution saving throw or be poisoned

Theater of the mind : Findegil stands in front of the path and block the gap in the ringfort where the small path arrives. Anar (and maybe Krogen) stands beside the knight and also attack in melee with +2 AC cover from the ringfort. Cereidh and Mal are shooting from either side of the human and dwarf.

You're up!

Don't forget that all members of the company receive a +1 bonus to all skill checks made during this journey.


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 follows up his cutting blow with another, though his aim is off.

Longsword: 1d20 + 5 ⇒ (7) + 5 = 12

Damage: 1d8 + 3 ⇒ (2) + 3 = 5


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

Cereidh rips the spear out, considers throwing it back, but brings up her bow again on the same target.

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Halfling Dragonslayer | HP: 33/34 | 0/1d8 & 0d6 | Disguise 1/1 | Camo 2/3 | Recover 0/3 | Fast Rit 1/1 |1st 2/4 | 2nd 1/3 | Inspiration!
Stats:
AC 15 | Str -1 Dex +6 Con +2 Int +7 Wis +1 Cha -1 | Init +3 | Perc +7, Darkvision 120 ft | Insight +1

Round 4

Mal shoots another arrow at the orc in melee with Findegil but misses.

Shortbow Orc 2: 1d20 + 5 ⇒ (2) + 5 = 7
if hit, damage: 2d6 + 3 ⇒ (3, 1) + 3 = 7


* Saltmarsh *

Defending the Ringfort: Day 28, 5:25pm

Round 4

Findegil and Mal miss the orc in melee with Findegil, while Cereidh critically hits. AC 15
total damage to Orc 2: 1d8 + 4 + 8 ⇒ (5) + 4 + 8 = 17 Orc 2 dies

The next orc draws its weapon and advances to swing his bent sword at the Gondor knight who proves too elusive.
Orc 3 bent sword vs. Findegil: 1d20 + 3 ⇒ (10) + 3 = 13

The last orc behind the one in melee with Findegil misses with its spears at Mal.
Orc 4 spear vs. Mal: 1d20 + 3 ⇒ (3) + 3 = 6

The hail of Goblin-arrows continues. A poisoned arrow pierces Findegil's shoulder.
random Goblin-arrows: 1d5 ⇒ 4
random Goblin-arrows: 1d20 + 3 ⇒ (18) + 3 = 21
Findegil takes another 5 damage (total 10) and must make a DC 13 Constitution saving throw or be poisoned

Anar has 9 damage and must make a DC 13 Constitution saving throw or be poisoned

Theater of the mind : Findegil stands in front of the path and block the gap in the ringfort where the small path arrives. Anar (and maybe Krogen) stands beside the knight and also attack in melee with +2 AC cover from the ringfort. Cereidh and Mal are shooting from either side of the human and dwarf.

You're up!

Don't forget that all members of the company receive a +1 bonus to all skill checks made during this journey.


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:

As the orc falls, a goblin arrow strikes!

Con: 1d20 + 5 ⇒ (16) + 5 = 21

Once again, a goblin arrow wounds Findegil but does not afflict him further.

He retorts by slashing at a new orc foe.

Longsword vs orc: 1d20 + 5 ⇒ (11) + 5 = 16

Damage: 1d8 + 3 ⇒ (6) + 3 = 9

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