Adventures in Middle-Earth

Game Master Wandering Wastrel

Being an account of certain deeds which took place in Middle-Earth towards the end of the Third Age, between the Battle of Five Armies and the downfall of the Lord of the Rings


Guide: Morwen (Survival)
Scout: Bergur (Stealth; Investigation)
Hunter: Illryia (Survival)
Look-Out: Harry (Perception)

The Eye of the Enemy:
Hunt Score: 10
Veil 4

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𝓑𝓮𝓲𝓷𝓰 𝓪𝓷 𝓪𝓬𝓬𝓸𝓾𝓷𝓽 𝓸𝓯 𝓬𝓮𝓻𝓽𝓪𝓲𝓷 𝓭𝓮𝓮𝓭𝓼 𝔀𝓱𝓲𝓬𝓱 𝓽𝓸𝓸𝓴 𝓹𝓵𝓪𝓬𝓮 𝓲𝓷 𝓜𝓲𝓭𝓭𝓵𝓮-𝓔𝓪𝓻𝓽𝓱 𝓽𝓸𝔀𝓪𝓻𝓭𝓼 𝓽𝓱𝓮 𝓮𝓷𝓭 𝓸𝓯 𝓽𝓱𝓮 𝓣𝓱𝓲𝓻𝓭 𝓐𝓰𝓮, 𝓫𝓮𝓽𝔀𝓮𝓮𝓷 𝓽𝓱𝓮 𝓑𝓪𝓽𝓽𝓵𝓮 𝓸𝓯 𝓕𝓲𝓿𝓮 𝓐𝓻𝓶𝓲𝓮𝓼 𝓪𝓷𝓭 𝓽𝓱𝓮 𝓭𝓸𝔀𝓷𝓯𝓪𝓵𝓵 𝓸𝓯 𝓽𝓱𝓮 𝓛𝓸𝓻𝓭 𝓸𝓯 𝓽𝓱𝓮 𝓡𝓲𝓷𝓰𝓼...

IMPORTANT NOTICE: Anyone applying to this thread MUST have a copy of Cubicle 7's 5e Middle-Earth Player’s Guide (available for 1 dollar here).

This is a 5e campaign set in Middle-Earth: it uses a bunch of new rules from the aforementioned Player’s Guide. I don’t think it’s fair to ask anyone to write up an entire character sheet, but I do need to be able to select a good group of heroes. If you’re applying to this game, please post the following information into this thread using the spoiler format below for ease of reading (please also look at the information in the spoilers below before proceeding further):


Outline of Mechanics/character choices:

Please list the following:

What Culture your character is from (if you want to play a Culture not in the player’s guide, please point me to which sourcebook it’s in and be aware that the answer might be ‘no’).

What Class you intend to play.

If you already know which Specialty/Path/Archetype you want to take (e.g. Agent/Burglar for the Treasure Hunter class), please list that as well.

If you know what Virtue you intend to start with (if applicable), please list that as well.

The Background you have selected (note that you DON’T need to write the background – although see the Description spoiler below – you just need to let me know which one you’re picking); plus the Distinctive Quality, Specialty, Hope and Despair that you are going for. You can either roll dice for these or choose them, I don’t mind.


This is where you sell me on your character. I don’t need much more than a couple of paragraphs, but you should at least weave together the background, distinctive quality, hope and despair in some coherent fashion.

Tell me why your hero has found themselves in Dale in the year 2946 of the Third Age. Tell me who they are, beyond their bare statistics: their quirks, habits, appearance, mannerisms; bring them to life.


This is where you post anything you want me to know about you the player, or any questions you have for me.

I have the following comments, so please read them carefully to avoid any unfortunate misunderstandings later down the line.

* Unfamiliarity breeds error. I have not used the 5e game system nearly as much as the PF1/3.5 game systems. Please be kind to me if/when I make any mistakes with the rules.

* This game won’t play itself. From what I have read it looks like – more than most PbP games – this game requires significant input from the player characters in order to keep going. The Fellowship phase is almost entirely player-driven, and the last thing I as DM want to be doing is chasing you to ask “what now? What now?” What really warms my heart is when I log in from my previous posting and see that the PCs have not been idle in my absence. Conversely, logging in to see that there are no new posts feels like the entire weight of the game is on me to move it forward (if you’re a DM, you’ll understand; if you’re not, you’ll just have to take my word for it). The more work you put in to create and play an interesting character, the more opportunity you have for interaction with the other characters. Which makes me happier and more excited about posting. Which creates more opportunities for you to post. It’s a virtuous cycle.

* Middle-Earth needs heroes. I enjoy fantasy noir, greyscale morality plays and nihilistic treatises (looking at you, Joe Abercrombie) as much as the next person, but Tolkien’s work is based on moral absolutes and the struggle against the Shadow and I intend to be faithful to that spirit. To that end, I want characters with a nobility of purpose - yes, even (or perhaps especially?) those with the Reluctant Adventurer background. Committing misdeeds will bring you Shadow Points. Antiheroes, brigands, murderhobos and ne’er-do-wells: leave now and never come back.

* You cannot do this alone. Imagine if Beorn had turned the dwarves away and refused to help them. Or if Lórien had closed its borders to the Fellowship. Or if Merry and Pippin had alienated Treebeard, rather than befriending him. An investment in social skills (Tradition, Insight, Persuasion etc.) will reap dividends.

* Against the Shadow, there is no ultimate victory. Those who will accomplish the destruction of Sauron have – in most cases – not yet been born by the time our adventure starts. Your accomplishments will be minor by comparison, but you may yet change lives on an individual scale and bring a measure of peace for a brief time. Or not. The Enemy you face is dangerous indeed and your character may fail, and perish; and you need to be OK with that. I’m not one of those DMs who takes personal glee in killing off PCs – but I have limited scope to “fix” an unfortunately-timed critical or an unwise decision. In order to sweeten this slightly bitter pill, if your character dies and you’re a good sport about it and write them an end worthy of song, I’ll let your next character start with Inspiration. On which subject...

* Concerning Inspiration. It is my experience that players tend to hold onto consumables such as hero points rather than spend them. To try and remedy this, and make the game slightly less lethal, I am considering whether or not to allow players to accumulate Inspiration – up to a maximum of 3 points, let’s say – in order to encourage them to actually use it, and to allow more opportunities to earn it through fabulous role-play (virtuous cycles, again). Let me know what you think of this and in particular whether or not it’s likely to be too unbalancing to the game.

* Literacy is a thing. I know that not everyone here has English as a first language (and that many of you who don’t still write better than I could ever hope to) and occasional typos are human error; but if you consistently get mixed up between “their,” “they’re” and “there” then I’m going to end up chewing through my fingers when I read your posts. Please don’t make me do that.

If you’re still here after reading all that, then great. Let’s make a saga that the bards will still be singing in the Ages yet to come.

Hello, and fair play for giving this a go.

I'm noting my interest here and I do indeed have a copy of the player's guide. Thinking a Man of Bree, who has become interested in the tales of travellers and wishes to see this Dale for himself. He is a would-be scholar, perhaps even a master scholar one day. Friendly and inquisitive, while no magician, he does know something of the arts of the folk healer.

Followed you from the other thread. :)

You said there you wouldn't be running the Mirkwood campaign. One of the other published ones or something of your own?
Any more info helps inspire characters and give them reasons to be involved. Or maybe I've just been spoiled by AP player's guides. :)

Aye, more information about the campaign would be good. Though, there is something to be said for "You wake up with no memory of how you got here." ;)

Followed over from the other thread as well. Here is my submission.


What Culture your character is from: Elf of Murkwood

What Class you intend to play: Warrior (Weaponmaster)

The Background you have selected: Fallen Scion
- Distinctive Quality: Determined. If you have pledged yourself to a goal, then you shall see it through; you let nothing get in your way.
- Specialty: Dark Secrets. You are certain that the Shadow played a role in your family’s downfall and will learn all that you can about the Enemy.
- Hope: I have learned that true nobility is not a birthright.
- Despair: My allies humour me; they have no interest in seeing my position restored.

Background: My character is the only remaining descendant of one of the Elven Houses of old, House Feanor; he, for his part, knows nothing of this. Instead, he was raised to be a blademaster in the service of a lord from House Finarfin, who abused and belittled him. My character took all this in stride, hoping to protect his only remaining family, his younger sister.

When she came of age, however, the lord decided to sample her virtue.

My character returned home early from an assignment to find his lord and his sister in the throws of unwilling passion and he insured that the lord would no longer passionately hug anyone. First he separated the lord from his manhood, then forced him to eat his own family jewels.

Once the lord had done so, my character took his head.

After his vengeance was wroght, my character looked to his sister. What had happened had broken her. Knowing that she would be abused at the hands of the lords of House Finarfin, my character took his sister's life, then fled to the lands of men.

Our story picks up a few scant years after these events, as the Elves tell time...

Cool, the more I've read of Cubicle 7's Middle Earth setting, the more excited I get!

You mention we start in Dale, and that this WILL be a heroic, Tolkienesque game...and in the other thread you said this probably wouldn't be the Mirkwood campaign, since DM_DM is likely going to run that.

Can you say a bit more about the game? For example, should we be attached to Dale in particular, and expect to stay mostly nearby to defend it? Should we be ready to follow adventure through out the land, leaving family behind? Should we think about Journey Roles?

Also, when do you expect to close recruitment?


Decimus Observet wrote:

Hello, and fair play for giving this a go.

I'm noting my interest here and I do indeed have a copy of the player's guide. Thinking a Man of Bree, who has become interested in the tales of travellers and wishes to see this Dale for himself. He is a would-be scholar, perhaps even a master scholar one day. Friendly and inquisitive, while no magician, he does know something of the arts of the folk healer.

Sounds like a good character concept (and thanks for posting the 5e links for me in the other thread). Dale isn't a repository of great lore - although it could become so if enough master scholars settle there! - but it is conveniently close to Erebor, which now has one of the finest libraries outside the sanctuaries of the Wise. Of course, most non-dwarves aren't permitted anywhere near it, but if sufficient service were rendered, then who knows?

@Everyone - I'm thinking of going with Wilderland Adventures, simply because it is the only one that actually starts at first level. I'm not hugely sold on the later bits of that AP, but I would hope that by the time we get that far the PCs are driving more and more of the plot.

In other words, and without giving too much away, you start in Dale (probably - ideally - in response to King Bard's proclamation/invitation) but almost immediately travel through Mirkwood and into the realm of the Beornings.

@Vrog - that backstory is... pretty much everything I'm NOT looking for (sorry to be so blunt, but it saves time). Try again?

@gyrfalcon - Recruitment will run until it doesn't. The Humble Bundle ends in around 10 days so I will probably wrap this up about the same time, unless I'm overrun with submissions. On the other hand, if people still need more time to put a character concept together (and there is a lot to take on board) then I'm open to extending that deadline. Either way, I will let everyone know at least 48 hours in advance once I decide to close recruitment.

Thanks for your interest so far, and keep the posts coming!

@Wandering Wastrel:

Cheers for the feedback. It's more that my character has heard of Dale and wants to see it for himself. He's learned about all he will in the tiny realm of Bree, so it's time to see the wider world!

Edit: In case you haven't seen it, DMDM made some inquiries about how ME5e plays in an ongoing campaign that I'm in and we did our best to give advice. Can be read here.

Hey WW - another interested party following you o'er from the other thread.

Here's the basics of my concept (it's late here in Bonnie Scotland so I'll get more details up tomorrow)...

Culture & Class: Will be pitching a Dwarf Wanderer of Erebor.

Archetype: Most likely a Hunter of Shadows.

Virtue: Not sure... Durin's Way fits in with my mind's eye concept, but Raven's of the Mountain is very cool thematically.

Background: Again not sure - some appeal...

Like I said chief I'll give the pitch some serious thought on the morrow :)


Outline of Mechanics/character choices:

* Cultures: Elf of Mirkwood
* Class: Scholar
- Specialty depends on what gets experienced
* Background: World Weary
- Distinctive Quality: Cautious
- Speciality: Smith-craft
- Hope: Even at my age, there is always something new worth discovering.
- Despair: We can never fully destroy the Shadow; we can only hold it at bay for a bit before the inevitable.


Finlogan was born in SA 3436 to celebrating parents who survived the Battle of Dagorlad, so he is 2951 years old. He grew up in the Woodland Realm and learned smith craft from his parents. In 1410, his mother and lover dies in the siege of Carn Dûm. He and his father take their grief in different directions. Within a century, his father departs from the Grey Havens for Eldamar in Aman. Finlogan descends into a fog of wine and spirits.

Two things in 2941 started to awake Finlogan from his millennium long alcohol-induced. First, Thranduil summoned his army for the Battle of Five Armies. Finlogan heeded the call and fought valiantly. Second, the horde of Smaug contained an innumerable amount of ancient weapons crafted by Elves, Dwarves and Men. His knowledge and expertise of them became highly valuable to anyone who collected them.

So over the past five years, Finlogan has lived in Dale on the doorstep of the Lonely Mountain. He doesn’t drink as much as he used to, so he’s started to remember more. His progressive sobriety will explain why he learns/remembers more as he levels, despite his age.

Finlogan has long platinum blonde hair and dresses modestly. He is a happy drunk with only a hint of grief and overwhelming loss in his eyes. His cautious behavior is over two millenniums old. His interest in the world has returned. And, his desire for revenge against the Shadow is well-aged and cultivated.

just to be clear, there is at least one typo in Finlogan’s Description section. His mother and lover were two people, so the verb should be plural, die. I didn’t intend for the background to be Greek tragedy awkward.

Most typos don’t have an eww factor, so I figured I would clarify.

And the two other dates 1410 and 2941 are in the Third Age.

And the first sentence in the second paragraph is missing the word stupor at the end.

Wow. That wasn't well reviewed.


I'm thinking about several options.

Wood(wo)man Wanderer is a top contender. The Natural Watchfulness Virtue oozes flavor for me. I love the idea of gaining forewarning of danger by noting a sudden change in birdsong...and several of those other cultural virtues are wonderful as well.

Another top contender...How could I NOT play a Hobbit? If I go that way I might want to play a Warden...but I worry a bit about going with a Charisma-focused class with a culture that doesn't even get +1 to Charisma. Should I? (I'm 100% fine with not being optimized but I'm still fairly new to 5e and don't know how big a deal it is to be a Warder with a 14 or 15 Charisma.)

Any input welcome. Thanks!

Liberty's Edge

Yup, Yup, YUP!!! Count me in!! Looking to play a Wildman Scholar (Healer).

Character Name: Amalina "The Healer"

Outline of Mechanics/character choices:
Culture: Woodmen of the Wilderland
Class: Scholar
Speciality: Master Healer
Virtue: Hound of Mirkwood
Background: The Magician (Folk Healer)

Description: Amalina was born in 2921 of the Third Age in a small village located in the Western Eaves of Mirkwood, just to the north of Rhosgobel. The middle child of 5, her family worked as hunters, foragers and woodsmen. When she was still young, Amalina's mother apprenticed her to the local wise woman (healer) where she excelled in learning the craft of healing and herblore. A happy, but no-nonsense person, Amalina soon earned a reputation as a competent healer and over her years in the village made many friends from former patients. In one instance she helped the local HoundMasters daughter through a difficult birth. As a reward, she was given a new pup from his own kennel, which he helped her train during the following years. The hound, called Odo, was a faithful companion and the two of them often went with the hunters into the dark forest during the hunting seasons. Last year, a herald from Dale arrived on his way to Rhosgobel. He spoke of the new trade in the area and the need for experienced guides to lead caravans through Mirkwood. The idea of seeing foreigners both excited and frightened Amalina, but when her two younger brothers both decided to head for Dale to sell their skills, her mother took her aside and suggested she travel with them to make sure they got there safely, and perhaps she could learn more about the outside world in the process. Surprised at her mother's suggestion she was at first hesitant until she discovered the alterative motive behind this suggestion...her father had agreed to marry her to the son of a local collier. The son, like the father, was a dirty, foul mouth drunkard, but they were well off and the match would help bring some wealth to the family. After learning this, Amalina was more than happy to travel to Dale.

Okay then, Submission #2:


What Culture your character is from: Men of Minas Tirith
What Class you intend to play: Warden (Herald)
Virtue: Captain of Gondor
Background: Emmisary of your people
- Distinctive Quality: Honourable. You are the consummate diplomat and have garnered a reputation for being respectful with your foreign peers.

- Specialty: Storytelling

- Hope: Only by joining forces can we hope to push back the Shadow.

- Despair: I’ve lost a loved one to the Shadow and I fear I cannot get them back.

My character was a captain of Gondor before being assigned to act as a diplomat for the people of Gondor among the rest of the nations of Free Men. He is well spoken and tends to use anecdotes to help explain difficult concepts. Generally, he is well-liked and highly respected for his attempts at peace.

Lately, however, he has been troubled. His daughter, Merille, was taken as the apprentice of a wizard at a young age. He was all too happy to allow her to learn to use her abilities in the defense of not only his people, but all free men; recently, however, he has begun to hear stories that the wizard who his daughter was apprenticing to has fallen to Shadow. There are whispers of hushed experiments involving blood sacrifices and corpse mutliation. Too many stories to be ignored. So now he rides to find his daughter and, if necessary, free her from her imprisonment and free the world from her master.

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@Black Dow - always good to find another Joe Abercrombie fan :) Dwarf Wanderer sounds like a good concept, I look forward to reading your pitch. Note that only Humans get a virtue at 1st level, so that's one less thing for you to have to decide! (also, Durin's Way is hugely thematic but I don't see a lot of scope for underground fighting in this campaign, at least to start with)

@Jubal - heh. I didn't even notice the awkwardness until you pointed it out: I automatically just read it as his mother and his lover both perished in the same battle (English is fun like that). Your concept looks fine, although the Player's Guide suggests a starting age for Mirkwood elves between 100 and 500 and you've gone significantly over that. It's not a deal-breaker by any means, but I was wondering if you had any particular reason for it?

@gyrfalcon - someone else with more experience of 5e might want to chip in here, but it looks like the highest stat you can possibly start with using point buy is 17 (buy a stat of 15, and play something like an Elf that gets +2). In view of that, starting with a 14 or 15 doesn't look too problematic to me (nice contrast to PF1 where you'd be crazy to start with your key stat at anything less than 16). You can always push it up by 2 when you get to 4th level.

@Vrog - thanks for taking it on the chin and coming back for more :) New concept looks more in line with what I'm thinking. My only thought is the age of your character: if his daughter was old enough to be apprenticed to a wizard (say 16 or so) and then it took, what, 18 months or so for the rumours to get back to him (there's no regular mail service in Middle-Earth) she's probably closer to 18 by now - which would make your Captain around 38 years old. Per the Player's Guide, each adventuring phase lasts a year or so, so he'd be 40 reasonably soon, which is the suggested age for retirement for Human characters. I won't be militant about enforcing that, but equally you can't just ignore age as a factor. Would you be open to changing it so she's his niece - say, the daughter of his older brother? Let me know what you think.

I'm liking what I read so far - keep them coming!

I was picturing him in his early to mid 30s, ya, although I was also picturing his daughter entering apprenticeship earlier than 16....more along the lines of 12-13 (think of the younglings!) so that she she would have the ability to control her powers.

17 is the maximum in an attribute through culture and points buy so akin to standard 5e.

There are a few cultural virtues that add a single +1 to an attribute. So 18 is possible but that's very focused. Only mannish cultures start with a cultural virtue, aye.

Hey, thanks. I went really old for a few reasons:

* You can with Elves. Tolkien elves don't physically age, so I wanted to try something new. Play someone like Ramirez in Highlander.

* I wanted to play a World Weary elf, and the key for Elven World Weariness IMHO was two things, besides age:

1. Having lived in the Greenwood before it became the Mirkwood, so he understands the difference that the Necromancer and Nazgûl made. The Greenwood starts to change when Sauron moves into Dol Goldur in TA 1050

2. Death of loved ones. However, Elves of Mirkwood have been fairly isolationists. Besides random raids, the last elven army was at the siege of Carn Dûm, according to LOTR Timeline.

* And I covered his memory lapses through alcohol or maybe drugs, too


If his age bothers you, I can reduce it to 500 years and rewrite.


Registering interest for a Shield-Maiden of Rohan. Need to buy the book and get some ideas together before I post again.

At the risk of bringing the old band back together, I submit Hobwise Hornblower of The Shire, burglar and extraordinary cook. I have all related manuals, guides, and supplements.

Stats to follow.

Character Name: Ónar

Culture: Dwarf of Erebor
Class: Wanderer
Speciality: Hunter of Shadows
Background: The Harrowed
- Distinctive Quality: 1d8 ⇒ 2 Determined. You will let nothing get in the way between you and the fulfilment of your dream, whatever it may be.
- Speciality: 1d6 ⇒ 6 Smoking. Sometimes the best way to interpret dreams is to light a pipe and reflect on them.
- Hope: 1d6 ⇒ 6 The more I understand my dream, the less I fear what I need to do.
- Despair: 1d6 ⇒ 1 My dream is too abstract and incomplete; I’ll never understand it.


Born in Erebor on TA 2883, Ónar was the only son of Óin. As befitted the scion of one of the famed members of Thorin’s Company, young Ónar’s childhood in the Kingdom Under The Mountain was steeped in learning and honing traditional dwarven crafts - both martial and mundane.

Having also been brought up on the hearth tales of Thorin’s Company, the youthful Ónar always yearned to make his way in the wilds, and seek out adventures worthy of being storied. Fancying himself as somewhat of a heroic explorer he resolved to delve deep and travel far, honing his skills for such. So it is he finds himself answering King Bard's call...

As much as the young dwarf is driven, he is also haunted. A reoccurring dream follows him wherever he lays his head... a foreboding mix of dread and the ominous phrases: "The Watcher in the Water" and "Drums, drums in the Deep."... Neither have any apparent meaning to Ónar, yet he zealously searches for clues to their meaning.


My thinking to the above is that Ónar will ultimately be part of Balin's Colony to Moria, and is destined to die alongside his father and Balin when Moria is lost in TA 2994

Ónar is a hale and hearty dwarf, with blonde hair and beard. His brow is oft furrowed with concern, or in deep thought... or both.


Both his father Óin and Uncle Glóin were noted for their ability to start fires, a talent that has seemingly been passed to Ónar himself, and one he takes great pride in.

@WW: A fellow acolyte of Lord Grimdark is always good to see :) Regards Ónar, there's more to come as I flesh out his backstory and stats, but wanted to get your take on the direction thus far.

So I have an idea for a Dúnedain wanderer, thinking the shadow hunter archtype but that isn't set in stone. Also thinking about taking the viture of Royalty Revealed, and choosing one of the other sons from the House of Isildur that went on to rule one of the other two kingdoms that came out of Arnor when it split into three kingdoms before it's fall.

The main things set in stone at the moment are the Dúnedain wanderer bit!

@Vrog - OK, that could work.

@Jubal - "because I can" is a fine reason! No reason to readjust or rewrite their age. Be interesting to see how such an old character responds to having mortal companions :)

@Sarah - sounds good, I look forward to seeing what you come up with.

@Therenger - look forward to reading your submission.

@Black Dow - so, you think Ónar will survive the adventures I set for you, huh? Ambitious :) Your submission looks fine so far, although Smaug devastated Erebor in 2770, so Ónar must have been born elsewhere in 2883 - maybe in the Blue Mountains?

@Timeskeeper - I like the idea, there's definitely scope to work with that. I look forward to reading the rest.

@Everyone - if I don't say anything to you specifically it's because I haven't any comments right now, but rest assured I have read your posts.

Good to hear!

I aim to have Harry Kettlegrass (now a Seeker of Lost Lore) ready tomorrow.

How do you feel about mounts/mounted combat?
How use are the other books to players?

@Elbow - at least one other character is applying with a Rider of Rohan so mounted combat is a definite possibility. The other sourcebooks are a steal for 15 USD but are not required. There's a couple that have alternate Cultures (Rivendell elves and Blue Mountain dwarves) if those are of interest.

IMPORTANT NOTICE - I said previously that I want you to tell me why your character is in Dale, but I'm changing things up slightly. For convenience I have decided that your characters are in Dale in answer to King Bard's proclamation inviting people to join him in rebuilding and reclaiming the North.

Exactly why your character has decided to do that - out of all the other things they could be doing - is for you to tell me.

Character Name: Hobwise Hornblower

Outline of Mechanics/character choices:
Culture: Hobbits of The Shire
Class: Treasure Hunter
Archetype: Agent
Specialty: Cooking
Virtue: Small Folk
Background: Emissary of Your People

Distinctive Quality 1d8 ⇒ 8 Trusty. You have a strong reputation for keeping your word, even when it harms you.
Specialty 1d6 ⇒ 6 Trading. You are as much a merchant as you are a diplomat and consider both to be two sides of the same coin.
Hope 1d6 ⇒ 6 In order to stop the spread of Shadow, we need to cure poisoned ears.
Despair 1d6 ⇒ 2 I did not receive my position for being a talented diplomat.

Description: Ambitious and resourceful, Hobwise craved adventure as a boy. His mother came from Took blood, and was herself a free spirit, often at odds with his father's pragmatism. It was only after her tragic death that he receeded to the predictability of the family vineyards on the south-facing slopes near Tuckborough. His father, a prominent merchant, withdrew, and his elder brothers branched off to start small wineries on their own, leaving Hobwise to manage the farm and family affairs. It was natural that the vineyard and winery operations would integrate, and as business boomed, he was able to hire workers and restore his family reputation to prominence.

Handsome, tall (for a Hobbit), and personable, he became the public face of the Root of the Vine Winery. He and his brothers built a festival hall and party room, and quickly it became necessary to promote activities and arrange ceremonies; Hobwise fequently traveled throughout the Shire, to Longbottom and Hobbiton and Buckland, and occassionaly as far as Bree. As his youth ebbed, he fully embraced the busy life managing the vineyard and the winery's activities. Recently the idea of accepting the advance of one of the many lovely ladies who cast eyes at him from across the festival hall has taken more weight. Perhaps...

Surely it was providence when the Mayor of Tuckborough declared "Bilbo Baggins Day" in honour of the anniversary of the famous Hobbit's expedition to the East. Hobwise arranged for Root of the Vine to host the evening ceremony. Mr. Baggins' treatment of his adventures was both awe-inspiring and frightening, and most were enthralled by his presence. As the beer and wine flowed well into the night, Hobwise eventually found a rare private moment with the most esteemed Hobbit.

"I believe I knew of your mother," Bilbo began, recalling the fiery redheaded matron. "I was too much younger than her, of course, and she was married and with three boys, but ne'er has a more vivid soul intoxicated my mind." The time with Bilbo was indeed bittersweet, and served to rekindle Hobwise' thirst for adventure.

On the fifth anniversary year of the Battle of Five Armies, the Thain surprised Hobwise with an official request to join an envoy to Dale, to represent the Shire on behalf of Bilbo, who reluctantly declined the personal invitation, busy as he was compiling notes for his book. While the very issue of Bilbo's adventures was a polarizing topic amongst those who deemed it a worthy conversation piece, Hobwise could not imagine a greater honour, and jumped at the opportunity to test his mettle and travel East along the same path as had Bilbo, years earlier. It only made sense that when King Bard issued his proclamation, that Hobwise would stay in Dale to contribute his expertise to the local Merchant's Guild, at least for a time...

Ability Score rolls:

Roll 1: 4d6 ⇒ (5, 4, 6, 2) = 17 = 15
Roll 1: 4d6 ⇒ (3, 4, 1, 5) = 13 = 12
Roll 1: 4d6 ⇒ (2, 1, 2, 3) = 8 = 7
Roll 1: 4d6 ⇒ (6, 2, 6, 5) = 19 = 17
Roll 1: 4d6 ⇒ (6, 1, 6, 2) = 15 = 14
Roll 1: 4d6 ⇒ (4, 5, 1, 5) = 15 = 14

@Therenger - looks good, although I don't think Hobbits start with a Cultural Virtue (don't have the book with me right now); and I can't see much by way of actual description, other than "taller than most hobbits, handsome and personable" (which are fairly subjective terms).

Also, it's going to be a point buy for stats, not a dice roll.

Grand Lodge

Gimme a bit - I am VERY interested.

My character is in Dale because he has been commanded to go in his duties as an ambassador from Gondor.

I present Harry Kettlegrass, Man of Bree and future master Scholar!


A broad man, 4' 8" in height and with a headtopped with undistinguished light brown hair, Harry has green eyes which gaze out from a kindly, bearded face. He wears simple but travel-worthy clothing which has seen some wear already and carries a stout walking stick.


Harry has a seemingly insatiable curiosity about all sorts of topics. He politely but insistently asks a great deal of questions and while the answers may have him ponder for a while, he will always find more questions to ask. He makes extensive notes with ink and quill, after querying locals and travellers alike.


Harry Kettlegrass is a young Breelander of 22 and a self-made scholar. He learned his letters well enough but took to reading every book and inscription he could find in his native Bree, then in the rest of Breeland. He has read Hobbit scholar Lemuel Heathertoe's "History of the Four Villages" in the Bree counting house cover to cover, many times. Harry is now convinced that if he wants to know more about the history of Bree and its people, he will have to leave both behind for a time. Right around when he made this realisation, he heard the summons of King Bard and found it providential. Thus, Harry has packed his belongings, bid his parents and two elder brothers goodbye, and has set off on The Road to the east.


Height: 4' 8", Age 22
Init +0; Passive Perception 15

Inspiration: 0

0 Temporary Shadow Points
0 Permanent Shadow Points

Shadow Weakness

Lure of Secrets
Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart.
AC: 11 (Leather Jerkin 11+0 Dex)
HP: 8 (1d8+0 = 5)
Speed 30 ft.

Staff +2 1d6+0 bludgeoning 4 lb. Versatile (1d8)


Man of Bree: +1 Wis, +1 Int, +1 Cha

Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 16 (+3), Wis 16 (+3), Cha 12 (+1)

Proficiency Bonus +2

Armour: Light armour
Weapons: All simple weapons
Tools: Herbalism kit, pipe
Saving Throws: Intelligence +5, Wisdom +5
Languages: Common Speech, Westron
Skills: Insight, Investigation, Lore, Medicine, Perception, Riddle, Traditions**

Skills: Acrobatics +0, Animal Handling +3, Athletics +0, Deception +1, History +3, *Insight +5, Intimidation +1, *Investigation +5, *Lore +5, *Medicine +5, Nature +3, *Perception +5, Performance +1, Persuasion +1, *Riddle +5, Shadow-lore +3, Sleight of Hand +0, Stealth +0, Survival +3, **Traditions +7

Leather jerkin

A fur-lined travelling cloak
Travelling gear for the current season
Comfortable boots
5d6 silver pennies
A letter from your family
A spare pair of walking boots
Ink and parchment

Coin: 00 GP, xx SP, 0 CP

Crossroad Glance – You have proficiency in the Perception skill.

Starting Virtue – You gain one Bree-folk Cultural Virtue of your choice.

Languages - You can speak, read, and write Westron, heavily accented with the rough brogue of Bree-land.

Hands of a Healer
You know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a shor t rest. You have one Healing Die (1d8) per level in the Scholar class. If you can touch a creature, you may expend one Healing Die per action, instantly granting them hit points equal to 1d8 plus your wisdom modifier, up to their maximum. If instead you tend the creature for at least 10 minutes, binding their wounds, treating them with herbs and poultices, and offering soothing words, then you may multiply the 1d8 by your proficiency modifier. Then add your Wisdom modifier.

Alternatively, you can spend a Healing Die to cure one disease, neutralize one poison, or remove one condition affecting a single target. Conditions are removed instantly, but poisons and diseases require the creature to take a long rest before they are removed.

The types of conditions you can cure are limited when you first gain this feature. You can remove the Frightened, Paralysed, Stunned, or Unconscious conditions. At higher levels you can cure other conditions, described below.

News from Afar
You know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of your knowledge is obscure and you do not explain how you know the things you do to others – it is enough that what you know is true. At the start of each adventur ing phase or after spending time in a Sanctuary, the Loremaster should inform you of one or two events of importance occurr ing somewhere in Wilderland.

Scholars always know a little bit about everything and the Loremaster should regularly give you rumours or information based on your appropriate Passive ability checks. For more clarity you can always make an active ability check to learn more about a person, place, or event. Once per Adventuring Phase you can add +5 to one of these active ability checks.

Tongues of Many Peoples
You know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and know a few common phrases in the tongues of the other peoples – enough to offer a greeting, shout a warning, or insult someone.


Friendly and inquisitive

Since you started your adventures, you have realised that your folk’s custom of trading with foreigners on a regular basis may help you in your endeavours. You have per fected your ability to inquire about the doings of strangers without letting curiosity get the better of you, providing you with many safe opportunities to learn from those you meet along the way. And the road goes ever on...
You are proficient in Traditions and whenever you make an Intelligence (Traditions) ability check, you add double your proficiency bonus to the check, instead of the normal proficiency bonus. Additionally, the starting attitude of folks from other cultures towards you is adjusted to Friendly when you first interact with them during a social encounter.

BACKGROUND - Seeker of the Lost

Skill Proficiencies: Lore, Investigation

Feature: Dark Foreboding
While you have not found that which you seek, you have come across much lost lore concerning other issues. You know titbits of lore, hints of where lost kingdoms lie, ruins lay buried and relics have been discarded. When you hear about a new region or ruin for the first time, you probably know at least a bit of lore about it and where you can likely find even more information (such as a song known to minstrels of a particular region, an old book in a library in Rivendell, Goblin cave paintings in the Misty Mountains and so on).

Distinctive Quality: Curious
You have a natural curiosity, especially for things that are missing.

Specialty: Old Lore
In order to uncover something lost in the present you’ve had to do lots of research into the half-forgotten past.

Hope: "Any knowledge I gain to further my quest is worthwhile."

Despair: "I’m certain that when I find what I am looking for that it will be something that was better left alone."

Silver Pennies: 5d6 ⇒ (1, 4, 3, 5, 4) = 17

@Helaman - no problem, recruitment will be open for a while.

@Vrog - noted, thanks.

@Decimus - looks good! (I didn't need a completed character sheet but I have no objection to it). He's very much not a combatant, is he ^_^ My only real comment is that the Seeker of the Lost background suggests that your character is seeking something in particular - do you have any thoughts on what that might be?

Grand Lodge

*I am assuming its 5 years after the Battle of the Five Armies. If its only a year or so then I'll change it so that instead of a boys role, he was participating in a full fledged warriors role instead, in which case he is now having his "midlife crisis", as he expects to die soon and wishes to leave his mark now. The background etc will not change appreciably. In both cases he is 'pensioned out' but still eager to serve, both for the honour of his family name and to earn sufficient to marry well, have children and leave his family sufficient after he dies*

Culture: Barding (Skill: Insight) / Prosperous Folk
Class: Warrior (Skills: Athletics, Perception)
Archetype: Weaponmaster
Virtue: Kingsmen (Longbow and Longsword +1 to hit)
Background: Doomed to die (Skills: Athletics, Intimidation. Athletics here to be replaced by either Persausion or Performance)

Distinctive Quality
While you know you will die soon you arent eager to hasten it. You will live your life as normal, knowing that the appointed hour will come when it will.

Story Telling
You may be doomed but you won't be forgotten. You tell your stories in a way that draws your audience in.

I live for today for tomorrow I die
[Personal accent to the above] I have to live well, with no regrets and head held high. I am my fathers son and must do him and his line proud while I still draw breath

I fear I will die alone and unremembered
[Personal accent to the above] I tell the tales of the fallen, but who shall tell mine?

Alfwald, Son of Torwald, comes from a long background of warriors. He was there, on the rooftops the day the Smaug came to Laketown, running arrows from rooftop to rooftop to his father, uncles and those who were like family... he was also there at the Battle of the Five Armies, as a porter and camp aide. Alfwald narrowly escaped death in Laketown, sporting burn scars on the side of his face from a splatter of dragon fire. He should have also died at the battle at the foot of the Lonely Mountain, when a goblin broke through the lines and wounded him badly then left him for dead. He knows that he is out of luck and the third time will be the last.

Life after The Return of the King Under the Mountain has not been easy. His father and both uncles died in the Battle of the Five Armies but he has been adopted by survivors of his fathers unit and trained well. His Mentor, Vandil, is renowed for prowess of arms, and has invested much time in Alfwald. Thus, the boy became a man who stayed true to his heritage and also taken up arms in defense of his people. He also seeks to stay true to his family and friends. He tells the tales and stories of the fallen, even collecting them from survivors families - for a man is not yet fully dead and gone while his name is still spoken.

Alfwald seems grim and hardened, scarred as he is, but instead is friendly, seeking friendships and providing good company - maybe as a way of filling gaps left by the deaths of those who he loved well. He has an intensity to live and live without regret. Alfwald is honourable and well regarded by his friends and comrades. He is animated and lively when telling the tales of those who died but left alone becomes melancholy, knowing that it is unlikely that any will tell his tales once he has passed into death. He's had a hard life and sees no reason why it would be any easier in his future.

He has recently completed a term of military service... given he was a participant in the fight at both events (even if in a minor role), he was deemed to have five years under arms. On the Eve of the Anniversary celebrations this young man wonders about his future - he knows it will be short, but hopes it will be of value and be honourable. He is courting Frida, also one of the survivors of the burning of Lake Town. He hopes that he may well be able to earn enough to be able to propose marriage and maybe even marry and sire children before his end comes.


S15+1 D12 C13+1 I10 W12 CH11+1 // Alternatively W10 and Ch14

@WW: He wants to know the history of Bree and the Bree-landers. Not best guesses. He wants to know that with certainty. Of course, this may be an impossible task given the eras of time involved. But Harry is a curious man and driven.

Wandering Wastrel wrote:
@Therenger - looks good, although I don't think Hobbits start with a Cultural Virtue (don't have the book with me right now); and I can't see much by way of actual description, other than "taller than most hobbits, handsome and personable" (which are fairly subjective terms).

That's fair. I was too focused on figuring out how to get a Hobbit to Dale for a reason that didn't feel arbitrary - no easy task! And you are correct about the Cultural Virtue, my mistake.

Needful to say, Hobwise was devastated by the loss of his mother, his world. She was a firebrand who, for many years, claimed privately to be stricken with visions of dark places. Hobwise watched, terrified and powerless, as the most important person in his life descended into a quiet madness. When he was a little older she told him about a place her mind frequently journeyed to, a place in black wood where spiders festered. An evil place. "Don't go there, Mum!" the frightened young Hobbit implored. She smiled her deep, sorrowful smile down on him and held his head, but said no more. On a day when her demons were less gentle, she stumbled into the lane as the horse cart sped through and was trampled to death.

Hobwise steeled his pain away for years, finding small solace in the enterprise of work and wine. It was that chance encounter with Bilbo Baggins, of all people, shocking his soul with story of simple affection for his mother, which roused his spirit. While that night may have rekindled the wanderlust he had hidden away, it also awoke the demons of anguish and sorrow. Hobwise wears two faces: the mirthful public personae, engaging and grounded, high-minded and festive - the mask. Underneath, he is soulful and vulnerable, a condition which may be brought to the surface in the throes of despair.

@Helaman - yes, it's 5 years after the Battle of Five Armies. I like the background, but could do with maybe some description of what he looks like.

@Decimus - that works. Also, did you really mean to say he's 4'8" and not 5'8"? That's not much taller than a dwarf...

@Therenger - that's all wonderful grist to the roleplay mill, but what I was trying to ask is "what does he look like?" (If we knew one another slightly better, I'd add "Describe him, m'f***er" and trust you to get the Samuel L Jackson reference but that's the sort of remark that could cause problems if the person on the receiving end hasn't watched the same films)

Wandering Minstrel wrote:
@Therenger - that's all wonderful grist to the roleplay mill, but what I was trying to ask is "what does he look like?"

That's funny. Your avatar would be my avatar, actually, so he looks like that - 3'3", 43 lbs, blonde and blue-eyed. No scars on his face except for the weight of sorrow under his eyes. If you'll be using that as your GM avatar, I'll change what I'm doing to avoid that awkward moment when we both walk into the ball wearing the same dress.

No, I meant 4' 8". :) Harry is only a bit short for a Bree-lander.

Player's Guide p49 wrote:
Most Big Bree-folk tend to be broad, rather than tall, and few are very much larger than 5 feet in height.

I need to rolls these to finish a small bit of character fluff as well before putting it all together.

1d8 ⇒ 7
1d6 ⇒ 6
1d6 ⇒ 3
1d6 ⇒ 4

Oh! And GM I took Oathsworn, and her Mighty Oath is "I will give my people a Queen they deserve and reclaim some form of home for us." Let me know if that is epic and doable because it suggests that is must be both! I figured the true reason she is in Dale is to get in King Bard's good graces to convince to him help her retake some of the lands her people lost generations ago.

Silver pennies: 3d6 ⇒ (1, 6, 6) = 13
Might as well roll this too.

@Therenger - not a problem! I was vaguely thinking about making a separate alias for this campaign so I could put useful 5e and Middle-Earth links into the profile for future reference (probably something inane like "DM Wandering Loremaster"), so go with the avatar of your choice :-)

@Decimus - I'd overlooked that. Good to know.

@Timeskeeper - that is a Mighty Oath! It's suitably epic, and it's at least as doable as "we will vanquish the Dragon and reclaim our long-forgotten gold" so go for it.

@Everyone - It's been ~48 hours since I opened recruitment and I've had a flood of high-quality applications. I know some of you (Sarah, Black Dow, Timeskeeper, and a few others) haven't yet posted complete applications so I will keep it open for a few more days. I'm currently thinking that Friday will be closing day, but if anyone absolutely needs more time than that please let me know asap.

I have tomorrow off and have most of her crunch written down now so I should be able to submit a working character by then. The main thing I'd need to do would be something I'd have to talk to you about if I was to be chosen!

Did you want us to stat out our characters? if so, are we starting at 1st level or a bit higher?

Grand Lodge

Wandering Wastrel wrote:

@Helaman - yes, it's 5 years after the Battle of Five Armies. I like the background, but could do with maybe some description of what he looks like.

Alfward, son of Torwald.

5'10" tall, bad burn scarring to left side of face. Build is lean but muscled. Scarring and calluses on hands and fingers from training. Long scar on chest running down from left to right stopping just below the diaphragm. He has shoulder length brown hair and hazel coloured eyes. He is 20 years of age.

Grim and somber appearance when he is falling into his natural demeanour but in a social situation he smiles readily and is eager to make friends and be affable. He is a gifted teller of tales, and engaging to listen to, his voice rich and deep. His stories are generally of those who died in the burning of Lake Town and in the Battle of the Five armies. His stories range from battle sagas of bravery to retelling of a child's recollections of their parents and how they were good and decent folk, always ensuring that he has the names of those whose tales he tells.

@Vrog - I'm selecting based on characters, not on their stats. I don't need to see a character sheet at this stage. And you're definitely starting at 1st level: this is a highly-modified variant of a game system I'm not hugely familiar with.

@Helaman - that works, although I think it means it means he was 15 at the Battle of Five Armies (assuming my math is right)?

okay, no worries. I just wasn't sure either way.

1 person marked this as a favorite.

No problem! Always best to ask if you aren't sure :)


(Decimus): Harry Kettlegrass, Bree Scholar
(Vrog): Warden from Minas Tirith
(Black Dow): Ónar, Dwarf Wanderer
(Jubal): Finlogan, Mirkwood Elf Scholar
(Daniel): Amalina, Woodman Scholar
(Therenger): Hobwise Hornblower, Hobbit Treasure Hunter
(Helaman): Alfwald, Barding Warrior


(thejeff): unknown
(gyrfalcon): some options mooted, no decision yet
(Timeskeeper): Dunedain Wanderer
(Sarah): Rider of Rohan
(Elbow): possible mounted combatant

Ha, I could almost make a party entirely consisting of Scholars!

Don't think I've missed anyone, but shout out if I have.

Grand Lodge

Wandering Wastrel wrote:

@Helaman - that works, although I think it means it means he was 15 at the Battle of Five Armies (assuming my math is right)?


Seems not to young to be running arrows around rooftops nor to be carrying stuff and acting as a camp aid. As a result it fits in with Kingsmen as well. 20 also seems a good age to marry - hence motive to adventure

Hey there, gonna toss my hat in the ring.

Thinking of a Dunedain out of Eriador, one of a group of northern Rangers who accompanied Aragorn when he crossed the Misty Mountains.


Culture: Dunedain
Class: Warder
Archetype: Bounder ?

Background: Harrowed:Storyteller

Distinctive Quality: Eager - You can barely contain your glee
when an opportunity to pursue your dream
presents itself.
Specialty: Minstrelsy - You know that many facts
are preserved through song and that the
emotional responses to music are similar
to your own responses to your dream
images. You observe through playing.
Hope: Not everything is pre-ordained; I revel in
such moments of uncertainty.
Despair:I am not strong enough to see my dream
through; the dream should have been given
to someone else.

Tall, 6'1", Morwenn is a striking young woman, fair of complexion, dark of hair. Such it is when she stands fully revealed, but she ofter will disguise her true
stature by slouching within her cloak, her stature being dicomfiting to some of the common folk; as well as hiding her true nature.

Despite her need to disguise her stature, she does not hide her ready smile and penchant for conversation and tales.
Always dressed sensibly, in well-worn clothes, if remembered at all, it is not due to any flashy articles of clothing.

A Reference Image

Morwenn like many Rangers, can trace her lineage back many hundreds of years. If you believe her father, one of her ancestors was a cousin to Isildur himself. Morwen does not believe her father.
Like all Rangers, she underwent brutal , but effective training for much of her early life, finally passing muster and sent out into Eriador to do her duty.

Unlike most of her brethren, who choose to remain isolated from those they protect, Morwenn often seeks out settlements in order to better know those she helps.
Often , she will walk out of the wilderness into a community, enter the single tavern and begin to sing and play her flute.
With very few exceptions, her presence is welcome , the songs she sings of golden ages and sorrowful loss a balm on the hard lives of many.
She does this for two reasons; one, to enhance her own connection to these people, two, to arise in the common people of Eriador a feeling of what has been lost and what could someday be regained.
If only one in a hundred is inspired by her music to strive more, to fight against the insidious Shadow...her work/play was well served.

When not ghosting in and out of taverns and inns, Morwenn travelled Eridor.
Seeking hidden paths and forgotten ruins, she travelled the unworn path. If after a certain time in these forlorn places that she feels the need for the human connection and made her way towards more civilized areas.
After some years patrolling Eriador, it came to pass that Aragorn was to cross the Misty Mountains and learn what he could of the lands beyond in Erebor, especially now that the Dragon was vanquished.

Morwenn, tormented by a recurring dream, knew she had to accompany the Dunedain scion on his journey...her destiny was waiting on the other side of the Mountains.
And so it came to pass that she was one of the few selected to journey East.

She has been East of the Mountains for 4 years,ever since bidding farewell to Aragorn and the other 3 Rangers on the banks of the Old Ford. As she's journeyed, playing her flute, singing and telling tales, she's
caught glimpses of her dream here and there, evidence that she was in the proper place.

When the proclamation came from Bard, seeking adventurers for the heroic task of Reclaiming the North, she recogized elements from recent dreams and resolved to present herself for consideration.

I am basing this background both on her harrowing dreams but also this quote from the players guide pg19 :

In the years to come, the chieftain of the Rangers,
Aragorn son of Arathorn, will begin his great errantry.
He will cross the Misty Mountains into Wilderland, and
explore the length and breadth of those lands before going
south to serve in the armies of Rohan and Gondor. He will
go in disguise, and he will not go alone.

Grand Lodge

Herdis, daughter of Broddr, is from Lake-Town.


The daughter of a prosperous merchant Herdis grew up on stories of epci deeds and might heroes, a time that seemed long since past under the shadow of the Dragon. But then the Battle of Five Armies happened, and Herdis realized that maybe the days of tales weren't over yet, and that she had might just have the chance to be in one.

Her chance came five years later when she...borrowed, a letter delivered to her older brother and decided to, "Represent the family to King Bard." She departed in the night with only her equipment and one page boy, hoping to make a name for herself before anyone catches up to her.

Physical Description:

Herdis is 17, and is moderatly short for a Lady of the Lake. Her hair is brown and long, though it currently hides in her cloak.

Her clothing is of excellent quality, but while it was obviously tailored for a female, the style is more mannish then many women of the Free Peoples would wear.

Herdis is not disguising her gender per-say, if you just so happen to see her in breeches and mistake her for male...oops?

Class Choices:

Culture: Men of the Lake
Class: Warden
Warden Expression: She would prefer Herald or Bounder, but is likely to be better suited to Counselor
Virtue: Merchant Prince
Background: Lure of the Road

Distinctive Quality: Adventurous -- You enjoy new challenges and experiences.
Specialty: Trading - You have met many different types of people in your journeys; you’ve gained considerable skill in diplomacy and negotiation.
Hope: I’ve learned so much by being out in the world; I’d never have learned so much staying at home.
Despair: My travels are simply my excuse for getting away from problems at home.

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