The Mirkwood Campaign (GM Sarah) (Inactive)

Game Master Sarah 'queen' B.

BATTLE MAP I MIRKWOOD I RHOSGOBEL


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Female Hobbit of the Anduin Vales | Treasure Hunter (2) | HP: 18/18 AC: 14 Spd: 25ft| Init: +3 Perc: +7 PP:15 | Short Bow: +5 (1d6+3), Shortsword +1: +6 (1d6+4) | Exhaustion: 0, Inspiration: No

Should we just put this on pause for a while and restart when everyone can commit to regular posting?


Hi, I'm back now. sorry about that but I was really very unwell.

It looks as though Ólneth's player has disappeared unfortunately. It's been nearly a month since they posted anywhere. That means picking up another player. I've asked Timeskeeper if they're interested as I know them from the other ME campaign I am in.

I'm sorry for the delay. I am still here and still interested in moving this on.


Female Wood-Elf Warden 1 | HP: 9/9 | AC 15 | Perception +4 | Initiative +3 | Insight +2 | Wis Save +2 | Con Save +1 | Warden's Gift 2/2

Hi everyone.

I'm very sorry for disappearing like that. I've been pretty sick for the past few weeks, and at this point don't expect to start feeling better anytime in the immediate future. Therefore I'm dropping out of all my games. (Which I had unofficially done anyway I guess.)

Again, I'm very sorry I didn't say anything sooner, I just kept hoping things would get better and I'd be able to rejoin. It was great playing with you all, and I wish you the best of luck.


Female Hobbit of the Anduin Vales | Treasure Hunter (2) | HP: 18/18 AC: 14 Spd: 25ft| Init: +3 Perc: +7 PP:15 | Short Bow: +5 (1d6+3), Shortsword +1: +6 (1d6+4) | Exhaustion: 0, Inspiration: No
Ólneth wrote:

Hi everyone.

I'm very sorry for disappearing like that. I've been pretty sick for the past few weeks, and at this point don't expect to start feeling better anytime in the immediate future. Therefore I'm dropping out of all my games. (Which I had unofficially done anyway I guess.)

Again, I'm very sorry I didn't say anything sooner, I just kept hoping things would get better and I'd be able to rejoin. It was great playing with you all, and I wish you the best of luck.

Best of luck to you, Ólneth. I hope your health improves soon! Take care.

Acquisitives

Init:+5 Perc: +4 |ATK: +7/d10+5| Shots: 1/2| Mv = 40'| Ogrun GunMage 1| AC:19 | HP: 12/12 | 1st: 0/1|

God Bless us, everyone!


@ Ólneth, I'm sorry to hear that, although I'd sort of assumed you were dropping out. I hope you make a full recovery. Look after yourself.

@ everyone else, sorry for letting this drag on. I've been really, really unwell but am still around. I will move things on again once I'm back home from Christmas. Thanks for your patience.


Female Hobbit of the Anduin Vales | Treasure Hunter (2) | HP: 18/18 AC: 14 Spd: 25ft| Init: +3 Perc: +7 PP:15 | Short Bow: +5 (1d6+3), Shortsword +1: +6 (1d6+4) | Exhaustion: 0, Inspiration: No

No worries, GM. Agnar and I know a player who could fill the open spot. I can see if she's interested; let us know how you plan to proceed.


Thanks, please do go ahaed with that. I've asked Timeskeeper if they're intersted but another player is definitely welcome.


Female Hobbit of the Anduin Vales | Treasure Hunter (2) | HP: 18/18 AC: 14 Spd: 25ft| Init: +3 Perc: +7 PP:15 | Short Bow: +5 (1d6+3), Shortsword +1: +6 (1d6+4) | Exhaustion: 0, Inspiration: No

The person I reached out to declined. We did just reopen the campaign I had been running for recruitment and got some interest. If we need players, that's always an option.


Happy New Year everyone! I've put up a recruitment post (https://paizo.com/campaigns/v5748p75ivlhd/recruiting#1) so if you know anyone who might be intereste please point them to it.


Female Hobbit of the Anduin Vales | Treasure Hunter (2) | HP: 18/18 AC: 14 Spd: 25ft| Init: +3 Perc: +7 PP:15 | Short Bow: +5 (1d6+3), Shortsword +1: +6 (1d6+4) | Exhaustion: 0, Inspiration: No

Strong interest already. Good news.


Yup - feel free to PM me any thoughts :)


Male Dúnedain Warden 2 I HP: 3/19 I AC 15 (17) I Spd 30 ft I Init +3 I Percep +2 PP 10 I Insight +2 I Wis Save +1* I Con Save +2 I 2 Shadow points

Welcome to our newest member! Looking forward to our continuing adventures.


Female Hobbit of the Anduin Vales | Treasure Hunter (2) | HP: 18/18 AC: 14 Spd: 25ft| Init: +3 Perc: +7 PP:15 | Short Bow: +5 (1d6+3), Shortsword +1: +6 (1d6+4) | Exhaustion: 0, Inspiration: No

Ditto!


Male Woodmen of Wilderland Wanderer 2 | 17/21 HP | AC 14(16)| Insp: Yes | Speed: 30' | PP: 16 | Shadow: 0 | Exhaustion: 0 | Great Bow: +5 (1d8+3) | Scimitar: +5 (1d6+3)

Greetings all. And thanks again for the invite. Revised background is still to come, but overall I think most of the crunch is ready. Will hopefully get to the background late tonight, otherwise it may be later in the day tomorrow.


Female Hobbit of the Anduin Vales | Treasure Hunter (2) | HP: 18/18 AC: 14 Spd: 25ft| Init: +3 Perc: +7 PP:15 | Short Bow: +5 (1d6+3), Shortsword +1: +6 (1d6+4) | Exhaustion: 0, Inspiration: No

Welcome Guthrim!


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Male Woodmen of Wilderland Wanderer 2 | 17/21 HP | AC 14(16)| Insp: Yes | Speed: 30' | PP: 16 | Shadow: 0 | Exhaustion: 0 | Great Bow: +5 (1d8+3) | Scimitar: +5 (1d6+3)

Here's Guthrim's updated backstory.

Guthrim's Tale:

Unlike most of his people, Guthrim is dark haired with green eyes that always seem to sparkle like new leaves on a sunny spring day when he laughs or smiles, which is quite often. Gregarious and open minded, he’s known about Woodmen-town and some of the other clan lodges as a generous, kind bringer of news (or perhaps tall tales) and a stout fighter in a time of trouble.

Guthrim was born to one of the few small clans still clinging to the eastern edge of the Great Wood. With a full moon shining brightly over the plain of Rhovanion and the Wandering Star high in the sky, Guthrim came into the world. From his earliest day he showed a curious and restless nature. As a young boy he would push to see what was beyond the next thicket, around the next corner or over the next ridge. A desire that when younger often got him in trouble with his mother as he disappeared for hours only returning long after dark. But as he got older this desire to know the land and its many secrets and wonders served him well. Whether seeking game for the pot or setting an ambush for invading Orcs or Easterlings, Guthrim often found success. The later leading him to help successfully drive off a force of wainrider raiders who attacked his clan lands three summers ago.

Having seen the raiders during one of his longer treks, he was able to race back in time to warn his folk. During the ensuing battle, Guthrim found himself facing one of the biggest and fastest warriors he’d ever encountered in his still young life. But luck and light were with him that day as he defeated the warrior although his lay broken upon the field and he’d suffered a bad wound to his leg. Following the fight, he replaced his weapon with that of his fallen enemy. The gesture partly to honor the fallen foe, but also because the exotic curved blade had bested his own. Most importantly it matched his lighter frame and quickness better than the bulky axe so often used by his clansmen.

The other blessing to come to Guthrim on that faithful day was his discovery of a litter of Easterling war pups among one of the captured wagons of raiders. The mother had been killed during the fight, but the puppies were still hail and healthy. One he gave to his youngest sister, another to his uncle. The third, the black and brown runt of the trio, he kept for himself. Naming the pup Grimm for being found among the grim detritus of battle, for that point forward the two were inseparable.

Like nearly every child of Mirkwood, Guthrim learned the use of bow and blade from his fathers, uncles, and older brothers. But unlike most men of the clan, his curious nature granted him an interest in the plants and herbs hunted and harvested by his mother and aunts for cooking, healing, and other purposes. But his true joy has always been carving. Given a simple bit of wood and a sharp knife, it is said Guthrim can bring forth the woods true form as if he had elf blood run through his veins. From elegant cranes, to charging horses, to burly warriors, the longhouses of his clan are scattered with the many carvings he has made for the children each Midwinter.

His works spread further among the clans when he decided to take to the roads, exploring more and more of the world. With each hamlet or longhouse visited he would usually leave a small carving for one or more of the children along with memories of his wide smile and hardy laugh. It is because of these little works and bit of happiness carried through a dark and shadow filled wood, that he became known among the clans as the Woodshaper.

Yet like most denizens of Mirkwood, Guthrim has also known hardship. The most significant and substantial being the loss of his clans, ancestral lands. Unfortunately, the success of driving off the Easterlings three years ago was not to be repeated. Sagath raiders returned in larger number the next summer and his folk were forced to flee. His oldest brother and two uncles were killed during the fighting, but his father, mother, two sisters, and younger brother successfully escaped into the forest. Forced to make the dangerous journey through Mirkwood with little more than they could carry on their backs, they arrived in Rhosgobel hungry, exhausted, battered, and dispirited. Fortunately, his mother had spent the usual year apprenticing with the wizard Radagast and he accepted the refugees into his home so they could recover and recuperate.

While in Rhosgobel, Guthrim’s good humor and desire to learn and explore the world served him well. He worked hard to gain the trust of Radagast. In turn, the wizard taught him how to train Grimm to become a true ally and aid in many things both on and off the battle field. When his family finally decided to move north to Woodmen Town, he promised the wizard he would continue to help defend the Free Peoples however he could and one day regain his clans lost lands in the east. As he travels the paths and roads of Wilderland he often returns to Rhosgobel to share news of his travels and any signs of the shadow with the old wizard.


Male Woodmen of Wilderland Wanderer 2 | 17/21 HP | AC 14(16)| Insp: Yes | Speed: 30' | PP: 16 | Shadow: 0 | Exhaustion: 0 | Great Bow: +5 (1d8+3) | Scimitar: +5 (1d6+3)

Rolling for Silver: 2d6 ⇒ (6, 6) = 12

And with that, I should be pretty good to go. Maybe a bit more equipment to add with that roll. ;)

GM: Let me know if you have any questions and how you would like to have me enter the fray.


Thanks Guthrim. I like the story and the build. Two things to think about possibly changing.

Frist, I've had some thoughts on how Radagast plays out, you can find them in this post. It's very very unlikely that he concerns himself with 1st level characters. Could I suggest changing your patron to The Axe? You can read a bit about her in this post. She'd basically fulfill the same role as Radagast in your backstory so you wouldn't need to change it.

(I'd like to keep the major NPCs as bit-parts in this campaign story. When they come in, it should be briefly and awesomely)

The other thing is your known lands. You've listed Heart of Mirkwood and Southern Mirkwood, both of which are insanely crazy dangerous places to wander. Could I get you to reconsider? You can always add them later when you level up and have had some experience wandering through them.


Male Woodmen of Wilderland Wanderer 2 | 17/21 HP | AC 14(16)| Insp: Yes | Speed: 30' | PP: 16 | Shadow: 0 | Exhaustion: 0 | Great Bow: +5 (1d8+3) | Scimitar: +5 (1d6+3)

GM: I'm fine with the patron change. Backstory updated.

As for the Known Lands, I'll go ahead and change those to the East Bight and Narrows of the Forest. Again, both fit the backstory of moving west from the east. Hopefully they will have relevance to the campaign at some point.


Male Woodmen of Wilderland Wanderer 2 | 17/21 HP | AC 14(16)| Insp: Yes | Speed: 30' | PP: 16 | Shadow: 0 | Exhaustion: 0 | Great Bow: +5 (1d8+3) | Scimitar: +5 (1d6+3)

GM: I think all is ready, just let me know how you'd like me to join.


Yes, busy first week back. I'll post something this weekend.


Female Hobbit of the Anduin Vales | Treasure Hunter (2) | HP: 18/18 AC: 14 Spd: 25ft| Init: +3 Perc: +7 PP:15 | Short Bow: +5 (1d6+3), Shortsword +1: +6 (1d6+4) | Exhaustion: 0, Inspiration: No

GM Sarah, seems like you're on a weekly posting cadence. Is that the expectation going forward?


Sorry, no. I plan to do better! I've just had a busy start to the year and got caught up with other things :(


TO add to the above, yesterday was the first day this year I haven't had to (virtually) go to work. With 2 major projects now out the way, things should be a lot more relaxed and I will up the posting rate. Thamks for your patience.


Female Hobbit of the Anduin Vales | Treasure Hunter (2) | HP: 18/18 AC: 14 Spd: 25ft| Init: +3 Perc: +7 PP:15 | Short Bow: +5 (1d6+3), Shortsword +1: +6 (1d6+4) | Exhaustion: 0, Inspiration: No

If memory serves, Long Lake is one of the few places where Reedmace grows in abundance. We should spend time harvesting as much as we can pile onto the mules and carry on our persons.


You are on a sort of clock, here. Those supplies do need to get back to Rhosgobel, and you lost a few days already running that errand back in Mirkwood. I'm not stopping you from doing what you want, just reminding you :)


Female Hobbit of the Anduin Vales | Treasure Hunter (2) | HP: 18/18 AC: 14 Spd: 25ft| Init: +3 Perc: +7 PP:15 | Short Bow: +5 (1d6+3), Shortsword +1: +6 (1d6+4) | Exhaustion: 0, Inspiration: No

How long, in game time, will it take to go the long way around Mirkwood? I was thinking that must be a couple months, in which case a few extra days would not overly delay our return.


Male Woodmen of Wilderland Wanderer 2 | 17/21 HP | AC 14(16)| Insp: Yes | Speed: 30' | PP: 16 | Shadow: 0 | Exhaustion: 0 | Great Bow: +5 (1d8+3) | Scimitar: +5 (1d6+3)

GM can make the final call, but a rough estimate of travel time, assuming we take the northern route around the forest would be about 650 miles. Base foot travel rate of 20 miles per day (per the PG) would put us at about 32 days of travel. About 160 miles of the travel is through Hard terrain, but over half is through Moderate or Easy, so it probably all balances pretty closely. We might even be able to come in a bit quicker with a bit of luck. Certainly we could make up a day or two on the easy areas just north of Long Lake and going down through the Vales west of the forest.


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It's a bit more than that because you don't have roads. But yes, you're looking at just over a month to get back home.

Also, you have 3 mules. These are going to be your constant companions for several weeks so lets give them some identity.

Violet is the lead mule, the other two follows where she goes. But she's a mournful creature, who carries the burden of the world on her shoulders and wants you to know it. She sighs when you load up her pannier each morning, and again when you unload it at night, as if to say know, O man, that I have died for your sins. But it's alright. I'll do it again. It's a thankless task.

Jasper is proof that reincarnation might be a Thing, because he was probably a red setter in his previous life ("Wow! Dog food *again!* Isn't that *amazing!*). He is affectionate and nuzzles at everyone with his long muzzle whenever they come close. This has a tendency to knock Faem over if she isn't looking for it, which Jasper finds hilarious, giving a braying laugh whenever it hapens. His ears twitch every time some scurrying mouse or vole catches his attention.

Nestor is plain Evil. He's a grizzled old mule, with a greying coat that is molting badly and he isn't going to put up with your sh*t. Anyone who gets too close, he bites. If they stand behind him, he kicks. Every morning you have to beat him until you almost draw blood in order to get him to start wallking, and when he decides it's lunchtime his stops, all four legs locked in place and no spell in the tongues of men or elves will get him to move until he's been fed (and yes, he has no problems biting the hand that feeds him). The only reason you don't kill him and turn him into salami is that you can't carry the weight of his pack. And yes, he knows this.


So, is the plan to go hunting for Reedmace and then take the northern pass around Mirkwood? Just so I'm clear before I move you all on.


Male Woodmen of Wilderland Wanderer 2 | 17/21 HP | AC 14(16)| Insp: Yes | Speed: 30' | PP: 16 | Shadow: 0 | Exhaustion: 0 | Great Bow: +5 (1d8+3) | Scimitar: +5 (1d6+3)

That works for me.

Acquisitives

Init:+5 Perc: +4 |ATK: +7/d10+5| Shots: 1/2| Mv = 40'| Ogrun GunMage 1| AC:19 | HP: 12/12 | 1st: 0/1|

That sounds good.


Also, Lorgan, can you let us know you're still alive please


Alright, I'll move us on. Just so you know, though, these herbs aren't rare because they're valuable (i.e. everyone picks them to sell). They're valuable because they're rare. You don't find athelas seedlings at your local store, there's no wandering shrubber growing it on his cart. You find it when your need is greatest, at great peril. The rulebook says finding these things should be an adventure in itself and that's what it will be.

(And please don't take that as an excuse to start quoting Monty Python)

I said in an earlier post about Radagast being somewhat involved in giving the herbs a measure of his power. That also means that getting them is a challenge, if you survive you're meant to have them and if you don't, well then maybe the herd is better off without the weaker/foolish members.

Acquisitives

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Init:+5 Perc: +4 |ATK: +7/d10+5| Shots: 1/2| Mv = 40'| Ogrun GunMage 1| AC:19 | HP: 12/12 | 1st: 0/1|

Okay got it.

There arn't any Shrubbers.

Especially none named Roger. Roger the Shrubber.

Especially not in this particular period in history.

nie!

Acquisitives

Init:+5 Perc: +4 |ATK: +7/d10+5| Shots: 1/2| Mv = 40'| Ogrun GunMage 1| AC:19 | HP: 12/12 | 1st: 0/1|

Did you want us to make a roll to find the shrubberies! athelas?


Male Dúnedain Warden 2 I HP: 3/19 I AC 15 (17) I Spd 30 ft I Init +3 I Percep +2 PP 10 I Insight +2 I Wis Save +1* I Con Save +2 I 2 Shadow points

Yes, I'm still around and still alive, apologies. January has been an UTTER BASTARD and I'm glad it's dead. Posting now.


Quick changeup. We previously had roles decided as

Guide: Agnar
Scout: Ólneth
Lookout: Faem
Hunter: Lorgan

Ólneth has gone, and from what I remmber about the rules, Wanderers make the best guildes, so my suggestion is

Guide: Guthrim
Scout: Agnar
Lookout: Faem
Hunter: Lorgan

Any other suggestions welcome.


Male Dúnedain Warden 2 I HP: 3/19 I AC 15 (17) I Spd 30 ft I Init +3 I Percep +2 PP 10 I Insight +2 I Wis Save +1* I Con Save +2 I 2 Shadow points

That works for me :)


On the 5e action ecnomy, I agree. It's quite generous but I don't think you can drop a weapon, draw a weapon, and then draw a second weapon or a shield all in one go and still attack. I'll let you drop the bow and draw a weapon. Second breakfast weapon and/or shield will have to be next round. (You missed anyway, Faem so I'm not taking anything away from you :P)

Guthrim, shooting in melee means you had disadvantage on the roll, but you missed anyway so it doesn't matter. Can anyone remember what the AoO rules are in 5e? Does shooting in melee provoke?


Male Woodmen of Wilderland Wanderer 2 | 17/21 HP | AC 14(16)| Insp: Yes | Speed: 30' | PP: 16 | Shadow: 0 | Exhaustion: 0 | Great Bow: +5 (1d8+3) | Scimitar: +5 (1d6+3)

I guess I didn't realize we were in direct melee. I thought they were swooping down and flying back up like birds.

If in melee, then I would have switched to the scimitar. Either way it missed.

From the Players Handbook on Actions: Your turn can include a variety of flourishes that require neither your action nor your move. You can communicate however you are able, through brief utterances and gestures, as you take your turn. You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.

In my mind, dropping a weapon has always been a free action, I mean it doesn't take any real time to let go of something. So he could draw and attack, and then use a move action to ready the shield instead of moving. My two cents.

On Opportunity Attacks also from PHB: You can make an opportunity attack when a hostile creature that you can see moves out of your reach.

Nothing mentioned about firing a bow. I believe that's a PF rule.

Acquisitives

Init:+5 Perc: +4 |ATK: +7/d10+5| Shots: 1/2| Mv = 40'| Ogrun GunMage 1| AC:19 | HP: 12/12 | 1st: 0/1|

you are correct about only interacting with one object.

Also, yeah, I've always thought of dropping as free.

Also also, I dont think that shooting into melee gives disadvantage. Just like flanking, I think that is one rule that went by the wayside for sake of simplicity and being not-pathfinder.

I may ne wrong tho.


I agree about dropping for free, that’s the way I’ve always plaed it. The rules in 5e seem much more relaxed about what you can do in 1 round.

I found it. Ranged attacks in close combat "Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated."


One more thought: there is a house rule I've seen for 5e to try and speed ocmbat up a bit. If you miss the AC by 5 or less, you can do minimum damage as if you rolled a 1 on all your dice BUT you take damage equal to the CR of the thing you're fighting (minmum 1). These things have AC 13 so with this rule, if you rolled an 8 you could still hurt them and you'd take 1 damage in return.

What do you think of that?


Male Dúnedain Warden 2 I HP: 3/19 I AC 15 (17) I Spd 30 ft I Init +3 I Percep +2 PP 10 I Insight +2 I Wis Save +1* I Con Save +2 I 2 Shadow points
Sarah the GM wrote:

One more thought: there is a house rule I've seen for 5e to try and speed ocmbat up a bit. If you miss the AC by 5 or less, you can do minimum damage as if you rolled a 1 on all your dice BUT you take damage equal to the CR of the thing you're fighting (minmum 1). These things have AC 13 so with this rule, if you rolled an 8 you could still hurt them and you'd take 1 damage in return.

What do you think of that?

I like this. I'm wishing I'd thought of it.


Male Woodmen of Wilderland Wanderer 2 | 17/21 HP | AC 14(16)| Insp: Yes | Speed: 30' | PP: 16 | Shadow: 0 | Exhaustion: 0 | Great Bow: +5 (1d8+3) | Scimitar: +5 (1d6+3)

Yes, Disadvantage in the bow attack, but no AOO.

As for the house rule, I'm fine with it if others are. I doubt I'll remember and unless you as GM want to post the AC of the enemy right away it'll lead to extra posts asking "What's the AC?" whenever anyone rolls low.

To be honest, 5E combat usually goes pretty quickly anyway unless there are a ton of enemies or one is built to be hard to take down. So I'm also okay calling a miss a miss. Just my two cents.


Female Hobbit of the Anduin Vales | Treasure Hunter (2) | HP: 18/18 AC: 14 Spd: 25ft| Init: +3 Perc: +7 PP:15 | Short Bow: +5 (1d6+3), Shortsword +1: +6 (1d6+4) | Exhaustion: 0, Inspiration: No
Sarah the GM wrote:

One more thought: there is a house rule I've seen for 5e to try and speed ocmbat up a bit. If you miss the AC by 5 or less, you can do minimum damage as if you rolled a 1 on all your dice BUT you take damage equal to the CR of the thing you're fighting (minmum 1). These things have AC 13 so with this rule, if you rolled an 8 you could still hurt them and you'd take 1 damage in return.

What do you think of that?

I think combat will go quickly enough. I'm not a purist, but I do believe that if the players get some advantage, then the enemy should get the same advantage. I vote no.


Female Hobbit of the Anduin Vales | Treasure Hunter (2) | HP: 18/18 AC: 14 Spd: 25ft| Init: +3 Perc: +7 PP:15 | Short Bow: +5 (1d6+3), Shortsword +1: +6 (1d6+4) | Exhaustion: 0, Inspiration: No

Also, regarding Hide rules, Hide is an action, so I can attempt to hide every round. In this case, I'd first need to disengage or provoke an AOO, so it's not worth the wasted combat turns moving for the limited benefit.


OK, I will ditch that house rule idea.

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