Mathezic

The Shepherd's page

76 posts. Alias of James Keegan.


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Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

I'm not sure either. Hopefully everybody's okay.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd tries his own hand at scouting out a suitable campsite, not feeling particularly inclined to sleep near the wraith's lair, even with it slain.

Explore: 3d6 + 1d12 ⇒ (5, 4, 4) + (4) = 17

First success in that group, so I'll take an advancement.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd continues to fight defensively, even though the wraith appears routed.

Long-hafted axe, 1 handed: 3d6 + 1d12 ⇒ (2, 2, 4) + (8) = 16
Damage 5, Injury 18


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Battle: 2d6 + 1d12 + 6 ⇒ (5, 1) + (6) + 6 = 18
That's a success and an advancement point, right?

Axe in one hand, torch in the other, The Shepherd holds his position and fights defensively.

"For the Woodmen!", he shouts, waving his torch and swinging his axe once the wraith comes within range.
Long-hafted Axe, defensive stance: 3d6 + 1d12 ⇒ (6, 1, 5) + (9) = 21
Great success!


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd steps out of the circle Anariel indicates, looking shocked.

"Well, I defer to your expertise Anariel. Certainly I wouldn't want one of these wraiths stalking the countryside."


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Lore: 1d6 + 1d12 ⇒ (5) + (7) = 12

The Shepherd keeps a close eye out for goblins, but puts his pack down once the camp site is reached.
"We shouldn't be too far off from our wayward Hobbit, now."


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Shepherd has a sour expression on his face, but remains quiet. If the rest of the Company is intent on letting this boor into their camp, he won't cause trouble.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Travel: 1d6 + 1d12 ⇒ (4) + (11) = 15

I think I'm the only Frugal level companion. A point of treasure to cover the toll/buy up my spending level for the month?


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

As always, The Shepherd scouts ahead for the best places to make camp.

Explore: 3d6 + 1d12 ⇒ (6, 1, 1) + (1) = 9


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Shepherd is stuffed by the Hobbit-sized portions (and courses) presented to him.
"I couldn't eat a bite more, Brandy, though it's all delicious. Goodness, where do you hobbits keep all that extra food? I'm amazed you all didn't roll here if this is a typical dinner!"

Lore w/Wits: 1d6 + 1d12 + 6 ⇒ (1) + (8) + 6 = 15


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Inspire: 1d6 + 1d12 ⇒ (6) + (6) = 12

"If I've learned anything from traveling with Brandy here it's that you hobbits are built of sterner stuff than any could think. If Dindy's found trouble, I'm certain that he's found a way to carry on and if Merovech is looking for him, it's only a matter of time before we bring him home. Never fear, my friend: your brother will be back at the Inn in no time once we've set ourselves to the task."


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Insight: 2d6 + 1d12 ⇒ (1, 2) + (12) = 15
Gandalf! That is a bonus die, right?

"We're all friends here, Dody. Of course we can head out to find your brother. Did he bring any guards with him when he set out? Or porters?"

Courtesy+bonus die: 2d6 + 1d12 ⇒ (4, 4) + (10) = 18


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Shepherd smiles.
"They're all true- we silenced a bell deep in the marshes where Men had fallen under the Shadow's sway- a bell that nearly made us lose our faculties from the sound of it! We've held our ground against Orc warbands under the eaves of Mirkwood and brought Wolfbiter back to Woodland Hall where it belongs."

He clears his throat.
"Well, Wolfbiter is in pieces, sadly, but will be fit to wield once more in time! All of our deeds in service to Gloin and his diplomatic envoys to the Great Eagles- who may pay a visit to the Gathering of the Five Armies."

"A great eagle stood before us, high in the mountains- almost as close as you and I right now! Fit to make the mightiest man feel like a mouse and Balin hopped right onto his back! (With the eagle's permission, of course!)"


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2
CircadianRythms wrote:


Shepherd- "Ah, Merovech the Mighty! Aye, we've heard tell. In fact, he was through these parts some time ago. Seemed he had a task; looking for some lost Halfling, or so I'm told."

Shepherd nods.

"Ah, I see. Do you know when he set out?"

"I'm the Shepherd, by the way."


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Insight: 2d6 + 1d12 ⇒ (4, 2) + (9) = 15

The Shepherd raises his tankard in a toast to his new Beorning friends.
"To fine companions, fine mead and a fine host!", he announces.

"My companions and I only recently shared the road with Merovech, a most worthy man of the Anduin valley. Have you all met him before? It seems every soul in Beorn's lands has a tale or two about him."


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

To Mar and Hanar, before we set out.
"I have you all and our comrades to thank- it means the world to me to be recognized so- and I only hope that I can return the favor for the rest of our fellowship."

At the Easterly Inn, The Shepherd takes a seat and rents a bed in the common room. He'll have some of the less expensive ale and food before joining in on the Beornings' drinking song.

Song: 3d6 + 1d12 ⇒ (2, 5, 3) + (3) = 13

Though, he doesn't really know the words very well...


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd stands taller and more proudly now that he's gained some recognition from his Chieftain.

In Woodmen Town he beings packing up his traveling gear once more.
"Have either of you heard of this Easterly Inn that's opened up? I should think it's a fine place to meet up with Anariel and Galadhon once Brandy has come back from Lake Town.", he says to Mar and Hanar.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Okay, I've advanced my character.

Bought Travel up to 1, Insight up to 2 in Common Skills and I'm going to save the other 4 advancement points.

With experience, I bought my axe skill up to 3, spear up to 2 and wisdom up to 3- working toward that hound virtue.

Does anyone else need Hope? I've spent two and since Mar has been fine the whole adventure, that should bring me up one right? Then I just need one from the fellowship pool to be completely refreshed.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

My character profile is updated with advancement points broken down by skill group. I'll think on it a moment and spend my points soon- I saved the initial extra points from character creation to see what would be best to spend it on.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

I'm going to need to improve my bookkeeping for this game and rework my character sheet a little. I'll try to take care of that today and then I'll have a better idea of how I'm advancing my PC.

On the road back to Mirkwood from the Aerie, The Shepherd hangs back with his friends Mar and Hanar.

"It's a long road back to the Lonely Mountain, my friends. Would you care to join me in Woodman Town? We've but simple fare, as you've seen, but you're always welcome."

The Shepherd bids Merry and everyone else going to Lake Town a warm goodbye and heads home to Woodman Town to visit his family and bear witness to the Council of Elders.

I'll be staying in Woodman Town/Woodland Hall and Visit the Council of Elders.

Wait.... Shepherd.... the Council.... Am I Mass Effect?


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Lore: 1d6 + 1d12 ⇒ (3) + (2) = 5

Insight: 1d6 + 1d12 ⇒ (4) + (5) = 9

The Shepherd picks his jaw from off the floor and tries to recall what he knows of the great eagles.

Song: 3d6 + 1d12 ⇒ (1, 3, 4) + (9) = 17


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2
CircadianRythms wrote:

I'll let Adventurous fly.

So; Merovech speaks with you, Shepherd.

"Oh, aye...since before the Battle of Five Armies. Beorn has honored me with his trust, and those in his lands depend on me from time to time."

Merovech indicates his cloak-pin, which is silver and in the shape of the head of a boar.

"Merovech the Mighty, some have called me."
He laughs at that.
"It's a good life I happened into, fighting Orcs and protecting the people of Beorn. I'm a lucky man! What of you, Woodman?"

"I fell in with Anariel when he and Galadhon stopped in Woodland Hall. I had always wanted to set out and do my part against the Shadow, but my poor health had kept me from stepping out on my own. I hope to learn more about our neighbors and to help forge stronger alliances."


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd hustles up to Merovech after returning from scouting.

"You're a respected man around here! Have you worked with Beorn for a long time?"


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Explore: 3d6 + 1d12 ⇒ (4, 1, 1) + (11) = 17
Travel: 1d12 ⇒ 8


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Insight: 1d6 + 1d12 ⇒ (4) + (7) = 11
Knowing little of Beorn or his disposition, The Shepherd stays quiet until proper introductions are called for.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2
Gaelderon wrote:

[Dice=Fatigue]2d6+1d12 Is fatigue an Athletics roll? If it is, I would get one more die or would Mirkwood Lore or Keen Eyed help me?

[Dice=Lore]3d6+1d12

Fatigue is Travel, I believe? We have an auto success from my Explore roll to cover you.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Travel roll: 1d12 ⇒ 12
Lore roll: 1d6 + 1d12 ⇒ (1) + (10) = 11

Time among his own folk and among the pleasant hills of the Anduin valley have left The Shepherd with a spring in his step. He whistles a jaunty tune and jokes freely with his companions.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd smiles with pride and claps his companions on the backs.

"We've done a great thing for Woodland Hall, my friends and it does my heart proud to have you all here. Long years have we spent under the Necromancer's shadow but better times lie ahead."

Before the company returns to their errand, The Shepherd will spend some time visiting his kin: his mother, his three older brothers, two sisters and his nieces and nephews. Back on the trail, he walks with a lighter step.

Explore-Cunning trait: 3d6 + 1d12 ⇒ (3, 6, 6) + (2) = 17


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd relays what he knows of goings-on from the Lonely Mountain, Lake Town and the edges of Mirkwood, including the company's errand from Thranduil's disgraced steward.

Song w/bonus die: 4d6 + 1d12 ⇒ (6, 4, 3, 3) + (7) = 23


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Insight: 1d6 + 1d12 ⇒ (4) + (10) = 14

The Shepherd approaches with his head held high, bowing to his Chieftain as is proper.
"Long days and short nights to you, Chieftain. It has been my greatest wish to return home with good tidings for you and our kin."
Courtesy: 1d6 + 1d12 ⇒ (1) + (5) = 6

"My companions and I sheltered from a storm in Mirkwood two days ago in a hollow beneath a dead tree. The hermit that lived there, one of our people lost after years of bondage under the Shadow, pressed this into my hands and bid me to take it back to you."

He unwraps the bundle containing Wolfbiter's head.
"Wolfbiter returns to Woodland Hall to be mended and wielded again in our defense."


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd nods.
"I'm sure the Chieftain will want it back in shape to be wielded, but it isn't my place to say. I appreciate the detour, thank you. Good news has been a rare event in Woodland Hall and Wolfbiter's return may take some of the sting out of Brogan's loss."


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd taps the largest piece of the fractured axe head.
"This is Wolfbiter, or what's left of it.", he says in a hushed tone. "Our Chieftain's son wielded it many years ago... until he was captured by the Orcs. His loss was a tragic blow to his father and our people, the axe's loss as well. I can only hope they will be heartened by its return..."

He looks over at the sleeping hermit.
"Though who could our host be to have it?"

Lore roll, if appropriate: 1d6 + 1d12 ⇒ (4) + (10) = 14


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd nods, taking the bundle from the hermit.

When the host is asleep, he unwraps the bundle.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd pulls out his old lap harp, taking a moment to tune it.
"To take our minds off the storm, I've written a song that may lift our spirits, in the style of Master Brandy's people..."
The Woodman sings a light-hearted song about an astoundingly lucky ranger of the North who is always stumbling over magic swords during his endless quest for more garlic and is always accompanied by his boon companion, a noble elf that loves to swim no matter how dangerous the water.

Song: 3d6 + 1d12 ⇒ (5, 3, 4) + (11) = 23
More 11s. I'll spend the point of hope to make sure Shepherd's joke kills.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Insight: 1d6 + 1d12 ⇒ (2) + (1) = 3
Ugh. I don't think even spending Hope would do anything with that. Will my Patient trait help in interacting with this guy?

Search: 1d12 ⇒ 5

The Shepherd is more than a little taken aback by the party's host.

"Kinsman, forgive us for intruding. I am called The Shepherd, from Woodland Hall. How did you come to live here?"

Courtesy: 1d6 + 1d12 ⇒ (4) + (5) = 9
I will use a point of Hope to add my 6 Heart attribute to the Courtesy roll, making it a 15.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Pulling tight his hood, The Shepherd points out the enormous tree.

"Someone- or something- lives in there. Let's see if it will give us some shelter.", he says as he approaches the massive tree chimney.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd keeps himself focused on defense, knowing this is likely to be a long battle. Defensive stance.

Axe, two-handed: 2d6 + 1d12 ⇒ (5, 2) + (5) = 12
The 12 isn't likely to hit, but if it does it will be 7 endurance.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Battle: 2d6 + 1d12 ⇒ (5, 2) + (11) = 18
The Shepherd will die before he gets bonus dice.

The Woodman runs into the tower, throwing his spear before going to the base of the tower to hold the stairs.
Opening volley-spear: 1d6 + 1d12 ⇒ (5) + (1) = 6

He takes the stairs in Rearward stance, fighting defensively against the onslaught.
Axe, two handed, damage 7: 2d6 + 1d12 + 2 ⇒ (6, 4) + (11) + 2 = 23


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Athletics: 2d6 + 1d12 ⇒ (6, 4) + (6) = 16
"A fine place to make a stand, no sense waiting around!", he says, grabbing his spear.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Sorry, I will attack the Orc wounded by Galadhon.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The opening volley launched, Shepherd joins the fray.
Axe, two-handed, Open stance: 2d6 + 1d12 ⇒ (4, 5) + (4) = 13


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Battle: 2d6 + 1d12 ⇒ (6, 6) + (1) = 13
Opening volley (spear): 1d6 + 1d12 ⇒ (1) + (2) = 3


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

I can keep mine a failure- it fits my character.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Travel roll: 1d12 ⇒ 3

"I have to say I disagree, Brandy. Archers in the forest will face some difficulty from the tree cover. While they shelter from the light, we're at liberty and we can surround them."

Battle, Cunning trait: 2d6 + 1d12 ⇒ (4, 4) + (11) = 19

The Shepherd, it becomes clear, has no idea what he is doing.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

After the battle, when nerves were raw and bruises began to sting, The Shepherd took out his small harp and sang a song of the Brown Wizard's coming to the Woodmen and the triumph of community against long winters and the foul grasp of the Enemy's sorcery.

Song, Staunching Song: 3d6 + 1d12 ⇒ (5, 4, 1) + (5) = 15

I regained 2 Endurance from my song. If anyone else needs some endurance back I can spend a point of hope to help you.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2
CircadianRythms wrote:


Shepherd, I will remind you that you may benefit from Staunching Song.

Isn't Staunching Song only for when you're Wounded? We've lost endurance, but I don't think anyone has been wounded yet.

The Shepherd scoops up his take of the treasure.
"Pitiful things, these Marsh Men. But at least their villainy will cease now."
He coughs into his sleeve.
"I'll relish being out of this marsh far more than I will their ill-gotten treasure."

In the morning, The Shepherd turns his eye toward scouting out the path forward.
Explore, Mirkwood-lore, Cunning: 3d6 + 1d12 ⇒ (6, 5, 6) + (6) = 23


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Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Athletics: 2d6 + 1d12 ⇒ (2, 5) + (9) = 16
Shepherd grabbed the high elf and will never wash his grubby human hands again now that he's touched a literal angel.


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Treasure Roll: 2d12 ⇒ (3, 2) = 5


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

The Shepherd swings his axe at his remaining foe.
Long-hafted axe, two-handed: 2d6 + 1d12 ⇒ (2, 6) + (3) = 11


Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2

Keeping Open stance.

The Shepherd drops the torch on the ground and swings his axe in a two-handed grip.

Long-hafted axe: 2d6 + 1d12 ⇒ (5, 3) + (4) = 12

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