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
Battle: 2d6 + 1d12 + 6 ⇒ (5, 1) + (6) + 6 = 18
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.
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.
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
"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.
He clears his throat.
"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 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.
"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.
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.
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
CircadianRythms wrote:
"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
Gaelderon wrote:
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
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
Insight: 1d6 + 1d12 ⇒ (4) + (10) = 14 The Shepherd approaches with his head held high, bowing to his Chieftain as is proper.
"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.
Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2
The Shepherd nods.
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.
He looks over at the sleeping hermit.
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 pulls out his old lap harp, taking a moment to tune it.
Song: 3d6 + 1d12 ⇒ (5, 3, 4) + (11) = 23
Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2
Insight: 1d6 + 1d12 ⇒ (2) + (1) = 3
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
Warden of the Woodmen Endurance 26/26 Hope 16/16 Parry 6 Standing 2
Battle: 2d6 + 1d12 ⇒ (5, 2) + (11) = 18
The Woodman runs into the tower, throwing his spear before going to the base of the tower to hold the stairs.
He takes the stairs in Rearward stance, fighting defensively against the onslaught.
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:
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.
In the morning, The Shepherd turns his eye toward scouting out the path forward.
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