5e Middle Earth Adventures (Inactive)

Game Master Therenger

Guide – Thorgrim
Scout – Doderic
Hunter – Cereidh
Look-out - Hobwise

Eastern Eriador Maps
Loot Tracker

THE HUNT: +11
THE VEIL: -3


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Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

Wow! Stay safe and warm!


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Yes take care of yourself! We'll be here!


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Hey all. After 7 and a half days, I've got power and am back online. That really isn't so bad when you consider PGE had to pretty much rebuild the entire power grid in the region. All I can say is thank goodness for a wood stove and generator. It was quite a storm, but we were fortunate, in that while we lost four trees, nothing hit the house or cars. I know there are people nearby who were not so lucky.

With most of the clean up around the house done and power restored, it's nice to be able to get back to a little PbP gaming and not be running a chainsaw or chipper all day. :)


Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

Welcome back!

Liberty's Edge

Insp = YES!| SURGE! = 0 | 2ndWind = 0| Shadow = 1/0 | Rage? 0/1| male weaponMASTER 7| AC 16 | HP: 60/74| Pass Percep 16 | Melee x2: [dice d20+10[/dice [dice 2d6+7[/dice

Since we have a surprise round, we're all attacking, yeah?


Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

Ingold has already rolled his opening volley in the spoiler, but I think we need someone to lead us into battle, at least to coordinate the opening salvo so we all actually get surprise.


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Yes! Welcome back!

Sorry I was gone yesterday, but I'm catching up now! ^_^


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

So, I got a bit of bad news today, my grandfather is in the hospital. His lung keeps filling with fluid and they found a mass at the bottom. The filling of his lung isn't treatable... and we're not sure about the mass yet. But they have begun to speak about hospice care... his time is limited... So it is very likely I might vanish for a few days, if that be to help take care of him or to be there to say goodbye.


Treasure Hunter (7) | HP: 21/46 AC: 15 Spd: 25ft| Init: +4 Perc: +9 PP:15 | Short Bow: +7 (1d6+4), Broadsword +7 (1d8+4) | Inspiration: No

Take care, Wulfgith. All the best to your family during this difficult time.


Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

For the benefit of your healer, please keep your stat line HP up to date....

Thanks,
Ingold

Liberty's Edge

Insp = YES!| SURGE! = 0 | 2ndWind = 0| Shadow = 1/0 | Rage? 0/1| male weaponMASTER 7| AC 16 | HP: 60/74| Pass Percep 16 | Melee x2: [dice d20+10[/dice [dice 2d6+7[/dice

yeah, I've been falling down on that. updated now. ouch.

Liberty's Edge

Insp = YES!| SURGE! = 0 | 2ndWind = 0| Shadow = 1/0 | Rage? 0/1| male weaponMASTER 7| AC 16 | HP: 60/74| Pass Percep 16 | Melee x2: [dice d20+10[/dice [dice 2d6+7[/dice

Gentlemen gentlemen.

Since all of us are only playing through this for the first time, its quite possible that some foibles may come up.

For instance, when I run Shadowrun, I don't let anybody take a monofilament whip. Because they're cheesy AF. But I only know that because I had seen them used enough to outshine enough things.

So too, if its time to say that small folk, as written, might be a bit more powerful than we'd care for, some readjustment is not unreasonable.

Off the top of my head, if we were looking for parity with an existing power, we could make it akin to the advanced form of great weapon mastery. That is, you get advantage on all attacks on creatures your size...or bigger.

Just a thought.


Treasure Hunter (7) | HP: 21/46 AC: 15 Spd: 25ft| Init: +4 Perc: +9 PP:15 | Short Bow: +7 (1d6+4), Broadsword +7 (1d8+4) | Inspiration: No

There's no need to change it at all. Sneak attack is great but it has important limitations. A Rogue in AiME is not the equal of any other class when it comes to combat. Pairing Rogue with Hobbit trades speed for stealth proficiency until you get Cunning Action. But since you can't use all of your abilities at once, there is always a tradeoff.

Small Folk partially solves for the most glaring problem of rogues having fewer hit points and attacks per round, and allows them to actually be rogues instead of just poor archers.

I have never been a fan of Opportunity Attacks. Seriously, If we're in a sword fight and I step backward, why would I let my guard down for you to get a free shot? It makes no sense at all. It's a stupid rule, frankly, that forces all participants - players and GM - into tactical bottlenecks. But if there's one situation where it actually makes sense, it's when something very small is attacking your genitals from between your legs. You're gonna move, and you're not going to take a swing at your own junk. While your defenseless, that little dude is still trying to cut your nuts off from point blank range.

Some rules are just rules for the sake of making rules, like, say, extra attacks. Okay, you get more attacks now for reasons. Why? Why not. What did you give up to get that awesome advantage? Nothing.

Small Folk is probably the best Virtue, but it's also the best designed. It has restrictions and forces you to give up something to get it and to use it. And at the end of the day, you're still going toe-to-toe with the enemy, or in this case, multiple enemies, and since you're not using a shield and wearing crap leather armor, you're gonna get hit and take full damage. There's nothing unfair about it.

If anything, I would say it should actually be able to be improved, so that another enemy attacking into the space suffers disadvantage unless they want to risk hitting their ally. That's the kind of feat progression we'd get from Pathfinder.


Treasure Hunter (7) | HP: 21/46 AC: 15 Spd: 25ft| Init: +4 Perc: +9 PP:15 | Short Bow: +7 (1d6+4), Broadsword +7 (1d8+4) | Inspiration: No

You know, there's probably no good path forward. I'll leave you to it.

Liberty's Edge

Insp = YES!| SURGE! = 0 | 2ndWind = 0| Shadow = 1/0 | Rage? 0/1| male weaponMASTER 7| AC 16 | HP: 60/74| Pass Percep 16 | Melee x2: [dice d20+10[/dice [dice 2d6+7[/dice

Yes yes Vonda stabbing is good fun. We all love a round of that!

Actually, you give me an idea.

The AOO seems to be the rub of the matter, so what about this.

We keep it as it is...Advantage aoo the whole thing, but with one minor change. That the hobbit may be attacked, while sharing the space,

with one of two small adoptions....

1 all attacks on the no bit while sharing the space are at disadvantage. I like this because it almost forces you into melee, and the enemy is like a resource....

2. all attacks are normal BUT any misses are re rolled as attacks against the bigun. I like this because of all the wacky hijinks that could ensue.

just my brainstorm.


I'm going to say my peace on this then I'll be done with it.

First, Small Folk needs no improvement it is over powered as written. Essentially, any hobbit (rogue or otherwise) gets to move into an enemy space for free (no ability to defend against this), gets Advantage on all attacks essentially assuring a hit against the usually extremely low AC's of every creature as listed in the books (even the Lord of the Nazgul only has AC12 for crying out loud). In addition, that creature doesn't have any option to attack back as if it were Grappled, but again with no way to escape or prevent the action like a Grapple except to then take another AOO attack where the hobbit again has Advantage. Not only this, but it works on any creature of Medium size or larger. So from Dwarves to Dragons. Now I can totally see the point of getting underneath a troll, ettin, giant spider, or dragon. But dwarves?! I don't freaking think so. It's not like Hobbits aren't tiny creatures. On average three feet, so only a foot shorter than the average dwarf. As for humans, sure maybe if all humans are 6'6"+ feet tall. But there are plenty of humans who would fall well below that, and I'm sorry but a three foot hobbit isn't just slipping under a 5'5" human's leg and blocking his or her ability to do such a complicated thing as stab down with a knife. And generally speaking orcs and goblins were on average shorter than most Dunedain men of ME if I recall correctly. (Uruks were a big deal because they were bigger and closer to Man sized and could withstand sunlight if I remember right.) Doesn't matter though, they are all 'medium' creatures and therefore must succumb.

Next up is the fact that this can be done with any weapon. So a broadsword (which averages between 30" and 45" in length depending on which of the many varieties you might model it off of) is just as effective as a short sword, long knife or dagger. Common sense might say that a long weapon would be a bit more awkward to use in such an up close circumstance, but no, slipping between Thorin's legs with a 3' blade would have been just as easy for Bilbo as if he tried it with Sting. Somehow I seriously doubt that. A high STR hobbit wielding an great axe, a spear, or some other completely ridiculous thing is just as possible.

In addition, the feat is just poorly written. It doesn't really define what is meant by bigger. There is no reference to actual size classifications, so that is what one is forced to default to. However, as written it could be anyone 2 inches to 20 feet taller. I also doubt the writer really understood the 5E rules because the whole statement made that the foe will step back and cause AOO is more of an after thought rather than a clear 'this feat changes this rule.' It's more like he just assumed that is how the rules worked rather than consciously making a change.

Finally, the only thing I was 'changing' was allowing the foe to have a choice. Either stay in close and knife fight vs. someone getting Sneak Damage with Advantage every round. Or step back and take an AOO with Sneak Damage before attacking and then having to go through the process all over again. With an orc who was used to scraping, fighting dirty, and fending off constant challengers it seemed to make sense that he'd just stay in place to duke it out thinking he should be able to take the hobbit. He'd have been wrong, but the feat only allows one course of action and that is retreat and for a fairly questionable reason.

If we want to get technical about the abstractions of combat, occupying the enemies space, means occupying the same 5' square. That's actually quite a bit of real estate and doesn't necessarily mean the hobbit is under or between the creatures legs. But more inside his regular 'guard.' Again, when wielding a longer weapon, it would totally make sense that the foe couldn't attack, which is why he had to drop the spear. But a dagger, short-sword or fist wouldn't have that same problem and are in fact, designed for such situations. The broad sword would actually be the disadvantaged blade because of its length. Even still if a shorter person did somehow manage to get under a slightly taller person, I actually think the odds are about 50:50 as to whether someone would move away from the thing stabbing at their junk or react by driving their own blade through the head and neck of that thing as quick and hard as possible. Reality is probably that both happen about simultaneously.

I get that feats can be powerful and should provide substantial benefit. And I get that there is a cost associated with taking them over ability scores. Or choosing to make an AOO vs. taking half damage. (At least there is choice there.) However, there are also limits on what they typically do. Just look through the PHB or the AiME players guide. Most have one, two effects. Maybe three and this third is usually an attribute increase. None that I know of, create Advantage for an attack, prevent an attack, and force an AOO all with one move and against nearly every potential enemy.

Anyway, I've said what I needed to say. Combat is over as the rest of the orcs will easily fall in the next round.


Treasure hunter 6/Warden 1 HP:52/52 | AC:19 | Saves: Str: -1, Dex: +8, Con: +2, Int: +5, Wis: +3, Cha: +4| Init: +5| PP: 16

I think you both make fairly valid points in different areas. And so my prior stance still stands. I think have it give disadvantage on attacks would be fine. That way the enemy can make a choice between an aoo or disadvantage. I value uncanny dodge highly tho


Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

The vapor will hopefully forestall any fatigue from staying up half the night, and the cleaning and dressing of the wounds should have everyone back at full hit points.

Ingold will take advantage of the short rest as well to recharge his abilities.


Hello all,

Atlas/Thorgrim indicated you have an opening for another player. I'm flattered to be thought of, thank you :)

I will get to reading what you have been up to, but it looks like a LOT of posts! What are you missing or could do with in terms of support? I played a Slayer in another Middle Earth game but I disocvered not only that they are a bit too good in combat, they aren't that much use out of it.

Liberty's Edge

Insp = YES!| SURGE! = 0 | 2ndWind = 0| Shadow = 1/0 | Rage? 0/1| male weaponMASTER 7| AC 16 | HP: 60/74| Pass Percep 16 | Melee x2: [dice d20+10[/dice [dice 2d6+7[/dice

Hi there!

We actually seem to have gone from 2 Treasure Hunters down to none. So that might be a thing.


Thanks, I can certainly play a Treasure Hunter/Burglar. Let me have a read through whta you've been up to and I will try and create someone suitable.


Hi Sarah,

Welcome aboard. I'll let others chime in on party need. Once you land on something we can work out how to get you connected with the party.


Thank you, Tareth :) It looks like the party has

Elf warrior
Beorning warrior
Dunedain scholar (healer)
Rohirrim Warden

Either a Wanderer or Treasure Hunter might be useful but I'm open to hearing prefereneces.


Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

Dunedain Scholar here. I am new to the Middle Earth mod to 5th edition DnD, but either one of those options seem good to me. Let me add my welcome to you, Sarah--we look forward to having you join us on this epic journey!


It is an epic journey! Is there any chance one of you coudl give me a "Cliff's Notes" version of what you're doing and where you are? T


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The fellowship is currently in the outskirts of the South Downs, a couple of days southwest of Weathertop, southeast of Bree in Eriador. They are investigating a potential bandit hideout and arms seller discovered when they happened upon a trader selling high quality, and likely stolen, dwarven weapons to some hillfolk near the Last Bridge.

This is all a bit of a side quest as the original purpose of the journey was to head from Rivendell to Fornost Erain to both solve a bet between Bilbo and the elf Lindir regarding whether or not a band of hobbits participated in the final battles in and around that fallen city. The second task, given by Glorfindel was to seek out evidence of the enemy repopulating the area. There have been disappearances and rumors of orcs. Given an ongoing struggle in Rhudaur and southern Angmar against a petty warlord who tried to rally an army of trolls, the elves do not have the resources to open another front in Fornost. So the party was asked to investigate.

Depending on your final culture and class choices we will just need to find a reason for you to be seeking the bandit hideout as well.


Thank you :)

Side quest is best quest. I was thinking about a Dwaft Wanderer, originally from the Iron HIlls but now on this side of the Misty Mountains due to a curse of exile (her great-grandfather disgraced the family name for doing something I haven't decided yet). If you're tracking stolen dwarfven weapons that actually fits quite nicely!

I will come up with an alias and other stuff later today. I see you're at 7th level. What have you given out in terms of enchanted items or other treasure? And have you offered extra cultural virtues or woud I have to take that instead of my 4th level +2 stat bonus?


Femail Dwarf wanderer 7| HP: 20/60 | AC: 17 | Speed: 20ft | Initiative: +2 | Perception: +5 |

OK, first draft of my character is donw. She can be pretty grumpy but a useful person to have around, and she'll thaw a bit. Maybe :)

Her known lands are in Eriador because she has spent most of her life on this side of teh Misty Mountains, working to keep the road open between the blue Moutnains and the Misty Mountains. She also knows where Rivendell is, although she's never been and - unlike most dwarfs - she's on reasonabl terms with the high elves. she thinks of them as the "good fairies" unlike the elves of Mirkwood who she thinks of as the "dark fae."

Thankfully she can't acutally tell the difference bewteen high elves and wood elves, so unless Cereidh actually 'fesses up to being from Mirkwood, Mara's going to assume that she's from Rivendell.

(I really, really wanted to get away from the cliche of dwarves vs elves and this seemed like one way of doing it while still keeping some of the steroetype)


There haven't been any extra virtues that I recall, so yes, it would take up the 4th level stat increase.

There have been multiple Fellowship Phases. About one per level, so plenty of opportunity to remove any shadow points or heal up. If there are other things you'd like to spend Fellowship time doing, then note those in your sheet somewhere.

I've given new PC's 250GP in additional starting wealth. This adds on to regular starting equipment and starting equipment can be sold if you wish at list cost if you wish.


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

Hey Queen! Nice to see you again!

Though I'm not around as often as normal. I've had some family things come up so I'm like... here and there....


Mara, sorry, a quick correction. That should be 250 silver. I forget that AiME really uses a silver standard not gold.


Femail Dwarf wanderer 7| HP: 20/60 | AC: 17 | Speed: 20ft | Initiative: +2 | Perception: +5 |

250 silver, no problem. I really wish 5e had stayed on the decimal system, though. I think 250 silver = 12.5 gold but feel free to check my maths. Have you handed out any magic or enchanted iyems? Pretty sure you can't jsut buy those. I'm going to buy a Dwarf forged mattock (5 gold) and upgrade my starting armour to a scale hauberk (3 gold). If anyone else has suggestions for what to buy I'm listening but otherwise I think I'm more or less ready :)

I can't think of anythibg I'd want to do with my Fellowship time but I will tgink about it.

Hello @Timeskeeper! Great to see you again, small world - really sorry about your family stuff. Sending bset wishes

EDIT starting silver: 10d6 ⇒ (6, 1, 3, 2, 6, 2, 3, 6, 4, 1) = 34 silver or 1.7 gold


Treasure hunter 6/Warden 1 HP:52/52 | AC:19 | Saves: Str: -1, Dex: +8, Con: +2, Int: +5, Wis: +3, Cha: +4| Init: +5| PP: 16

to note, I'm still here. However the game wasn't updating for me. (I'm not sure whether I somehow caused that or what) and was rather worried. Not to mention I was hard pressed to post since last Friday morning due to work/personal things.

Doderic isn't above trying different leaves of tea Especially if he thinks they may be a rare delicacy In a similar vein to everyone's favorite uncle . Though he has sometimes regretted his decisions.


Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

Glad to have you back, Doderic. I have been logged out of Paizo before without my knowledge and stopped getting notifications.

So, with your permission, can we say that Ingold finally notices you creeping up to a back window of the hut or something and decides to try and create a distraction for you by holding the Petty Dwarf’s attention?


Treasure hunter 6/Warden 1 HP:52/52 | AC:19 | Saves: Str: -1, Dex: +8, Con: +2, Int: +5, Wis: +3, Cha: +4| Init: +5| PP: 16

Doderic smoked the wrong weed it seems. haha.


Femail Dwarf wanderer 7| HP: 20/60 | AC: 17 | Speed: 20ft | Initiative: +2 | Perception: +5 |

I think we can all agree that the forum is not alwasy as rorbust as we would like ti to be! I'm glad I went for Wanderere and not Treasure Hunter :)


Mara, all is looking good. I think based upon your background, it would be entirely possible for you to end up coming upon the fellowship as they approach the sod cabin held by suspected bandits. I could see this happening in a few potential ways.

* You simply arrive at about the same time having tracked down several rumors and following up on some informant's info about a bandit ring who've hit several dwarven caravans operating out of the South Barrows. Following a rough map drawn up by your informant, you've arrived at the cabin just after another band of armed folk (the Fellowship).

* You came across a raided caravan a week ago and were able to pick up tracks that led back to this valley and its mysterious cabin. You've been on a stakeout for the last two days trying to figure out who or what you might be up against. So far you've encountered very little of use until a heavily armed band (the fellowship) shows up knocking on the cabin's door.

* You'd tracked a band of orcs south through the Lone Lands after finding their tracks near the remnants of a pair of dwarven wagons. Figuring the orcs might be responsible for raid you tracked them to a campsite where you discovered them all dead. With no sign of the dwarven goods, but plenty of tracks to follow, you decide to try and recover what the orcs may have stolen. You followed the tracks to the current location and spot the fellowship milling about outside a sod cabin.

As always, you are welcome to come up with something completely different as long as it has you arriving at the fog shrouded, sod cabin not long before or just after the party arrives.


And just a quick note on the cabin. The rear of the cabin is actually back against the wall of the valley, so no exit there. And there are no windows at all that anyone can see. So far the only way inside seems to be through the front door.


Femail Dwarf wanderer 7| HP: 20/60 | AC: 17 | Speed: 20ft | Initiative: +2 | Perception: +5 |

I like option 1 there - I've arrived at the same place but from a differt route :)

Do you want me to post, or will you do an intro post that I then work from?

Also, in terms of knownn lands I've gone for a mix of flavour but not really useful (the areas around the Blue Mountains) and areas that I hope we will actually get to use (the Downs, Trollshaws). Can you let me know if there's anywhere I should add that woulr make sense?


Mara, I'll go ahead and get an intro post for you up later today, work permitting.

The known regions you've selected are all fine and should be fairly useful over the next few adventures. If you decide to chose Lone Lands, there are actually four different, large, regions with the same name on the maps so we will need to designate which Lone Lands region you actually know. The three that are west of Rivendell are probably the most relevant.


Femail Dwarf wanderer 7| HP: 20/60 | AC: 17 | Speed: 20ft | Initiative: +2 | Perception: +5 |

Thanks, I've stayed away from using the lone lands as they're a bit nodescript, i mean if they don't even have proper names then how can you truly say you know them? :)


I get what you're saying on the Lone Lands. Sometimes the AiME stuff really seems frustratingly unfinished in small ways. However, since those regions are fairly relevant to where the party is adventuring, I wanted to leave them open as an option. On the GM maps they've actually established different 'Difficulties' for each different Lone Land region so it would be easy to do something like Northern Lone Lands, Central Lone Lands, etc. It might be relevant if this goes through Level 10 when you get your next batch of Known Lands. Especially if we continue to adventure in Eriador.


Femail Dwarf wanderer 7| HP: 20/60 | AC: 17 | Speed: 20ft | Initiative: +2 | Perception: +5 |

Ah, that is good to know. Thank you :)

I will keep my Known Lands as they are for now but leave open tehe possilityb of adding more at 10th level.


Femail Dwarf wanderer 7| HP: 20/60 | AC: 17 | Speed: 20ft | Initiative: +2 | Perception: +5 |
DM - Tareth wrote:
"Think you that Nilm is at your mercy. Think again o nasty elves, dwarves, and wretched menfolk. Nilmhome will mark your doom and your bones will decorate my hall. Ahahaha!" mine is an evil luagh

I like when it's clear who the bad guys are. None of this moral ambigituity nonsens :D


Warden(Counsellor) 7| HP: 32/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

So, I hate to say this (Even more so when it is to both of Tareth's games that get hit) but with no real end in sight I'm sadly doing this to my faster moving games. I just can't keep up with the when I'm likely only able to get on once a week.

Thus I think it is time to finally admit it myself that I need to step out of them so I don't hold up a spot for someone else...


Female Elf of the Mirkwood Warrior (6) | HP: 44/52 AC: 16 Spd: 30 ft | Init: +4 Perc: +4 PP: 14 | Greatbow: +10 (1d8+4), Broadsword +7 (1d8+4) | Shadow: 2

: (


Hey all. Swamped at work and with RL stuff today. 6 hours of practically back-to-back zoom calls being the major time/energy drain. Probably won't be able to post until tomorrow morning.


Femail Dwarf wanderer 7| HP: 20/60 | AC: 17 | Speed: 20ft | Initiative: +2 | Perception: +5 |

MAra's not much aof a leadeer and she's new to the group so she's happy to go whereever.


Warrior 1 / Scholar (Healer) 6| HP: 42/47 | AC: 15 | Speed: 30ft | Initiative: +3 | Perception: +7 | Shortbow +8/1d6+3, Dwarven Shortswords +7/1d6+4, +7/1d6+1 | Healing Dice: 4/6

Been working on an opening line for Lord Feotar when Ingold gets over there. Let me know when to spring it on ya--thinking of using Webs of Deceit to try and get advantage on the first roll of the conversation...Waiting for others to take their first actions (talking, moving to protect the queen, coming along with Ingold, whatever) first.


Sorry for the delay all. It's been a much busier than usual week. I'm hoping to get something posted here later today.

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