Jump to content

About This Game

Venture into the barren lands of Eriador to fight back against the growing Shadow.

Game System

D&D 5e

Detailed Description

What was once the great realm of Arnor has fallen into ruins. The Witch-king of Angmar and other servants of the Enemy have shattered much that was beautiful and good in western Middle-earth, and the Free Peoples who survived have limped on ever since. The Dúnedain Rangers of the North guard their ancient lands from the Shadow, the Men of Bree hold out in their little pocket of civilization, and the Shire remains an untouched paradise of life, love, and laughter. To the east, Imladris remains hidden and well-defended by their ancient protectors, but even now, the Elves who dwell there begin to turn their gaze to the Grey Havens. To the west, the dwarves of the Ered Luin thrive as skilled craftsmen, traders, and reclaimers of the ancient halls of their forefathers, and the elves of Lindon have all but totally departed for the Undying Lands.

Much attention has been brought to the east, with the death of Smaug the Dragon and the restoration of both Erebor and Dale. And yet, Eriador remains, a quiet land with an ever-growing wickedness returning to its borders. There are no proclamations to be heard by great Kings or Lords. Instead, at the Inn of the Prancing Pony, travelers from across Middle-earth find themselves brought together by fate or chance. Perhaps some are already acquainted, while others are completely foreign. One way or another, this collection of Free Peoples may just find that their paths are more aligned than what they first imagined...

  1. What's new in this game
  2. I added the second stealth roll and an initiative roll to my post. First nat 20 of the adventure!
  3. Orn, Son of Thain Weaponmaster HP: 32 / 32 AC: 20 (16) Second Wind: Yes Action Surge: Yes Shadow: 2 "I'll veer left and try to draw them to me. You can outflank them." The dwarf says, eyeing the brigands. OOC: just waiting for everyone to be ready.
  4. (Rohirrim Knight level 3) AC: 17/18* | HP: 29+1/29 | Initiative: +2 | Passive Perception: 15 | Insight: 11 | Speed: 30 ft Inspiration: 0 | Shadow: 4 |Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately. Once you use this feature, you must finish a short or long rest before you can use it again: 1 | Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1 | Mark of HonorInspiration: You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest.: 1 | Sworn DefenderUpon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest, you can name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest. While near your Charge, you gain temporary hit points equal to your Wisdom bonus plus your Warrior levels. Alternatively, your liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Loremaster, you tarry or stray from your quest. If your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge (see the Fellowship Phase chapter for more information on Sanctuaries).: Orn Dwarven Broad Sword+5, 1D8+3 Piercing, Finesse | Spear+3, 1D6+1 Piercing, (+4) Thrown Range 20/60, Versatile (1D8+1) | Short Bow+4, 1D6 Piercing, Ammunition, Range 80/320, Two-handed | Dagger+4, 1D4+2 Piercing, Finesse, Light, Thrown, Range 20/60 Aelfric (Warhorse, Large) | AC: 12 | HP: 38 | Speed: 60ft | Passive Perception: 11 | Hooves+6, 2D6+4, Charge +6 | Trained Warhorse Léofwyn waited for the ranger and hobbit to slip back into the brush then grinned at the dwarf. "Have at it" She drew her sword and shield, tightened a few straps and was ready for the charge. "But do leave a few for the rest of us." Show this Drawing her sword and preparing to charge in behind Orn.
  5. hehe Orn shouts as he rushes at the brigands, "Want me ta tell ye a story? There were a dwarf with a rally big mallet who smashed ye in tha face. Tha end."
  6. Well done Orn! I added a second roll to my post
  7. One has the right combination of character traits to make it happen. Storyteller especially seems to me that he knows how to grab and hold attention. Not even gonna make you roll for it. I encourage you all to use your skills in similar ways going forward, too! Also recall you can use them for mechanical benefits, such as adding d4s to dice rolls or gaining Inspiration.
  8. Orn, Son of Thain Weaponmaster HP: 32 / 32 AC: 20 (16) Second Wind: Yes Action Surge: Yes Shadow: 2 Orn grins at Léofwyn. "I can just rush straight in then?" the burly dwarf seems to like this idea. He prefers a straight up fight to skulking about. Though, he didn't mind his companions choice of entering a fray. OOC: Initiative placed below for sake of expediency. He won't charge in until everyone is ready.
  9. I'll say that, because Orn will provide such an excellent distraction, anyone rolling Stealth gains advantage on their checks.
  10. mine was much better *rolls eyes* Not sure if we get the higher of our passive stealth and the roll or if we take the roll
  11. Hobbit Treasure Hunter 2/Scholar 1 AC: 15 | HP: 21/21 | Initiative: +4 | Passive Perception: 11 | Insight: 11 | Speed: 25 ft Inspiration: N | Shadow: 0 | Hands of a HealerYou know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short 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 + 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, Paralyzed, Stunned, or Unconscious conditions. At 9th level you can cure other conditions as a physician.: 1 | News From AfarYou 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 adventuring phase or after spending time in a sanctuary, the Loremaster should inform you of one or two events of importance occurring somewhere in Wilderland. Scholars always know a little bit about everything and the Loremaster should regularly give you rumors 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.: 1 | Tongues of Many PeopleYou know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and a few common phrases in the tongues of the other peoples - enough to offer a greeting, shout a warning, or insult someone. | Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table. | Hobbit NimblenessYou can move through the space of any creature who is at least one size larger than yours. | UnobtrusiveYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Lore of the LostWhile you have not found that which you seek, you have come across much lost lore concerning other issues. You know tidbits 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). | Broadsword1d8 slashing +6 to hit| Short Bow1d6 piercing +6 to hit range 80/320 | Belt Dagger1d4 piercing +6 to hit range 20/60ft thrown | TraitsHope - By recovering the past I can make things better in the present. Despair - I shall never find the information that I need for my quest Distinctive Quality - Curious. You have a natural curiosity, especially for things that are missing. Specialty - Elven-lore. A good amount of your quest is tied to the Elves and you have learned much about them. Dandi follows Amdiran's lead and attempts to sneak into position on the opposite side of the road from him. He will look for a tree or bush to hide behind that is roughly 20 ft away from the road but has good visibility. He assumed they were not going to walk into the trap set by the ruffians but were to set their own trap a little way short of their location. Then Master Orn will do his thing to lure them out. Dandi also readies his bow, at least for the opening volley and sends his best lucky thoughts in Orn's direction. Stealth Perception Stealth #2
  12. Amdiran, Son of Amdirgir | Dunédain Warden (Counselor) 4 AC: 15/17 | HP: 27/27 | HD: 4/4d8 | Initiative: +4 | Passive Perception: 17 | Warden's Gift: 3/3 | Discourse 1/1 | Foresight: 1/1 Shadow Points: 3 | DM Inspiration: 0/1 "Dandi's eyes are better than mine. I only saw the crebain," Amdiran admits. "If this group is crafty enough to evade a Ranger, they pose a real danger to the people of Breeland. We should deal with them swiftly." The plan set, Amdiran prepares to sneak back through the trees to launch their own ambush. He grips the hilt of his sword. Egeleb still feels strange to his hand. What power lurks within it? he wonders, uneasy at the idea. He suspects the sword is more than it appears, but he is not eager to test the sword's properties. His experience with the Black Tablet has left him wary of the cunning works of old. The sword will likely serve him well, but he trusts his bow more for the moment. Tabletop
  13. Hobbit Treasure Hunter 2/Scholar 1 AC: 15 | HP: 21/21 | Initiative: +4 | Passive Perception: 11 | Insight: 11 | Speed: 25 ft Inspiration: N | Shadow: 0 | Hands of a HealerYou know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short 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 + 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, Paralyzed, Stunned, or Unconscious conditions. At 9th level you can cure other conditions as a physician.: 1 | News From AfarYou 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 adventuring phase or after spending time in a sanctuary, the Loremaster should inform you of one or two events of importance occurring somewhere in Wilderland. Scholars always know a little bit about everything and the Loremaster should regularly give you rumors 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.: 1 | Tongues of Many PeopleYou know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and a few common phrases in the tongues of the other peoples - enough to offer a greeting, shout a warning, or insult someone. | Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table. | Hobbit NimblenessYou can move through the space of any creature who is at least one size larger than yours. | UnobtrusiveYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Lore of the LostWhile you have not found that which you seek, you have come across much lost lore concerning other issues. You know tidbits 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). | Broadsword1d8 slashing +6 to hit| Short Bow1d6 piercing +6 to hit range 80/320 | Belt Dagger1d4 piercing +6 to hit range 20/60ft thrown | TraitsHope - By recovering the past I can make things better in the present. Despair - I shall never find the information that I need for my quest Distinctive Quality - Curious. You have a natural curiosity, especially for things that are missing. Specialty - Elven-lore. A good amount of your quest is tied to the Elves and you have learned much about them. "Very smart, very smart indeed! Generally, I like to give people the benefit of the doubt. But their current position, laying in wait in the bushes, attracting people with a fake cry for help, is just not good. If they show their true colors then I have no problem giving them a stern talking to and a bump on the nose if it comes to it," says Dandi waving his finger in an admonishing way. "I am happy to go along with your plan, but I am not the bait," he says looking at Orn with a worried look.
  14. (Rohirrim Knight level 3) AC: 17/18* | HP: 29+1/29 | Initiative: +2 | Passive Perception: 15 | Insight: 11 | Speed: 30 ft Inspiration: 0 | Shadow: 4 |Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately. Once you use this feature, you must finish a short or long rest before you can use it again: 1 | Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1 | Mark of HonorInspiration: You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest.: 1 | Sworn DefenderUpon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest, you can name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest. While near your Charge, you gain temporary hit points equal to your Wisdom bonus plus your Warrior levels. Alternatively, your liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Loremaster, you tarry or stray from your quest. If your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge (see the Fellowship Phase chapter for more information on Sanctuaries).: Orn Dwarven Broad Sword+5, 1D8+3 Piercing, Finesse | Spear+3, 1D6+1 Piercing, (+4) Thrown Range 20/60, Versatile (1D8+1) | Short Bow+4, 1D6 Piercing, Ammunition, Range 80/320, Two-handed | Dagger+4, 1D4+2 Piercing, Finesse, Light, Thrown, Range 20/60 Aelfric (Warhorse, Large) | AC: 12 | HP: 38 | Speed: 60ft | Passive Perception: 11 | Hooves+6, 2D6+4, Charge +6 | Trained Warhorse Léofwyn considered the possibility of turning around, she hadn't come all this way looking for another fight. However, if these brigands were left to their own devices another unlucky traveler may fall prey to their trap. She thought back to when she had met Orn, and the two halflings who were beset by a similar group of thieves. She nodded, her mind set. "Aye, let us turn the hunters into the hunted. Perhaps we can draw these foul men out and spring our own ambush." "Master Orn, how do feel about playing the lure to our snare? Aelfric I will stand by to charge in behind you, and our cunning friends can sneak forward once again to be the noose when the moment is right." Show this Léofwyn will take Orn as her sworn defender target.
  15. Orn, Son of Thain Weaponmaster HP: 32 / 32 AC: 20 (16) Second Wind: Yes Action Surge: Yes Shadow: 2 Orn grins and hefts his mallet "I could do with ne'er-do-wells." Then the burly dwarf looks at Amdiran and Leofwyn for they were his battle buddies. What would Orn know of the birds?
  16. Ok the beans have been spilt, now is orn’s chance to bring the crazy
  17. "There were six of them from what I could see... laying still and quietlike under the bushes...one with a bow...one with an axe and shield...and four with nasty looking spiked clubs...all looking like they were up to no good. They were very focused on the trail just ahead of us!"
  18. Hobbit Treasure Hunter 2/Scholar 1 AC: 15 | HP: 21/21 | Initiative: +4 | Passive Perception: 11 | Insight: 11 | Speed: 25 ft Inspiration: N | Shadow: 0 | Hands of a HealerYou know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short 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 + 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, Paralyzed, Stunned, or Unconscious conditions. At 9th level you can cure other conditions as a physician.: 1 | News From AfarYou 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 adventuring phase or after spending time in a sanctuary, the Loremaster should inform you of one or two events of importance occurring somewhere in Wilderland. Scholars always know a little bit about everything and the Loremaster should regularly give you rumors 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.: 1 | Tongues of Many PeopleYou know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and a few common phrases in the tongues of the other peoples - enough to offer a greeting, shout a warning, or insult someone. | Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table. | Hobbit NimblenessYou can move through the space of any creature who is at least one size larger than yours. | UnobtrusiveYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Lore of the LostWhile you have not found that which you seek, you have come across much lost lore concerning other issues. You know tidbits 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). | Broadsword1d8 slashing +6 to hit| Short Bow1d6 piercing +6 to hit range 80/320 | Belt Dagger1d4 piercing +6 to hit range 20/60ft thrown | TraitsHope - By recovering the past I can make things better in the present. Despair - I shall never find the information that I need for my quest Distinctive Quality - Curious. You have a natural curiosity, especially for things that are missing. Specialty - Elven-lore. A good amount of your quest is tied to the Elves and you have learned much about them. Dandi nods his head and confirms Amdiran's assessment of the crying woman, "A crebain! Can you believe it!" he chuckles. In a more serious tone he points his finger into the air says, "Botho Maggot strikes again! It is just like the Fiend of Frogmorton I tell you!" Noticing some odd looks and raised eyebrows, he nods with recognition that he has some explaining to do. Using a lot of hand motions he continues, "The point is that it was a frog after all, trained to steal things... you see...The Fiend was a frog..." He gives everyone a look to see if they are following his clear explanation, in his own mind at least. "The Crafty Cryer of Chetwood...a crebain!...also trained!" he says with eyes wide. "This case is nearly closed, all we have to do is confront those ne'er-do-well's. I must say I was so impressed by Master Fletcher's sneaking up to them, he is too modest to tell you himself. But I'll tell you it was masterfully done! He could have reached out and touched the boot of the one and they never even knew he was there, ha ha!" Dandi gives Amdiran a proud nod before turning to Orn and Léofwyn.
  19. Amdiran, Son of Amdirgir | Dunédain Warden (Counselor) 4 AC: 15/17 | HP: 27/27 | HD: 4/4d8 | Initiative: +4 | Passive Perception: 17 | Warden's Gift: 3/3 | Discourse 1/1 | Foresight: 1/1 Shadow Points: 3 | DM Inspiration: 0/1 Amdiran startles a bit as Dandi suddenly begins speaking to him. The usually keen-eyed Ranger had no idea there was a hobbit following him. "And that was fine sneaking on your part as well, Dandi," he chuckles. "I didn't even see you there. Let's head back to report to the others." Amdiran walks the rest of the way back to Léofwyn and Orn with the hobbit by his side. Once they return, he reports what he has seen and asks Orn's opinions about the crebain. Tabletop
  20. Mr Fletcher would you like to say anything along the trail or just meet up with our comrades and pick it up there?
  21. Hobbit Treasure Hunter 2/Scholar 1 AC: 15 | HP: 21/21 | Initiative: +4 | Passive Perception: 11 | Insight: 11 | Speed: 25 ft Inspiration: N | Shadow: 0 | Hands of a HealerYou know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short 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 + 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, Paralyzed, Stunned, or Unconscious conditions. At 9th level you can cure other conditions as a physician.: 1 | News From AfarYou 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 adventuring phase or after spending time in a sanctuary, the Loremaster should inform you of one or two events of importance occurring somewhere in Wilderland. Scholars always know a little bit about everything and the Loremaster should regularly give you rumors 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.: 1 | Tongues of Many PeopleYou know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and a few common phrases in the tongues of the other peoples - enough to offer a greeting, shout a warning, or insult someone. | Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table. | Hobbit NimblenessYou can move through the space of any creature who is at least one size larger than yours. | UnobtrusiveYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Lore of the LostWhile you have not found that which you seek, you have come across much lost lore concerning other issues. You know tidbits 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). | Broadsword1d8 slashing +6 to hit| Short Bow1d6 piercing +6 to hit range 80/320 | Belt Dagger1d4 piercing +6 to hit range 20/60ft thrown | TraitsHope - By recovering the past I can make things better in the present. Despair - I shall never find the information that I need for my quest Distinctive Quality - Curious. You have a natural curiosity, especially for things that are missing. Specialty - Elven-lore. A good amount of your quest is tied to the Elves and you have learned much about them. Dandi watches Amdiran move silently back to Orn and Léofwyn with admiration. He creeps away from his hiding spot and when he feels he is in the clear he moves quicker to catch up to Amdiran. As he draws near he whispers, "Mr Fletcher...Mr Fletcher...THAT was brilliant hiding and seeking!" Dandi is truly impressed at how sneaky Amdiran crept up to the crebain. "We should tell the others of what you saw, I'm sure Master Orn and Lady Léofwyn will be very interested and want to do something about it. A crebain? Ha! It's Botho Maggot all over again I tell you!" Dandi smiles and begins lightly chuckling and shaking his head.
  22. (Rohirrim Knight level 3) AC: 17/18* | HP: 29/29 | Initiative: +2 | Passive Perception: 15 | Insight: 11 | Speed: 30 ft Inspiration: 0 | Shadow: 4 |Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately. Once you use this feature, you must finish a short or long rest before you can use it again: 1 | Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1 | Mark of HonorInspiration: You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest.: 1 | Sworn DefenderUpon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest, you can name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest. While near your Charge, you gain temporary hit points equal to your Wisdom bonus plus your Warrior levels. Alternatively, your liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Loremaster, you tarry or stray from your quest. If your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge (see the Fellowship Phase chapter for more information on Sanctuaries).: - Dwarven Broad Sword+5, 1D8+3 Piercing, Finesse | Spear+3, 1D6+1 Piercing, (+4) Thrown Range 20/60, Versatile (1D8+1) | Short Bow+4, 1D6 Piercing, Ammunition, Range 80/320, Two-handed | Dagger+4, 1D4+2 Piercing, Finesse, Light, Thrown, Range 20/60 Aelfric (Warhorse, Large) | AC: 12 | HP: 38 | Speed: 60ft | Passive Perception: 11 | Hooves+6, 2D6+4, Charge +6 | Trained Warhorse Léofwyn watched as the ranger slipped ahead into the brush. "Best to let Fletcher see what is ahead. It would not be wise to venture headlong into a rescue without seeing what needs rescuing." She paused and saw that Dandi had already wandered after Fletcher. The shield maiden sighed and turned to Orn with a frown, "Let us hope they do not need rescuing as well." Show this
  23.  
×
×
  • Create New...