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grimlock

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  1. (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.
  2. (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.
  3. (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
  4. (Rohirrim Knight level 3) AC: 17/18* | HP: 29/29 | Initiative: +2 | Passive Perception: 13 | Insight: 11 | Speed: 30 ft Inspiration: 1 | 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 was glad to be underway again with her companions. The cool spring air was invigorating as they rode out of Bree and towards the Chetwood. She paused at the top of the hill reigning Aelfric in and peered down towards the forest ahead. OOC Scanning the forest.
  5. "Certainty of death. Small chance of success. What are we waiting for?"
  6. Léofwyn can take the look-out role again. Do we need much in the way of supplies except for a few rations? Archet is pretty close, within a day I imagine, and we have our mounts.
  7. I think the plan was to see Harry Talltree first and then pay a visit to Mr. Skunkwood in Archet.
  8. (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 smiles politely at Dandi, "Welcome, there is an extra pony since Galian's departure. It should be to your liking. As for my horse, I am afraid he does not tolerate other riders. But if you fancy a new hat, I believe that there is a hatter among the merchants at Three-Farrow Hall, near the East Gate." OOC I figure Léofwyn would have stabled the ponies that the party purchased over the winter. Likely with Knut or Butterbur.
  9. (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's demeaner sobers at the mention of the wight. Her eyes seem to be fixed afar for a moment. She lets out a short cough as a cloud of pipe smoke wafts into her. She frowns and waves it away as her attention returns. Léofwyn considers Fletcher's invitation for a brief moment then nods in agreement. "It would be good to have another among us." She turns to Dandi with a smile, "Tell me, Master Puddifoot, do you know how to ride? We do intend to move with some haste if we are to get ahead of Gorlanc." Show this
  10. (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 hobbit exchange words with some amusement. What a strange and curious fellow, though he seemed friendly enough. She grinned at the offer of more ale and Fletcher's praise of the batch. "That it is." She agreed and raised her mug to clink it with the others before turning her attention back to the hobbit. "Do not listen to the rumors that Butterbur would spew, our dear ranger friend is as noble as any man of Bree. I would take his word over that of ten-score others here. His tongue may sound grim but he does speak the truth." She winked at Amdiran and continued. "As for me, I am Léofwyn, and I hail from the West-March of Rohan. Where any news of interest is few and far between, particularly concerning hobbits." She smiled and emptied her mug. "But what business would bring a gentle-hobbit, such as yourself, so far from the Shire to seek such news?" Show this
  11. (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 smiled as she entered the Prancing Pony. The familiar smell of Butterbur's ale coupled with the sounds of merry conversation gave off a welcoming aura. The sight of her friends gathered around a table near the fire made it even more so like home. She greeted them warmly and sat down as they caught up on the past few weeks over a few pints of ale. Soon the conversation turned towards Gorlanc and the business of what to do next. "I agree, Harry Talltree would be a good place to start. Perhaps we should also pay a visit to this Skunkwood fellow in Archet. He may be of some use ot us yet." Show this
  12. An auspicious day! Happy to add that my wife and I just welcomed our newest baby boy. Everyone is doing well. Things will be a little hectic until we settle in at home. I will catch up on the new adventure this week.
  13. Say no more, I have also been called to serve Super Earth!
  14. (Rohirrim Knight level 3) AC: 17/18* | HP: 29/29 (-) | Initiative: +2 | Passive Perception: 15 | Insight: 11 | Speed: 30 ft Inspiration: 1 | 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.: 1/1 | 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).: - Broad Sword+4, 1D8+2 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 (Horse, Large) | AC: 12 | HP: 38/38 | Speed: 60ft | Passive Perception: 11 | Hooves+4, 2D4+2, Charge | Trained Warhorse The road to Rohan from Bree is a long and tiresome journey in the best of weather. To undertake the trip at the onset of winter only compounds the difficulty. However the added discomfort and misery allows for a relatively safe passage. Fewer enemies tend lurk along the road in these conditions. The small caravan carefully made their way south at as comfortable a pace they could afford. Luck would be on their side however, as no sign of bandits or Dunland war parties were encountered. After what felt like an eternity Léofwyn rode through the gates and into the courtyard of Fowlmere manor. The high peaks of the White Mountains glittered in the distance from a fresh snow and small whisps of chimney smoke rose above the hamlet as the folk went about their day. She was glad to be home, it had been nearly a year since her last visit. Yet much had changed. Her father's grave mound now sat vigil outside the gates, wreathed in Simbelmynë among those of his ancestors. Now her brother sat upon the seat of the house. She led Aelfric to the stables and went to see her family. The weeks of winter moved slowly in Fowlmere. Léofwyn spent much of it helping her mother, telling tales of adventure to her nieces and nephews, relaying trade and merchant news to her brother and his council. Yet her most cherished time was taking Aelfric to ride on the open grasslands and pastures surrounding the small village. Their time away from the rolling plains had led to the warhorse losing a bit of his edge. Aelfric seemed to gain a newfound confidence with their return. Even the stablemaster remarked on his change in stature and demeanor. Léofwyn did not know whether it was the weeks of training or the return to home, but the warhorse seemed invigorated, stronger and prouder than ever. As the winds of winter began to subside and the mountain creeks sprang to life again Léofwyn knew it was time to return to Bree. She bid farewell to her brother and family and joined a caravan heading west. The return journey was mostly uneventful, a small band of Dunland scouts attempted to waylay the group but were driven off after a brief engagement. Luckily no one was severely injured and they were able to continue without further altercation. The only obstacle upon the road was the thick mud, freshly thawed from winter. Upon her return to Bree Léofwyn met with Flòri and payed the remaining sum for her new sword. She then proceeded to the Prancing Pony where she found Orn among the patrons. OOC I'm paying 6g to 'upgrade' Aelfric from a Palfrey horse to a Destrier (p.149 Rohan guide) Léofwyn will also be completing the Rohan Horse training undertaking and will give Aelfric the 'Strong' trait. (p.152 Rohan Guide) Upon her return to Bree she will collect the Broadsword from Flòri.
  15. No worries, it's a different pace than the adventure phase. I'll wrap up Leofwyn's adventure in my next post then I'll be ready to move forward.
  16. Hey all, just checking in. I've been slammed with work lately. I'm planning on having Léofwyn continue her Fellowship phase in Rohan, where she will do the horse training undertaking with Aelfric. Then she will be returning to Bree in the spring to collect her new dwarven broadsword.
  17. (Rohirrim Knight level 3) AC: 17/18* | HP: 29/29 (-) | Initiative: +2 | Passive Perception: 15 | Insight: 11 | Speed: 30 ft Inspiration: 1 | 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.: 1/1 | 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).: - Broad Sword+4, 1D8+2 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 (Horse, Large) | AC: 12 | HP: 29/29 | Speed: 60ft | Passive Perception: 10 | Hooves+4, 2D4+2, Charge | Trained Mount Léofwyn was quite happy to be back in Bree. The bitter cold of the wilds was melted away by the hearty ale and warm hearth at the Prancing Pony. She spent the first few evenings enjoying the company of her companions and catching up on with old acquaintances. It was good to be back in civilization, yet she felt that her heart yearned to return to her homeland. She decided that she would travel back with next caravan of traders and merchants. They would be making a last-minute return before the deepest of winter set in. However, she needed to make some preparations before departing. She visited many of the other Rohrirrim in town, gathering news and packages to bring back to Rohan. She also organized a small party of caravan guards to accompany them. Her enthusiasm for a return to Rohan was briefly interrupted by a chance run-in with Bregil. The handsome man of Dol-Amroth greeted her warmly and she flushed with embarrassment. The last time they had spent together was before the journey to the Black Barrow and she felt guilty for not seeking him out upon her return to Bree. Bregil was naturally intrigued by the tales and rumors floating about the town however he knew that was not the whole truth. Wishing for a bit of privacy they spent the evening with a meal at one of the smaller, lesser-known establishments in Bree. She took the better part of the time retelling the journey from the Forsaken Inn to the Seeing Chair then the Black Barrow and Gror's treachery. He listened intently while taking quick notes and asking further questions, most of which she could not answer. Léofwyn also produced the small ring she had found in the barrow, Bregil took great interest in the object and studied it intently. Sensing his excitement, Léofwyn offered to let him keep it for study until her return. She still found him charming despite his rather bureaucratic approach to the whole thing. The following morning Léofwyn paid a visit Flòri, a dwarf craftsman she had met at the Pony. He had been traveling west to the Blue Mountains and decided to spend the winter in Bree. She asked the dwarf if she could commission a sword before his return from Baraz-dûm. He readily agreed and she gave him a sizeable sum of coin as a downpayment. With her business in Bree concluded, Léofwyn rode east to Rohan. OOC Léofwyn is looking to purchase a Dwarven made broadsword from Flòri. She will give him 4 gold as a down payment and pay the remaining balance upon her return in the spring. (I marked the total cost on her sheet already)
  18. This is what if found looking at the list and each character sheet. Amdiran: meet patron, research lore, or write a song Leofwyn: strengthen fellowship Galian: gather rumors Orn: strengthen fellowship
  19. Something to do with finding Gorlanc? We have the tablet and a letter, so maybe Gather Rumors.
  20. Haha! I do this to my dog Smokey everytime my wife bakes, but with less success. "WHOM DO YOU SERVE!" We also have our own White Wizard aka Bandit
  21. I had my suspicions, well done GM. I loved every moment! For those who don't know the OG song:
  22. Looks like we have a total of 57 gold in coins and 125 gold treasure, plus 142 silver and 69 copper. How do you all want to divide this? My suggestion is to split the coins between us, give Tomas and Nick the Pearls, return the jewelled hilt to Bree, return the chain to the Dunedain, and then sell the rest to split among the party. The sword has been claimed by Fletcher, and Léofwyn has taken the ring she found before the battle. That gives each party member: 33g, 5c Not giving ANY treasure to others would net an additional 15g each Treasure 27 gold pieces + 30 gold pieces (recovered earlier) 142 silver pennies 69 copper coins A small gold ring, worth 5g A ring of silver, studded with a fine emerald (total value 10g) A jewelled sword-hilt, worth 20g (sentimental to the Men of Bree) Pearls of great worth, total value 20g A lordly chain of gold, bearing the emblem of Arthedain, worth 20g (sentimental to the Dunedain) A golden crown, bearing seven shining sapphires, worth 50g Fletcher's Sword Léofwyn's Ring
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