Jump to content

Chapter 3: Gathering Shadows


rogueblade0729

Recommended Posts

 

image.jpeg.73940120db5f4a4029590082d07a0a45.jpegOrn, Son of Thain

Weaponmaster

#3 HP: 32 / 32          AC: 20 (16)           Second Wind: Yes          Action Surge: Yes    Shadow: 2       Character Sheet


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?

Link to comment
Share on other sites

Leofwyn
Léofwyn (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 Surge: 1 | Second Wind: 1 | Mark of Honor: 1 | Sworn Defender: Orn

Dwarven Broad Sword | Spear | Short Bow | Dagger 


Aelfric (Warhorse, Large) | AC: 12 | HP: 38 Speed: 60ft | Passive Perception: 11 Hooves 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.

 

Edited by grimlock (see edit history)
Link to comment
Share on other sites

  

image.png.03909d1595567e8c347ac86a95a69c1d.png

Dandifred(Dandi) Puddifoot Hobbit Treasure Hunter 2/Scholar 1


AC: 15HP: 21/21Initiative: +4Passive Perception: 11Insight: 11Speed: 25 ft
Inspiration: NShadow: 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.

Edited by Old_Skuul (see edit history)
Link to comment
Share on other sites

Amdiran, Son of Amdirgir Dunédain Warden (Counselor) 4
spacer.png


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

 

Name
Stealth
9
1d20+5 4
Stealth
24
1d20+5 19
Initiative
24
1d20+4 20
Link to comment
Share on other sites

 

image.png.03909d1595567e8c347ac86a95a69c1d.png

Dandifred(Dandi) Puddifoot Hobbit Treasure Hunter 2/Scholar 1


AC: 15HP: 21/21Initiative: +4Passive Perception: 11Insight: 11Speed: 25 ft
Inspiration: NShadow: 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

Initiative

Edited by Old_Skuul (see edit history)
Name
Stealth
10
1d20+8 2
Perception
18
1d20+1 17
Stealth #2
18
1d20+8 10
Initiative
18
1d20+4 14
Link to comment
Share on other sites

 

image.jpeg.73940120db5f4a4029590082d07a0a45.jpegOrn, Son of Thain

Weaponmaster

#3 HP: 32 / 32          AC: 20 (16)           Second Wind: Yes          Action Surge: Yes    Shadow: 2       Character Sheet


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.

Gimli says Yes: The Sequel (youtube.com)

Name
the initiative roll, when it happens
12
1d20+1 11
Link to comment
Share on other sites

Leofwyn
Léofwyn (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 Surge: 1 | Second Wind: 1 | Mark of Honor: 1 | Sworn Defender: Orn

Dwarven Broad Sword | Spear | Short Bow | Dagger 


Aelfric (Warhorse, Large) | AC: 12 | HP: 38 Speed: 60ft | Passive Perception: 11 Hooves 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.

 

Name
initiative
11
1d20+2 9
Link to comment
Share on other sites

 

image.jpeg.73940120db5f4a4029590082d07a0a45.jpegOrn, Son of Thain

Weaponmaster

#3 HP: 32 / 32          AC: 20 (16)           Second Wind: Yes          Action Surge: Yes    Shadow: 2       Character Sheet


"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.

Gimli says Yes: The Sequel (youtube.com)

Link to comment
Share on other sites

Music: Thug Life (Brigands) - Battle Brothers OST

The Chetwood - Spring 2948 T.A.

image.jpeg.16ec4719dd7a3a46b4eb4aea4090f9d9.jpeg

With the Company resolved to take on these brigands, they make their approach. As they near the ambush site, it seems they are currently unnoticed, though the crebain continues squawking in a very human-like fashion.

OOC

Roles for Journeys

  • Guide - Amdiran
  • Scout - Dandi
  • Hunter - Orn
  • Look-out - Léofwyn

OOC: Alright folks, the Roll20 has been updated. I've set you off to the left side of the battle map, but with your Stealth checks, we are technically not in initiative. Go ahead and place yourselves wherever you'd like, as long as it is no closer than 20 feet to an enemy.

Your scouting and sneaking has allowed you to Surprise the brigands! While they are "hiding", Orn's distraction will draw them out, so you know where they all are. Once you've positioned yourselves, go ahead and take your first round of actions, then the enemies will roll initiative.

Roll20 Map


To Post: Everyone!


@codexgigas @Old_Skuul @Papa Bear @grimlock

Link to comment
Share on other sites

 

image.png.03909d1595567e8c347ac86a95a69c1d.png

Dandifred(Dandi) Puddifoot Hobbit Treasure Hunter 2/Scholar 1


AC: 15HP: 21/21Initiative: +4Passive Perception: 11Insight: 11Speed: 25 ft
Inspiration: NShadow: 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+4 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 hides behind a large tree hoping to stay towards the rear of the group. As Orn and Léofwyn move forward to engage he will loose an arrow towards the bow wielding thug hidden in the tree. He will use all of his cunning (Cunning Action HIDE) to rehide after attacking.

Bow AttackBow Attack ADVBow DamageSneak Attack DamageCunning Action Hide

Edited by Old_Skuul (see edit history)
Name
Bow Attack
15
1d20+6 9
Bow Attack ADV
24
1d20+6 18
Bow Damage
7
1d6+4 3
Sneak Attack Damage
6
1d6 6
Cunning Action Hide
23
1d20+8 15
Link to comment
Share on other sites

 

image.jpeg.73940120db5f4a4029590082d07a0a45.jpegOrn, Son of Thain

Weaponmaster

#3 HP: 32 / 32          AC: 20 (16)           Second Wind: Yes          Action Surge: Yes    Shadow: 2       Character Sheet


Orn can barely contain himself. It had been a good long while since he'd swung his mallet with intent. He'd much rather be caving in the skull of an orc but brigands were just as dangerous. Well, it was hard to tell on that one actually. Orcs, well they didn't know what they were doing, really. All instinct and hate like savage, wild animals. Beating down an Orc was just what you had to do, like putting down a rabid dog.

Brigands, on the other hand... well, there were sometimes reasons a man (and they were almost always men, occasionally hobbits but never Elves or Dwarves... well, yes, Elves in and of themselves were brigands. Only they were much more sly about it than Orcs).

When Orn feels that everyone is in position (or near enough), he strides out, shield in one hand, warhammer in the other... singing!

"Me be countin' up me money.

Me be countin' up me money.

And thinkin' 'bout wot me be buyin'

Me be countin' up me money,

Yes I am!

Second verse, same as the first!"

And on he went. He was not a minstrel, though he could tell a story. He did not have an ear for singing (nor the voice). But Orn belted out the tune as loud as you please and maybe made the song a wee bit worse than he'd normally sing it... or maybe not. When the first of the Brigands appears.

"My Toys!" Orn shouts and immediately charges, remembering to veer left to try to give the Shield Maiden of Rohan a lane to ride.



Well, that's probably a miss. Shield at the ready (perhaps a little too ready). AC 20

I didn't know where to place Orn on the map... I don't know who will show their ugly face first.

Edited by Papa Bear (see edit history)
Name
Orn attacks the nearest brigand
12
1d20+8 4
Damage
11
1d8+6 5
Link to comment
Share on other sites

Amdiran, Son of Amdirgir Dunédain Warden (Counselor) 4
spacer.png


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 approaches from the north. As Orn launches his distraction, the Ranger steps out from among the trees and looses an arrow at the brigand in the center of the clearing. He then steps back into the cover of the trees.


Tabletop

Action: Short Bow attack
Move: per Roll20
Bonus Action: None

Edited by codexgigas (see edit history)
Name
Short Bow
23; 4
1d20+5; 1d6+3 [18]; [18,1]
Link to comment
Share on other sites

Leofwyn
Léofwyn (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 Surge: 0 | Second Wind: 1 | Mark of Honor: 1 | Sworn Defender: Orn

Dwarven Broad Sword | Spear | Short Bow | Dagger 


Aelfric (Warhorse, Large) | AC: 12 | HP: 38 Speed: 60ft | Passive Perception: 11 Hooves Trained Warhorse


 

As soon as Orn raised his hammer Léofwyn put Alefric to the spur. The warhorse thundered down the path and she threw her spear, shouting a war cry in Rohirric. "SlegefæanYou are doomed to death by the sword.!"

The shield maiden then wheeled Aelfric about, drew her sword, and chopped at the next brigand.

Show this

Aelfric Action/Movement: Léofwyn will direct Aelfric to make a charge action and he will move 80 ft east, then 40 feet back down to the middle brigand.

Attack action: She will throw her spear at th brigand in the tree near Amdiran (gaining +6 to damage from charge)

Free Action: She will then draw her sword and use action surge

Action Surge Attack: Sword attack on the brigand in the middle (also with +6 damage from charge).

 

Edit: each attack should have 2 more damage, I only put +4 in the dice roller instead of +6.

 

 

Edited by grimlock (see edit history)
Name
Throwing Spear Attack
8; 8
1d20+4;1d6+5 [4]; [4,3]
Sword Attack
24; 14
1d20+5;1d8+7 [19]; [19,7]
Link to comment
Share on other sites

Posted (edited)

Music: Thug Life (Brigands) - Battle Brothers OST

The Chetwood - Spring 2948 T.A.

image.jpeg.16ec4719dd7a3a46b4eb4aea4090f9d9.jpeg

Orn's distraction proved most sufficient. As the first of the brigands emerged to attempt a robbery, they found themselves completely blindsided by the coordinated surprise attack launched by the Company.

Amdiran's shot embedded itself in the brigand leader's forearm, nearly causing him to drop his weapon.

Dandi's arrow sailed true, piercing the archer between the ribs. He grunted aloud in pain, but was unable to spot the assailant who had shot him so.

The nearest brigand to Orn, a younger thug with arrogant glee in his eyes, was completely caught off-guard by the dwarf's attack. Though it wasn't as clean of a swing as he would have liked, Rukhs-barzûl ringed as it smashed into the villain's chest, crushing bone and organ while sending him sprawling onto his back, dead.

Léofwyn's charge through the trees was as lethal as it was terrifying. While her spear got caught in some branches, thus knocking it off-course, her dwarvish blade successfully drew blood from her opponent. A cut across the shoulder send him reeling, but he remained on his feet. It seemed he was made of sterner stuff than some of his fellows.

With the momentum of battle in their favor, the Ranger and the Hobbit each manage to get in one strike before their enemies gather their wits!

OOC

Roles for Journeys

  • Guide - Amdiran
  • Scout - Dandi
  • Hunter - Orn
  • Look-out - Léofwyn

OOC: Orn hits a Footpad (AC 11) for 11 bludgeoning damage, killing him outright.

Amdiran hits the Brigand for 4 piercing damage.

Dandi hits the Highway Robber for 13 piercing damage.

Léofwyn's spear throw missed the Highway Robber, but her sword hit the Brigand for 16 slashing damage.

Roll20 Map


To Post: Amdiran, Dandi

Initiative

24 - Amdiran

18 - Dandi

16 - Highway Robber

12 - Orn

11 - Léofwyn

10 - Brigand

3 - Footpads


@codexgigas @Old_Skuul @Papa Bear @grimlock

Edited by rogueblade0729 (see edit history)
Name
Brigand Initiative
11
keep(2d20,lowest,1) 11,12
Footpads Initiative
3
1d20 3
Highway Robber Initiative
16
1d20+3 13
Link to comment
Share on other sites

  

image.png.03909d1595567e8c347ac86a95a69c1d.png

Dandifred(Dandi) Puddifoot Hobbit Treasure Hunter 2/Scholar 1


AC: 15HP: 21/21Initiative: +4Passive Perception: 11Insight: 11Speed: 25 ft
Inspiration: NShadow: 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.


 

 

As Dandi watches Orn demolish his foe with a mighty swing of his hammer, he does feel a slight bit of pity for the other footpad near the dwarf. He hears the loud clomping of hooves and Rohirric cry of battle and feels like Orn and Leofwyn have their foes handled. He shares a glance at Amdiran and nods as he notches a fresh arrow. He carefully peers around the tree he is hiding behind and sees the Highway Robber aiming at one of his new friends. "Oh no you don't!" he says as he fires another arrow in his direction. He then ducks behind the tree again in an attempt to hide.

Bow Attack with AdvantageBow DamageSneak AttackCunning Action Hide

Edited by Old_Skuul (see edit history)
Name
Bow Attack with Advantage
17
keep(2d20,1,highest)+6 5,11
Bow Damage
6
1d6+4 2
Sneak Attack
6
1d6 6
Cunning Action Hide
14
1d20+8 6
Link to comment
Share on other sites

×
×
  • Create New...