Papa Bear Posted April 29 Clone Share Posted April 29 Orn, 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? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
grimlock Posted April 30 Clone Share Posted April 30 (edited) 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 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. Edited April 30 by grimlock (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Old_Skuul Posted May 1 Clone Share Posted May 1 (edited) Dandifred(Dandi) Puddifoot 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. Edited May 1 by Old_Skuul (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted May 2 Clone Share Posted May 2 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 Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 9 1d20+5 4 Stealth 24 1d20+5 19 Initiative 24 1d20+4 20 Link to comment Share on other sites More sharing options...
Old_Skuul Posted May 2 Clone Share Posted May 2 (edited) Dandifred(Dandi) Puddifoot 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 Initiative Edited May 4 by Old_Skuul (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 More sharing options...
Papa Bear Posted May 2 Clone Share Posted May 2 Orn, 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 xDiceName xDiceResult xDiceString xDiceRolls the initiative roll, when it happens 12 1d20+1 11 Link to comment Share on other sites More sharing options...
grimlock Posted May 2 Clone Share Posted May 2 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 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. Name xDiceName xDiceResult xDiceString xDiceRolls initiative 11 1d20+2 9 Link to comment Share on other sites More sharing options...
Papa Bear Posted May 2 Clone Share Posted May 2 Orn, 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) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted May 7 Author Clone Share Posted May 7 Music: Thug Life (Brigands) - Battle Brothers OST The Chetwood - Spring 2948 T.A. 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 GuideIn charge of all decisions concerning route, rest, and supplies. Guides rely on Wisdom and Survival proficiency. - Amdiran ScoutIn charge of setting up camp, opening new trails. Scouts rely on Stealth and Investigation. - Dandi HunterIn charge of finding food in the wild. Hunters rely on success with Survival checks. - Orn Look-outIn charge of keeping watch. Look-outs rely on their abilities in Perception. - 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Old_Skuul Posted May 7 Clone Share Posted May 7 (edited) Dandifred(Dandi) Puddifoot 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+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 May 7 by Old_Skuul (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 More sharing options...
Papa Bear Posted May 8 Clone Share Posted May 8 (edited) Orn, 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 May 8 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Orn attacks the nearest brigand 12 1d20+8 4 Damage 11 1d8+6 5 Link to comment Share on other sites More sharing options...
codexgigas Posted May 8 Clone Share Posted May 8 (edited) 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 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 May 8 by codexgigas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Short Bow 23; 4 1d20+5; 1d6+3 [18]; [18,1] Link to comment Share on other sites More sharing options...
grimlock Posted May 8 Clone Share Posted May 8 (edited) 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 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: 0 | 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 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 May 8 by grimlock (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 More sharing options...
rogueblade0729 Posted May 10 Author Clone Share Posted May 10 (edited) Music: Thug Life (Brigands) - Battle Brothers OST The Chetwood - Spring 2948 T.A. 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 GuideIn charge of all decisions concerning route, rest, and supplies. Guides rely on Wisdom and Survival proficiency. - Amdiran ScoutIn charge of setting up camp, opening new trails. Scouts rely on Stealth and Investigation. - Dandi HunterIn charge of finding food in the wild. Hunters rely on success with Survival checks. - Orn Look-outIn charge of keeping watch. Look-outs rely on their abilities in Perception. - 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 May 11 by rogueblade0729 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 More sharing options...
Old_Skuul Posted May 11 Clone Share Posted May 11 (edited) Dandifred(Dandi) Puddifoot 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. 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 May 11 by Old_Skuul (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 More sharing options...
Recommended Posts