rogueblade0729 Posted July 29, 2023 Author Clone Share Posted July 29, 2023 (edited) Music: Home from the Hunt - LOTRO Soundtrack The Forsaken Inn - Winter 2947 T.A. Tarry-Mack listened quietly to Fletcher's musing, his grey gaze almost unnerving to be caught in. As he watched, Fletcher could feel as if corners of his mind began to be touched by a strange presence. Not hostile or dark, but observant. After a time, the presence left, and Tarry-Mack turned and took another gulp from his mug. "You're an honorable sort, Fletcher," he said. "Young, but truehearted. 'Tis a rare thing to see these days, even among our own kin. Counsel your companions well, and mind the Bree-lad. May your paths be straight and your feet hardy." With that, he finished the rest of his drink, grabbed his things, and settled himself into a dim corner of the sleeping room. OOC Roles for Journeys GuideIn charge of all decisions concerning route, rest, and supplies. Guides rely on Wisdom and Survival proficiency. - Prudence ScoutIn charge of setting up camp, opening new trails. Scouts rely on Stealth and Investigation. - Fletcher 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: - Roll20 Map To Post: Everyone! @codexgigas @Grendel @Papa Bear @grimlock Edited September 11, 2023 by rogueblade0729 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted July 30, 2023 Clone Share Posted July 30, 2023 Orn, Son of Thain Weaponmaster HP: 32 / 32 AC: 20 (16) Second Wind: Yes Action Surge: Yes Character Sheet Orn was repulsed by the terrible quality of the ale... but he ordered up another one anyway. He kept watch over the conversations his companions had gotten into and kept the boy within arms reach... not that it took much effort. The boy seemed quite happy to stay close to the burly dwarf. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
grimlock Posted July 31, 2023 Clone Share Posted July 31, 2023 Léofwyn (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).: Tomas 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 | Speed: 60ft | Passive Perception: 10 | Hooves+4, 2D4+2, Charge | Trained Mount Léofwyn smiled at Jack and turned to the dwarf. "How about it, Master Orn? Do you fancy showing off some of your craftsmanship?" OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted July 31, 2023 Clone Share Posted July 31, 2023 (edited) Orn, Son of Thain Weaponmaster HP: 32 / 32 AC: 20 (16) Second Wind: Yes Action Surge: Yes Character Sheet "Eh?" Orn grunts, looking somewhat embarrassed... which was something for him as nothing seemed to embarrass him. He was actually proud of when he drank way too much at the Pony a couple weeks back and puked up his guts on another customer. "Now that were a regurgimatation!" he's boasted the next day. "Me'll be glad ta help, ye. But me nae be a dwarf with them kind o' skills. Me bruther an' father an' father's father, an' father's father before him all be quality craftsmen but that skill jumped o'er me. But then, a bad dwarf crafter is prolly still better'n a skilled human one." Edited July 31, 2023 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted July 31, 2023 Clone Share Posted July 31, 2023 Amdiran, Son of Amdirgir | Dunédain Warden 3 AC: 15/17 | HP: 22/22 | HD: 3/3d8 | Initiative: +4 | Passive Perception: 17 | Warden's Gift: 3/3 | Discourse 1/1 | Foresight: 1/1 Shadow Points: 1 | DM Inspiration: 1/1 Amdiran nods in farewell to Tarry-Mack before rejoining his companions. He sidles over to Léofwyn and Orn. "It goes without saying, but we should watch ourselves here. This isn't Bree," he says softly. "I spoke with one of my kinsmen, who passed on warnings about our quest. We should make sure we aren't followed tomorrow. Some here have a fell look, and I've no doubt they would do us mischief if they found us alone in the wilds." When the Ranger hears Léofwyn's plan to earn a discount on their stay, he offers to help Orn with the tasks at hand. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
grimlock Posted August 2, 2023 Clone Share Posted August 2, 2023 Léofwyn (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).: Tomas 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 | Speed: 60ft | Passive Perception: 10 | Hooves+4, 2D4+2, Charge | Trained Mount Léofwyn nodded in agreement with the others and gestured they were ready to Jack. "Very well then, where shall we begin?" OOC Name xDiceName xDiceResult xDiceString xDiceRolls Audience roll (Persuasion +2 and +2 from GM) 7 1d20+4 3 Audience roll take 2! 10 1d20+4 6 Link to comment Share on other sites More sharing options...
rogueblade0729 Posted August 2, 2023 Author Clone Share Posted August 2, 2023 (edited) Music: Home from the Hunt - LOTRO Soundtrack The Forsaken Inn - Winter 2947 T.A. With that, Jack and Léofwyn shook on it. Three jobs for half the price, six jobs for the full price. Unfortunately, it seemed that the Company had not managed to charm this rough-looking man enough to spare them from as much trouble as they were hoping. The jobs he set for them, and would not be negotiated off of, were intensive, some of which even took place in the snow-drifting outdoors. As such, it was up to the Company to determine how hard they were willing to work for a full night's rest. OOC Roles for Journeys GuideIn charge of all decisions concerning route, rest, and supplies. Guides rely on Wisdom and Survival proficiency. - Prudence ScoutIn charge of setting up camp, opening new trails. Scouts rely on Stealth and Investigation. - Fletcher 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: Sadly, a 10 on the final Audience check is not enough to win Jack's mercy! What that means is, unfortunately, the Forsaken Inn is not welcome enough for the Company to relax and take a long rest (at this time). Here are your options: if you choose to work three jobs, the Company has to make one DC 14 Constitution saving throw against +1 level of exhaustion. If you choose to work six jobs, the Company must roll two DC 14 Constitution saving throws, each against +1 level of exhaustion (for a maximum of 2). Once we have a consensus, make your rolls and narrate accordingly. Remember to use your traits to help you here! If you can sufficiently narrate how they might help you here, I'll let you add them as d4s to these saving throws. Roll20 Map To Post: Everyone! @codexgigas @Grendel @Papa Bear @grimlock Edited August 2, 2023 by rogueblade0729 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted September 9, 2023 Author Clone Share Posted September 9, 2023 (edited) Music: Home from the Hunt - LOTRO Soundtrack The Forsaken Inn - Winter 2947 T.A. The company was swiftly put to work. As far as taskmasters go, Jack was not very forgiving in the jobs he demanded of the heroes. The three jobs were as follows: repairing a partially collapsed section of the roof, gathering and chopping firewood in the snow-laden outdoors, and moving numerous heavy crates from a barn several miles down a half-ruined side road into the inn. Orn, ever the work horse, showed no signs of slowing down as the evening wore on, but in time the other three were clearly being worn down from the heavy labor. Before the others finally began to settle down for the night, Jack approached them to accept the discounted room and board costs, before slipping off into one of the back rooms. The other patrons at the inn, for the most part, kept to themselves, though a few offered strange sideways glances at the party. Come the morning, despite the soreness and lack of easy sleep on the inn floor, they knew they had to press on. Gathering their gear, Jack gave them them a crooked smile, inviting them to stay again any time. From here, their road turned northeast, heading deep into the frozen swamplands of the Midgewater Marshes. In some ways, it was a blessing for the Company to travel in these lands during the winter. Despite its reputation for being a harsh land filled with biting swarms--the midges--and a number of very loud insects--neeker breekers--the frozen weather prevented both from heavily troubling the party. Yet, all new dangers presented themselves to make the trek even more perilous. The snow covered much of the land, making it very difficult to tell which step would be on sturdy ground and which would plunge a leg knee-deep into an icy cold bog. Likewise, hunting and foraging for food in the marshes was made even more difficult, for most of the berry bushes and other edible plants were already picked clean. On several occasions, Fletcher would notice the old tracks of herd animals heading west, likely to seek the more bountiful selection and shelter from snow found in the Chetwood. For his own part, Tomas Heatherton's youthful optimism did help press him on more than some of his wearier companions, but even he was beginning to visibly have second thoughts about completing the journey. After being forced to work for room and board in the Forsaken Inn, he was already dragging his feet somewhat through the dreadful marshes, but the promise of his inheritance pressed him forward. By the end of the third day of travel, the Company was now thoroughly in the middle of the Midgewater Marshes and seeking a dry enough place to camp. Their supply of rations was not sustaining them enough for the hardships of the journey, and the hunter Orn found an opportunity to help fill his friends' bellies. This may be the very thing that could change the tide in everyone's spirits, and as any soldier knows, morale is half the battle. To the best of his knowledge, tench could be caught if he went ice-fishing. Alternatively, red grouse also call the land home, though they are easily startled. OOC Roles for Journeys GuideIn charge of all decisions concerning route, rest, and supplies. Guides rely on Wisdom and Survival proficiency. - Prudence ScoutIn charge of setting up camp, opening new trails. Scouts rely on Stealth and Investigation. - Fletcher 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: The DC for these Constitution saves was 14. Unfortunately, only Orn managed to pass this save, meaning everyone else now gains 1 level of Exhaustion. Orn has the opportunity to go hunting! He must make a DC 14 Wisdom (Survival) check to find food. However, due to having rolled Meagre Supplies and Poor Meals for your Embarkation check, this check is made at Disadvantage. As a reminder, you do have Inspiration to spend, if you wish to negate the Disadvantage. Roll20 Map To Post: Everyone! @codexgigas @Grendel @Papa Bear @grimlock Edited September 9, 2023 by rogueblade0729 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted September 10, 2023 Clone Share Posted September 10, 2023 Orn, Son of Thain Weaponmaster HP: 32 / 32 AC: 20 (16) Second Wind: Yes Action Surge: Yes Character Sheet The trip had been hard and Orn noticed that the others had been wearing down after the day's work and rough night sleeping on the floor. Orn suggested that the group knock off early. As the group began to set up camp, Orn said he'd go out looking for something to put over a spit. He trapsed off a good long way up wind from the camp knowing that most critters would smell the group and stay clear. He found a tangle of Black Berries and climbed a nearby tree, noting that it looked like the bush had many of its berries eaten already, but still many left to attract something interested in a tasty meal. Orn was patient and stayed quiet in the branches for quite some time, his mind remembering his trip to visit his cousins recently. The memories brought a smile to his face when he'd heard a rustle. He looked down and saw two deer and a fawn plucking black berries from the bush. He'd gotten so lost in his thoughts that he could have missed their appearance. However, it was possible that they had gotten past their initial fears and seemed to be eating the berries with vigor. Though, one or the other would pop its head up after a mouthful of berries to look around, sniff the air, and turn its ears this way and that ready for danger. Orn was already ready for this. He'd cleared some branches and placed his feet. All he had to do now was hurl his hammer. With his great strength and the weight of his weapon, if he hit, the poor beast would drop, likely with a broken bone or three and possibly knocked senseless. He could quickly drop from the tree and rush over and finish the poor thing off before it suffered too much or recover and try to run away (then he'd have to chase after it for gods knows how far). He took aim and hurled the hammer. He was in luck and the head of the mallet struck the poor beast at the shoulder and the handle came swinging around and smacked it in the head, knocking it to the ground. This gave him the precious seconds to drop from the tree and run over to the deer as it fell and struggled to get back to its hooves. Orn didn't like killing the poor thing, but he also liked the flavor of a freshly roasted haunch of venison even more! Soon the burly dwarf was heading back to camp with a deer dangling over his shoulder (well, a lot of it dragging on the ground... he didn't like that, but he was pretty short and deer, by comparison, were pretty large). Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
grimlock Posted September 11, 2023 Clone Share Posted September 11, 2023 (edited) Léofwyn (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).: Tomas 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 | Speed: 60ft | Passive Perception: 10 | Hooves+4, 2D4+2, Charge | Trained Mount Léofwyn's body ached from the three days of hard travel coupled with their work at the inn. Her spirits seemed to dampen more as they pressed further into the marsh. The icy bogs laden with snow made for rough travel by horse. She feared Aelfric would plunge a hoof through the ice and become lame. The prospect soured her typical merry demeanor, and she made little conversation during their travels. Orn's triumph in hunting was a welcome boon. The lady of Rohan aided the dwarf in prepping the carcass. She cut a small bit of chuck from the front shoulder and diced it before adding it to a pot. Stew was a traditional meal among her people, especially in hard times. A few small potatoes, with the rotten portions cut out, and leeks were added with a healthy amount of pepper to the small cast iron pot. After cooking on the small fire Léofwyn eagerly proffered the steaming bowl to any who would partake. OOC Edited September 11, 2023 by grimlock (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted September 13, 2023 Clone Share Posted September 13, 2023 Amdiran, Son of Amdirgir | Dunédain Warden 3 AC: 15/17 | HP: 22/22 | HD: 3/3d8 | Initiative: +4 | Passive Perception: 17 | Warden's Gift: 3/3 | Discourse 1/1 | Foresight: 1/1 Shadow Points: 1 | DM Inspiration: 1/1 Amdiran gratefully accepts a bowl of stew from Léofwyn. After the day's chilly march, a hot meal sounds incredibly comforting. He forces himself to allow the stew to cool enough to avoid a burned tongue, but doing so is a challenge. After the meal, the Ranger looks at his companions, knowing that the past few days have worn on them. "The road ahead of us is still uncertain," he admits. "But other travelers have made darker journeys in more perilous days than ours. Perhaps hearing of them might lift our hearts." He pauses for a moment, waiting to see if anyone objects before launching into a tale. Although he speaks the Westron speech, the rhythm of his speech takes on an elvish tone, betraying the origins of the story. He grins in spite of himself. This small campfire in a frozen marsh is a far cry from how this tale is told in Elrond's halls, but he cannot help but enjoy telling the stories of the ancient days. "Long ago, before the world was changed, before Beleriand was broken, the Sons of Fëanor fought against the Great Enemy, seeking to recover what Morgoth Bauglir stole from their father. And yet, it was not an Elf Lord of the House of Fëanor who wrested the Silmaril from the Iron Crown, but Beren Erchamion of the mortal line of Bëor. He was harried from his home and passed through the terrors of the Ered Gorgoroth, until he came to the hidden realm of Doriath. In those woods where no mortal had trod, he chanced upon a fair maiden, Lúthien, daughter of Thingol, the king..." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted September 17, 2023 Author Clone Share Posted September 17, 2023 (edited) Music: Home from the Hunt - LOTRO Soundtrack The Forsaken Inn - Winter 2947 T.A. After passing a fine evening of stories and filling their bellies, the Company resumed their journey through the marshes. While the respite was welcome, it did little to help them over come two more days of grueling marching through snow and mud. Late in the second day, they arrive at a region that their map marks as the 'King's Chair'. Here it is a particularly ugly mire of mud, thorny bushes, and low-lying islands amid the slime. With each step, they uncover beneath the snow what look to be hundreds of tiny, tiny insects that swarm and stir upon being disturbed. If the Company lingers in one place for too long, enough snow will be moved that these insects begin to swarm everyone, getting in their noses and mouths. It is a vile, doleful place. However, the King's Chair is not immediately apparent. Locating the Chair will require some effort. OOC Roles for Journeys GuideIn charge of all decisions concerning route, rest, and supplies. Guides rely on Wisdom and Survival proficiency. - Prudence ScoutIn charge of setting up camp, opening new trails. Scouts rely on Stealth and Investigation. - Fletcher 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: I need someone (or everyone) to make a DC 13 Intelligence (Investigation) check. Failure results in gaining a level of Exhaustion from slogging around in the slush. If everyone fails, you can try again the following day. Unfortunately, with the Arrival roll of 1, the Company is Weary to Their Bones. Everyone must also make a DC 17 Wisdom saving throw, or else receive 2 points of Shadow. Roll20 Map To Post: Everyone! @codexgigas @Grendel @Papa Bear @grimlock Edited September 17, 2023 by rogueblade0729 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Arrival Roll 1 1d8 1 Link to comment Share on other sites More sharing options...
grimlock Posted September 18, 2023 Clone Share Posted September 18, 2023 Léofwyn (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).: Tomas 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 | Speed: 60ft | Passive Perception: 10 | Hooves+4, 2D4+2, Charge | Trained Mount Léofwyn swatted more of the insects away as she sat a top Aelfric in the muddy fen. The warhorse swished his tail and snorted simultaneously to rid himself of the bugs. As the party paused for a moment Léofwyn took in her surroundings and spoke to Tomas. "Are you sure this is the place? It seems woefully desolate." OOC She will search the area for the seat. Name xDiceName xDiceResult xDiceString xDiceRolls Investigation 3 1d20 3 Wisdom Saving Throw 20 1d20+1 19 Link to comment Share on other sites More sharing options...
codexgigas Posted September 18, 2023 Clone Share Posted September 18, 2023 Amdiran, Son of Amdirgir | Dunédain Warden 3 AC: 15/17 | HP: 22/22 | HD: 3/3d8 | Initiative: +4 | Passive Perception: 17 | Warden's Gift: 3/3 | Discourse 1/1 | Foresight: 1/1 Shadow Points: 1 | DM Inspiration: 1/1 Amdiran grimaces as an insect flies into his face. The good feelings that he felt when the party gathered around the campfire have long since passed. He sighs, feeling the weariness resting heavily upon him. "This is a desolate country. Let us move swiftly. I don't want to spend more time here than we must." Name xDiceName xDiceResult xDiceString xDiceRolls Investigation 19 1d20+3 16 Wisdom Save 11 1d20+3 8 Link to comment Share on other sites More sharing options...
Papa Bear Posted September 19, 2023 Clone Share Posted September 19, 2023 (edited) Orn, Son of Thain Weaponmaster HP: 32 / 32 AC: 20 (16) Second Wind: Yes Action Surge: Yes Shadow: 2 Character Sheet This whole place irritated Orn Edited September 19, 2023 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Investigation 15 1d20 15 Wisdom 5 1d20+1 4 Link to comment Share on other sites More sharing options...
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