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grimlock

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  1. (Rohirrim Knight level 3) AC: 17/18* | HP: 29/29 | Initiative: +2 | Passive Perception: 13 | Insight: 11 | Speed: 30 ft Inspiration: 1 | Shadow: 4 |Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately. Once you use this feature, you must finish a short or long rest before you can use it again: 1 | Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1 | Mark of HonorInspiration: You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest.: 1 | Sworn DefenderUpon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest, you can name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest. While near your Charge, you gain temporary hit points equal to your Wisdom bonus plus your Warrior levels. Alternatively, your liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Loremaster, you tarry or stray from your quest. If your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge (see the Fellowship Phase chapter for more information on Sanctuaries).: - Dwarven Broad Sword+5, 1D8+3 Piercing, Finesse | Spear+3, 1D6+1 Piercing, (+4) Thrown Range 20/60, Versatile (1D8+1) | Short Bow+4, 1D6 Piercing, Ammunition, Range 80/320, Two-handed | Dagger+4, 1D4+2 Piercing, Finesse, Light, Thrown, Range 20/60 Aelfric (Warhorse, Large) | AC: 12 | HP: 38 | Speed: 60ft | Passive Perception: 11 | Hooves+6, 2D6+4, Charge +6 | Trained Warhorse Léofwyn was glad to be underway again with her companions. The cool spring air was invigorating as they rode out of Bree and towards the Chetwood. She paused at the top of the hill reigning Aelfric in and peered down towards the forest ahead. OOC Scanning the forest.
  2. "Certainty of death. Small chance of success. What are we waiting for?"
  3. Léofwyn can take the look-out role again. Do we need much in the way of supplies except for a few rations? Archet is pretty close, within a day I imagine, and we have our mounts.
  4. I think the plan was to see Harry Talltree first and then pay a visit to Mr. Skunkwood in Archet.
  5. (Rohirrim Knight level 3) AC: 17/18* | HP: 29/29 | Initiative: +2 | Passive Perception: 15 | Insight: 11 | Speed: 30 ft Inspiration: 0 | Shadow: 4 |Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately. Once you use this feature, you must finish a short or long rest before you can use it again: 1 | Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1 | Mark of HonorInspiration: You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest.: 1 | Sworn DefenderUpon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest, you can name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest. While near your Charge, you gain temporary hit points equal to your Wisdom bonus plus your Warrior levels. Alternatively, your liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Loremaster, you tarry or stray from your quest. If your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge (see the Fellowship Phase chapter for more information on Sanctuaries).: - Dwarven Broad Sword+5, 1D8+3 Piercing, Finesse | Spear+3, 1D6+1 Piercing, (+4) Thrown Range 20/60, Versatile (1D8+1) | Short Bow+4, 1D6 Piercing, Ammunition, Range 80/320, Two-handed | Dagger+4, 1D4+2 Piercing, Finesse, Light, Thrown, Range 20/60 Aelfric (Warhorse, Large) | AC: 12 | HP: 38 | Speed: 60ft | Passive Perception: 11 | Hooves+6, 2D6+4, Charge +6 | Trained Warhorse Léofwyn smiles politely at Dandi, "Welcome, there is an extra pony since Galian's departure. It should be to your liking. As for my horse, I am afraid he does not tolerate other riders. But if you fancy a new hat, I believe that there is a hatter among the merchants at Three-Farrow Hall, near the East Gate." OOC I figure Léofwyn would have stabled the ponies that the party purchased over the winter. Likely with Knut or Butterbur.
  6. (Rohirrim Knight level 3) AC: 17/18* | HP: 29/29 | Initiative: +2 | Passive Perception: 15 | Insight: 11 | Speed: 30 ft Inspiration: 0 | Shadow: 4 |Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately. Once you use this feature, you must finish a short or long rest before you can use it again: 1 | Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1 | Mark of HonorInspiration: You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest.: 1 | Sworn DefenderUpon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest, you can name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest. While near your Charge, you gain temporary hit points equal to your Wisdom bonus plus your Warrior levels. Alternatively, your liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Loremaster, you tarry or stray from your quest. If your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge (see the Fellowship Phase chapter for more information on Sanctuaries).: - Dwarven Broad Sword+5, 1D8+3 Piercing, Finesse | Spear+3, 1D6+1 Piercing, (+4) Thrown Range 20/60, Versatile (1D8+1) | Short Bow+4, 1D6 Piercing, Ammunition, Range 80/320, Two-handed | Dagger+4, 1D4+2 Piercing, Finesse, Light, Thrown, Range 20/60 Aelfric (Warhorse, Large) | AC: 12 | HP: 38 | Speed: 60ft | Passive Perception: 11 | Hooves+6, 2D6+4, Charge +6 | Trained Warhorse Léofwyn's demeaner sobers at the mention of the wight. Her eyes seem to be fixed afar for a moment. She lets out a short cough as a cloud of pipe smoke wafts into her. She frowns and waves it away as her attention returns. Léofwyn considers Fletcher's invitation for a brief moment then nods in agreement. "It would be good to have another among us." She turns to Dandi with a smile, "Tell me, Master Puddifoot, do you know how to ride? We do intend to move with some haste if we are to get ahead of Gorlanc." Show this
  7. (Rohirrim Knight level 3) AC: 17/18* | HP: 29/29 | Initiative: +2 | Passive Perception: 15 | Insight: 11 | Speed: 30 ft Inspiration: 0 | Shadow: 4 |Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately. Once you use this feature, you must finish a short or long rest before you can use it again: 1 | Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1 | Mark of HonorInspiration: You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest.: 1 | Sworn DefenderUpon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest, you can name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest. While near your Charge, you gain temporary hit points equal to your Wisdom bonus plus your Warrior levels. Alternatively, your liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Loremaster, you tarry or stray from your quest. If your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge (see the Fellowship Phase chapter for more information on Sanctuaries).: - Dwarven Broad Sword+5, 1D8+3 Piercing, Finesse | Spear+3, 1D6+1 Piercing, (+4) Thrown Range 20/60, Versatile (1D8+1) | Short Bow+4, 1D6 Piercing, Ammunition, Range 80/320, Two-handed | Dagger+4, 1D4+2 Piercing, Finesse, Light, Thrown, Range 20/60 Aelfric (Warhorse, Large) | AC: 12 | HP: 38 | Speed: 60ft | Passive Perception: 11 | Hooves+6, 2D6+4, Charge +6 | Trained Warhorse Léofwyn watched hobbit exchange words with some amusement. What a strange and curious fellow, though he seemed friendly enough. She grinned at the offer of more ale and Fletcher's praise of the batch. "That it is." She agreed and raised her mug to clink it with the others before turning her attention back to the hobbit. "Do not listen to the rumors that Butterbur would spew, our dear ranger friend is as noble as any man of Bree. I would take his word over that of ten-score others here. His tongue may sound grim but he does speak the truth." She winked at Amdiran and continued. "As for me, I am Léofwyn, and I hail from the West-March of Rohan. Where any news of interest is few and far between, particularly concerning hobbits." She smiled and emptied her mug. "But what business would bring a gentle-hobbit, such as yourself, so far from the Shire to seek such news?" Show this
  8. (Rohirrim Knight level 3) AC: 17/18* | HP: 29/29 | Initiative: +2 | Passive Perception: 15 | Insight: 11 | Speed: 30 ft Inspiration: 0 | Shadow: 4 |Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately. Once you use this feature, you must finish a short or long rest before you can use it again: 1 | Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1 | Mark of HonorInspiration: You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest.: 1 | Sworn DefenderUpon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest, you can name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest. While near your Charge, you gain temporary hit points equal to your Wisdom bonus plus your Warrior levels. Alternatively, your liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Loremaster, you tarry or stray from your quest. If your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge (see the Fellowship Phase chapter for more information on Sanctuaries).: - Dwarven Broad Sword+5, 1D8+3 Piercing, Finesse | Spear+3, 1D6+1 Piercing, (+4) Thrown Range 20/60, Versatile (1D8+1) | Short Bow+4, 1D6 Piercing, Ammunition, Range 80/320, Two-handed | Dagger+4, 1D4+2 Piercing, Finesse, Light, Thrown, Range 20/60 Aelfric (Warhorse, Large) | AC: 12 | HP: 38 | Speed: 60ft | Passive Perception: 11 | Hooves+6, 2D6+4, Charge +6 | Trained Warhorse Léofwyn smiled as she entered the Prancing Pony. The familiar smell of Butterbur's ale coupled with the sounds of merry conversation gave off a welcoming aura. The sight of her friends gathered around a table near the fire made it even more so like home. She greeted them warmly and sat down as they caught up on the past few weeks over a few pints of ale. Soon the conversation turned towards Gorlanc and the business of what to do next. "I agree, Harry Talltree would be a good place to start. Perhaps we should also pay a visit to this Skunkwood fellow in Archet. He may be of some use ot us yet." Show this
  9. An auspicious day! Happy to add that my wife and I just welcomed our newest baby boy. Everyone is doing well. Things will be a little hectic until we settle in at home. I will catch up on the new adventure this week.
  10. Say no more, I have also been called to serve Super Earth!
  11. (Rohirrim Knight level 3) AC: 17/18* | HP: 29/29 (-) | Initiative: +2 | Passive Perception: 15 | Insight: 11 | Speed: 30 ft Inspiration: 1 | Shadow: 4 |Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately. Once you use this feature, you must finish a short or long rest before you can use it again: 1 | Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1 | Mark of HonorInspiration: You may draw Inspiration from your Charge. Once you have gained Inspiration from your Charge, you cannot do so again until you finish a long rest.: 1/1 | Sworn DefenderUpon choosing this archetype at 3rd level you gain the ability to nominate a Charge. At the end of a long rest, you can name a person or place and swear mighty oaths to protect and defend it. This Charge remains until either it is killed, or you change your Charge following a long rest. While near your Charge, you gain temporary hit points equal to your Wisdom bonus plus your Warrior levels. Alternatively, your liege lord may assign you a task, in which case the completion of that quest becomes your Charge, and you lose the temporary hit points if, in the judgement of the Loremaster, you tarry or stray from your quest. If your Charge is a place, it becomes a Sanctuary for you as long as it remains your Charge (see the Fellowship Phase chapter for more information on Sanctuaries).: - Broad Sword+4, 1D8+2 Piercing, Finesse | Spear+3, 1D6+1 Piercing, (+4) Thrown Range 20/60, Versatile (1D8+1) | Short Bow+4, 1D6 Piercing, Ammunition, Range 80/320, Two-handed | Dagger+4, 1D4+2 Piercing, Finesse, Light, Thrown, Range 20/60 Aelfric (Horse, Large) | AC: 12 | HP: 38/38 | Speed: 60ft | Passive Perception: 11 | Hooves+4, 2D4+2, Charge | Trained Warhorse The road to Rohan from Bree is a long and tiresome journey in the best of weather. To undertake the trip at the onset of winter only compounds the difficulty. However the added discomfort and misery allows for a relatively safe passage. Fewer enemies tend lurk along the road in these conditions. The small caravan carefully made their way south at as comfortable a pace they could afford. Luck would be on their side however, as no sign of bandits or Dunland war parties were encountered. After what felt like an eternity Léofwyn rode through the gates and into the courtyard of Fowlmere manor. The high peaks of the White Mountains glittered in the distance from a fresh snow and small whisps of chimney smoke rose above the hamlet as the folk went about their day. She was glad to be home, it had been nearly a year since her last visit. Yet much had changed. Her father's grave mound now sat vigil outside the gates, wreathed in Simbelmynë among those of his ancestors. Now her brother sat upon the seat of the house. She led Aelfric to the stables and went to see her family. The weeks of winter moved slowly in Fowlmere. Léofwyn spent much of it helping her mother, telling tales of adventure to her nieces and nephews, relaying trade and merchant news to her brother and his council. Yet her most cherished time was taking Aelfric to ride on the open grasslands and pastures surrounding the small village. Their time away from the rolling plains had led to the warhorse losing a bit of his edge. Aelfric seemed to gain a newfound confidence with their return. Even the stablemaster remarked on his change in stature and demeanor. Léofwyn did not know whether it was the weeks of training or the return to home, but the warhorse seemed invigorated, stronger and prouder than ever. As the winds of winter began to subside and the mountain creeks sprang to life again Léofwyn knew it was time to return to Bree. She bid farewell to her brother and family and joined a caravan heading west. The return journey was mostly uneventful, a small band of Dunland scouts attempted to waylay the group but were driven off after a brief engagement. Luckily no one was severely injured and they were able to continue without further altercation. The only obstacle upon the road was the thick mud, freshly thawed from winter. Upon her return to Bree Léofwyn met with Flòri and payed the remaining sum for her new sword. She then proceeded to the Prancing Pony where she found Orn among the patrons. OOC I'm paying 6g to 'upgrade' Aelfric from a Palfrey horse to a Destrier (p.149 Rohan guide) Léofwyn will also be completing the Rohan Horse training undertaking and will give Aelfric the 'Strong' trait. (p.152 Rohan Guide) Upon her return to Bree she will collect the Broadsword from Flòri.
  12. No worries, it's a different pace than the adventure phase. I'll wrap up Leofwyn's adventure in my next post then I'll be ready to move forward.
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