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(Rogue's Guild) Adventures in Middle Earth: Over the Edge of the Wild
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<blockquote data-quote="The Grassy Gnoll" data-source="post: 6906530" data-attributes="member: 6788652"><p><strong>Name</strong>: Ceodric (The Dreamer)</p><p><strong>Class & Level</strong>: Scholar (Master Healer) 3</p><p><strong>Culture</strong>: Woodman of Mirkwood (Frugal)</p><p><strong>Background</strong>: The Harrowed</p><p><strong>Shadow Weakness</strong>: Lure of Secrets</p><p></p><p>[ATTACH]77162[/ATTACH]</p><p></p><p><strong>Basic Background</strong></p><p>Not the fastest or the strongest, Ceodric is a 20-year old from Rhosgobel, where he learned the arts of lore and healing, and embraced the animal husbandry of his people. For the past year, though, Ceodric has been plagued by terrible dreams. The dreams began as snatches - brief vivid images showing various misfortunes befalling those he knew, and those he did not. As time has gone on the dreams have got longer, stranger, and harder to decipher. But they showed glimpses of other places and as his family and friends grew more wary of his warnings and questions, so his need to travel to the places he saw in his dreams became stronger. Taking his pet hound with him for companionship and safety, he set out into Middle-earth to discover more about his dreams, and the Shadow he feels increasingly is to blame for them. He hopes against hope that his path is not set out in its entirety for him, but fears that he knows too little and has misjudged his interpretations badly. He has seen dreams come to pass, and come to pass because he has tried to stop them. For a young man, he is hardened beyond his years but always tries to use his lore and knowledge to heal those who, unlike him, the Dreamer, he believes can be healed.</p><p></p><p>[sblock=Stat Block]</p><p>10 Strength (+0)</p><p>14 Dexterity (+2)</p><p>14 Constitution (+2)</p><p>12 Intelligence (+1, save +3)</p><p>17 Wisdom (+3, save +5)</p><p>10 Charisma (+0)</p><p><em>Note: Wisdom without Hound of Mirkwood is 16, bonuses/saves unchanged</em></p><p></p><p><strong>Proficiency Bonus: </strong>+2</p><p><strong>Passive Perception: </strong>13</p><p><strong>Speed: </strong>30'<strong></strong></p><p><strong>AC</strong>: 13</p><p><strong>HP</strong>: 24</p><p><strong>Inspiration</strong>:</p><p><strong>Shadow</strong> <strong>Points</strong>: </p><p><strong>Permanent Shadow Points</strong>: </p><p>[/sblock]</p><p></p><p>[sblock=Attacks]</p><p>Dagger +4, 1d4+2 (thrown range 20/60)</p><p>Staff +2, 1d6+0/1d8+0</p><p>[/sblock]</p><p></p><p>[sblock=Proficiencies & Skills]</p><p><strong>Proficiencies</strong>: Light armour, simple weapons</p><p><strong>Tools</strong>: </p><p>- Herbalism kit</p><p>- Pipe: <em>Spend an hour smoking pipe while considering a problem, make ability check with +2 v DC 15. Success, make immediate follow-on check with Advantage. Failure, wasted an hour, but had a good smoke).</em></p><p><strong>Languages</strong>: </p><p><em>- Fluent </em>- Westron and Vale of Anduin tongue</p><p><em>- Conversational </em>- all Mannish/Elven tongues inc Quenya </p><p><em>- Simple phrases</em> in tongues of all other races</p><p><strong>Skills</strong>:</p><p>Acrobatics +2</p><p>Animal Handling +2</p><p>Athletics +0</p><p>Deception +0</p><p>History +1</p><p>Insight +3</p><p>Intimidation +0</p><p>*Investigation +3/+5 with Advantage with Hound</p><p>**Lore +5</p><p>**Medicine +7</p><p>*Nature +3</p><p>Perception +3</p><p>Performance +0</p><p>Persuasion +0</p><p>Riddle +1</p><p>*Shadow Lore +3</p><p>Sleight of Hand +2</p><p>Stealth +2</p><p>*Survival +5</p><p>Traditions +1</p><p>[/sblock]</p><p></p><p>[sblock=Class Abilities]</p><p><strong>Hands of a Healer (Improved Healing)</strong></p><p>- 3 Healing Dice (roll 2d8 for each die)</p><p>- Take 10 mins = (die x2)+3</p><p>- Cure Disease, Poison or Condition (Frightened, Paralysed, Stunned, Unconscious)</p><p><strong>News from Afar</strong></p><p>- LM provides snippets once/Adventuring Phase</p><p>- LM regularly provide rumours based on Passive checks</p><p>- Active check: +5 once/adventuring phase to learn more about person/place/event</p><p><strong>Tongues of Many People</strong></p><p>- Simple conversation in any tongue of Men or Elves</p><p>- A few phases in other races – warning/insult/greeting</p><p><strong>Path of Wisdom</strong></p><p>- Double Proficiency in Medicine and Lore</p><p><strong>Healing Lores</strong></p><p>Healer’s Staunching Song</p><p>- Short rest, up to 3 people recover 1HD+Con without using a HD[/sblock]</p><p></p><p>[sblock=Cultural Virtues]</p><p><strong>Hound of Mirkwood</strong> </p><p>Hound name: Hilda</p><p>STR 13 (+1) DEX 14 (+2) CON 12 (+1) INT 3 (-4) WIS 12 (+1) CHA 7 (-2)</p><p>AC 14</p><p>HP 12</p><p>Speed 40’</p><p>Bite: +5, 1d6+3</p><p>If target S/M, Save v DC11 Strength or have Disadvantage on next attack</p><p>Perception +3</p><p>Keen Hearing and Smell: Advantage on Perception re: hearing and smell</p><p>Adds +1 to Wisdom</p><p>Support: Investigation [/sblock]</p><p></p><p>[sblock=Background Traits]</p><p><strong>The Harrowed</strong></p><p><strong>Background Feature:</strong> Foreknowledge - flash of insight when encounter a new person or place.</p><p><strong>Quality</strong>: Hardened - have already seen some of my dreams come true and, good or ill, they've steeled me for what is to come.</p><p><strong>Speciality</strong>: Dark Secrets - I am certain that my dreams touch the Shadow. I am learning all that I can about it.</p><p><strong>Hope</strong>: Not everything is pre-ordained - I revel in such moments of uncertainty.</p><p><strong>Despair</strong>: I've badly misinterpreted my dreams and it's too late to change now.[/sblock]</p><p></p><p>[sblock=Equipment]</p><p>Staff</p><p>Leather jerkin</p><p>Cloak</p><p>Travelling gear:</p><p>- Backpack</p><p>- Blanket</p><p>- Mess kit</p><p>- Flask of oil</p><p>- Pouch </p><p>- 50' hempen rope</p><p>- 5 torches</p><p>- Waterskin</p><p>- Whetstone</p><p>Belt dagger</p><p>12 silver pennies</p><p>Hand carved game set</p><p>Herbalism kit</p><p>Pipe + pipe smoking materials</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="The Grassy Gnoll, post: 6906530, member: 6788652"] [B]Name[/B]: Ceodric (The Dreamer) [B]Class & Level[/B]: Scholar (Master Healer) 3 [B]Culture[/B]: Woodman of Mirkwood (Frugal) [B]Background[/B]: The Harrowed [B]Shadow Weakness[/B]: Lure of Secrets [ATTACH=CONFIG]77162._xfImport[/ATTACH] [B]Basic Background[/B] Not the fastest or the strongest, Ceodric is a 20-year old from Rhosgobel, where he learned the arts of lore and healing, and embraced the animal husbandry of his people. For the past year, though, Ceodric has been plagued by terrible dreams. The dreams began as snatches - brief vivid images showing various misfortunes befalling those he knew, and those he did not. As time has gone on the dreams have got longer, stranger, and harder to decipher. But they showed glimpses of other places and as his family and friends grew more wary of his warnings and questions, so his need to travel to the places he saw in his dreams became stronger. Taking his pet hound with him for companionship and safety, he set out into Middle-earth to discover more about his dreams, and the Shadow he feels increasingly is to blame for them. He hopes against hope that his path is not set out in its entirety for him, but fears that he knows too little and has misjudged his interpretations badly. He has seen dreams come to pass, and come to pass because he has tried to stop them. For a young man, he is hardened beyond his years but always tries to use his lore and knowledge to heal those who, unlike him, the Dreamer, he believes can be healed. [sblock=Stat Block] 10 Strength (+0) 14 Dexterity (+2) 14 Constitution (+2) 12 Intelligence (+1, save +3) 17 Wisdom (+3, save +5) 10 Charisma (+0) [I]Note: Wisdom without Hound of Mirkwood is 16, bonuses/saves unchanged[/I] [B]Proficiency Bonus: [/B]+2 [B]Passive Perception: [/B]13 [B]Speed: [/B]30'[B] AC[/B]: 13 [B]HP[/B]: 24 [B]Inspiration[/B]: [B]Shadow[/B] [B]Points[/B]: [B]Permanent Shadow Points[/B]: [/sblock] [sblock=Attacks] Dagger +4, 1d4+2 (thrown range 20/60) Staff +2, 1d6+0/1d8+0 [/sblock] [sblock=Proficiencies & Skills] [B]Proficiencies[/B]: Light armour, simple weapons [B]Tools[/B]: - Herbalism kit - Pipe: [I]Spend an hour smoking pipe while considering a problem, make ability check with +2 v DC 15. Success, make immediate follow-on check with Advantage. Failure, wasted an hour, but had a good smoke).[/I] [B]Languages[/B]: [I]- Fluent [/I]- Westron and Vale of Anduin tongue [I]- Conversational [/I]- all Mannish/Elven tongues inc Quenya [I]- Simple phrases[/I] in tongues of all other races [B]Skills[/B]: Acrobatics +2 Animal Handling +2 Athletics +0 Deception +0 History +1 Insight +3 Intimidation +0 *Investigation +3/+5 with Advantage with Hound **Lore +5 **Medicine +7 *Nature +3 Perception +3 Performance +0 Persuasion +0 Riddle +1 *Shadow Lore +3 Sleight of Hand +2 Stealth +2 *Survival +5 Traditions +1 [/sblock] [sblock=Class Abilities] [B]Hands of a Healer (Improved Healing)[/B] - 3 Healing Dice (roll 2d8 for each die) - Take 10 mins = (die x2)+3 - Cure Disease, Poison or Condition (Frightened, Paralysed, Stunned, Unconscious) [B]News from Afar[/B] - LM provides snippets once/Adventuring Phase - LM regularly provide rumours based on Passive checks - Active check: +5 once/adventuring phase to learn more about person/place/event [B]Tongues of Many People[/B] - Simple conversation in any tongue of Men or Elves - A few phases in other races – warning/insult/greeting [B]Path of Wisdom[/B] - Double Proficiency in Medicine and Lore [B]Healing Lores[/B] Healer’s Staunching Song - Short rest, up to 3 people recover 1HD+Con without using a HD[/sblock] [sblock=Cultural Virtues] [B]Hound of Mirkwood[/B] Hound name: Hilda STR 13 (+1) DEX 14 (+2) CON 12 (+1) INT 3 (-4) WIS 12 (+1) CHA 7 (-2) AC 14 HP 12 Speed 40’ Bite: +5, 1d6+3 If target S/M, Save v DC11 Strength or have Disadvantage on next attack Perception +3 Keen Hearing and Smell: Advantage on Perception re: hearing and smell Adds +1 to Wisdom Support: Investigation [/sblock] [sblock=Background Traits] [B]The Harrowed Background Feature:[/B] Foreknowledge - flash of insight when encounter a new person or place. [B]Quality[/B]: Hardened - have already seen some of my dreams come true and, good or ill, they've steeled me for what is to come. [B]Speciality[/B]: Dark Secrets - I am certain that my dreams touch the Shadow. I am learning all that I can about it. [B]Hope[/B]: Not everything is pre-ordained - I revel in such moments of uncertainty. [B]Despair[/B]: I've badly misinterpreted my dreams and it's too late to change now.[/sblock] [sblock=Equipment] Staff Leather jerkin Cloak Travelling gear: - Backpack - Blanket - Mess kit - Flask of oil - Pouch - 50' hempen rope - 5 torches - Waterskin - Whetstone Belt dagger 12 silver pennies Hand carved game set Herbalism kit Pipe + pipe smoking materials [/sblock] [/QUOTE]
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