Roan
Nature, and life in general, seemed to have a tendency for balance Roan found, sometimes the scales tipped one way much longer than seemed fair but in the long run things had a way of balancing out. So it really came as no surprise that on the second day of their journey, as he led the group to a small copse of trees he had used before for shelter that their easy, beautiful and peaceful journey was interrupted when the other side of the coin revealed itself.
Grey had picked up on it first, his keen sense of smell picking up the scent of blood in the air and alerting Roan to it, not that the woodsman knew exactly what his hound had sensed but he was instantly more alert and as they rounded the hill he caught the glimpse of carrion birds in the air just before they came into view of the three bodies so he wasn't as shocked as the others. He was a life long hunter and sadly over the years he wasn't a stranger to the loss of life but the cry of pain from the usually silent Rue was still heartbreaking even for him.
Roan had travelled the length and breadth of the land, met many people and spoke many languages, he had learned songs and tales that had endured for centuries and witnessed traditions and rituals which had been practically forgotten to most, but for all his travels and all his experiences, he was still at a loss for what to say to a friend in pain, to a race with such a long natural life, holding decades of memories what could be said to ease the loss of all that time and history?
As Rue and Arn approached the bodies, Roan did what he could, silently tending the horses and tethering them safely before taking his axe and gathering the wood needed by Rue to build the cairn for the dead, there was no need to speak between them as they worked, nods and hand gestures were enough to get the job done. As Rue took the flame to the dead and Arn held her love tight, Roan gave Grey a nudge towards the pair and turned his attention to the large wolf while the Mirkwood hound wandered over and pressed his body against the pair, nuzzling his head under Rue's hand.
Kneeling beside the carcass, Roan took his knife and carefully cut out the arrows from the body, the blood was old and dried in places, staining the wooden shafts and steel heads but the arrows themselves were still usable and of exquisite make, the Elves were true craftsmen. The Hide was dried out and solid to the touch of his blade, it had of impressive strength and could prove useful so he proceeded to skin the wolf. He felt sorry for Rue and the two dead strangers but his practical nature as well as his upbringing would not let him let a good meal go to waste, these people has paid the ultimate price for the kill and to leave it to rot and picked over by crows and insects seemed sacrilegious, but as he forced his blade through the skin he discovered that the corpses must have been months old, the meat was desiccated to the point it was practically jerky at this point but unlike properly smoked meat it was not fit for consumption, the meat was entirely wasted.
When he was done retrieving the hide, he sliced through the jaw and pried one of the wolfs immense fangs free and returned to the others and waited. When the time was right, when the bodies were blazing and Rue had seemed more composed, her grief turning to steely resolve he offered her the Fang with soft words
"The Spirit of the kill goes to the hunters, they are not here to claim it but you are one of the people, carry it for them and honour their sacrifice"
OCC Any indications from the state of the wolf corpse during the examination how long ago this happened roughly?
Actions & Movement Turn Summary
Initiative:
Move:
Action: Examine, Skin and Clean the wolf
Bonus Action:
Reaction:
Other:
Conditions: you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll Inspired | single-use bonus of 2d3 to any roll before the end of this adventure Small Victories
Stat Block
Roan / Maracar
Chaotic Neutral | Woodsman of Wilderland - Lure of the Road | Wanderer - Hunter of Beasts
HP: 28 |
AC: 14 (16 with Shield) |
Initiative: +3 |
Passive Perception: 15 (17 Wilderness) |
Speed: 30 |
Proficiency Bonus: +2
STR 10 (+0) |
DEX 16 (+3)|
CON 14 (+2) |
INT 10 (+0) |
WIS 16 (+3) |
CHA 10 (+0)
Str Save +2 | Dex Save +3 | Con Save +4 | Int Save +0 | Wis Save +3 | Cha Save +0 |
Weapons: Heavy, Two-Handed, Ammunition, Ranged (150/600). +7 Attack (1D8+3 Damage) Great bow |
Versatile (1D10) +2 Attack (1D8 Damage) Axe |
Finesse, Light, Thrown (20/60). +5 Attack (1D4+3 Damage) Hunting Knife
Features and Abilities: Common Speech, Vale of Anduin/Dalish, Free Folk, Trade Tongues Languages |
Armor: Light, Medium, Shields
Weapons: Simple & Martial Weapons
Tools: None
Skills: Animal Handling:+5, Tradition:+2, Nature:+2, Lore: +2, Perception:+5, Survival (Expertise):+7
Enhanced Skills: Tracking (Advantage):+9, Investigate (Hound Assist with Advantage):+4, Perception (Wilderness):+7, Stealth (Advantage - Known Lands):+3, Wilderness Related Int and Wis skills +2 additional in Known LandsProficiencies
Wanderer Traits: |
Long years spent roaming over the land have given you vast amounts of knowledge about some of the regions of Middle-earth. You know the terrain of such lands like the backs of your hands and your lore can seem almost unnatural to any companions travelling with you. At 1st level, choose 3 regions + a number of regions equal to your Wisdom modifier from the Middle-earth maps. When you make an Intelligence or Wisdom check related to a land
you know, your proficiency bonus is doubled if you are using a skill you are proficient in.
When you are travelling in one of your Known Lands you gain the following benefits:
• If any part of a journey passes through a land you know, the DC of your personal Event tests are lowered by 2.
• If the entire journey passes through lands you know, and you act as Guide, you lower the Peril Rating of the Journey by 2.
• You have advantage when making Wisdom saving throws against Corruption caused by Blighted lands you know.
• You cannot become lost under normal circumstances.
• You know at least one place in each Known Land where you can safely take a long rest: a settlement where you have friends, perhaps, or a hidden cabin in the
woods or simply a dry and defensible cavern or secret glade.
• You have advantage on Dexterity (Stealth) ability checks and can move stealthily at a normal pace.
• While tracking other creatures, you automatically learn their exact number, their sizes and how recently they passed through the area.
At both 6th and 10th level you choose an additional number of Known Lands equal to 1 + your Wisdom modifier, with a minimum of 1. With the Loremaster’s permission, you can save these Known Lands until you start exploring new areas – once chosen, they cannot be changed. Known Lands |
You have a great deal of experience from travelling through the wilderness and surviving the various dangers that the wild constantly offers. At 1st level, you have advantage on all Wisdom (Survival) ability checks when tracking others through the wilderness.
If you act as a company’s Guide on a journey, you are considered to be assuming all vacant travelling roles (you are considered to ‘fill in’ as the company’s Hunter, Scout and Look-out at the same time, if no other companion is already covering that role).
At 6th level, your time in the Wild has taught you that only those that strike fast and hard live to fight another day. When fighting in the wilderness, your first round of attacks in every combat has advantage.
At 14th level, you can no longer be ambushed and cannot be surprised in the wilderness. Ways of the Wild |
At 2nd level, you adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery You gain a +2 bonus to attack rolls you make with ranged weapons Fighting Style |
Also at 2nd level, whether travelling, exploring or even resting, you have learned to constantly pay attention to the sights and sounds of the world about you. When in the wilderness, your proficiency bonus for Perception is doubled, if you are proficient in Perception. Natural Watchfulness |
Also starting at 3rd level, when you stretch yourself upon the ground with your ear pressed against the turf you can decipher the sounds of the earth. You can hear it groan when the enemy treads upon it, or echo the distant gallop
of horses, or sing in tune with the rushing of tumbling waters.
Between each long rest, you may make a DC 15 Wisdom (Survival) ability check. On a success, the Loremaster must give you a useful piece of information about a quarry you are hunting or a place you are seeking. If you get 25 or higher as a result, the information gleaned may very well seem near-miraculous to others. Rumor of the Earth |
You can track your quarry across many miles, and bring it down with a well-placed arrow or swift blow. Some folk in Middle-earth rely on hunters for both sustenance and protection; the Woodmen of Mirkwood, for example, are kept safe from Spiders and other horrors by the arrows of
their Hunters. Others, like the Elves, hunt for sport, or for the joy of the chase – or hunt two-legged prey, trespassers and despoilers of the wood. Wanderer Archetype - Hunter of Beasts |
Beginning at 3rd level, you double your proficiency bonus when making Wisdom (Survival) ability tests to track a creature. Furthermore, you may substitute Survival for Investigation when making deductions based on tracks,spoors and other physical traces Tracker
Woodsan of Wilderlands Traits: Your Dexterity score increases by 1 and you may increase two additional ability scores
by 1. Ability Score Increase |
Woodmen don’t usually become adventurers before their 16th year of age, and rarely continue beyond their forties, when they retire to serve their family and folk Adventuring Age |
Most Woodmen stand between 5 and 6 feet tall.
Your size is Medium. Size Your base walking speed is 30 feet. Speed |
You have proficiency in the Survival skill Woodcrafty |
You gain one Woodmen of Wilderland Cultural Virtue of your choice. Virtue |
You can speak the Vale of Anduin Tongue – an archaic version of the Common Speech, closely related to Dalish Language
Background: You are a rover; the road calls to you and you must answer. Sometimes, rare years, you return home to friends and family, but it does not take long before you start longing for the next adventure, to explore a new land, or meet unusual people.
You aren’t limited to roads or the towns that dot them. No, you’d just as happily camp within a cave in the Misty Mountains or make a lonely camp in a deep wood than
settle down in a roadside inn for the evening. Not even the Shadow will deter you from traversing every nook and cranny in this part of the world, no matter how dark and dangerous. Lure of the Road |
Animal Handling, Lore Skill Proficiencies |
As a seasoned traveller you have an uncanny ability to predict the weather; you can ‘smell’ rain or snow earlier than others or sense when a fog is about to roll in. You also know the best places to shelter from sudden storms and
which areas to avoid. You have well-established habits and the ability to quickly forage what you need before settling in to wait out a storm. You also have a good grasp of creature habits in various types of weather conditions; you know where bears hibernate and where a Goblin band is likely to camp when a storm hits. Weather-Lore |
Those afflicted with the Lure of the Road, sometimes called rovers, tend to be adventuresome souls, always looking to explore a new land or return to an old haunt just to see what’s changed since they’ve last visited. Rovers are self-reliant and used to travelling alone, although they do enjoy the company of other travellers. Rovers also enjoy collecting stories from far-off lands, motivating them to visit the places they mention. Suggested Characteristics |
Your body is used to long hours on the road. You are rarely tired and you weather extreme conditions well. Distinctive Quality - Hardy |
You have met many different types of people in your journeys; you’ve gained considerable skill in diplomacy and negotiation. Characters who have often had to deal with merchants in foreign countries have generally picked up a word or two in various local languages, and can state their intentions fairly clearly, as long as they do not need to communicate overly complex or profound matters Speciality - Trading |
Absence makes the heart grow fonder; only by leaving the familiar can we better
appreciate it Hope |
My experiences against the Shadow may come back to haunt me – I don’t want to be home when that happens. It would put my kin in grave danger! Despair
Virtue: Your folk have always delighted in training great, longjawed hounds, stronger than wolves. You have chosen a wolfhound of Wilderland to accompany you in your wanderings and the faithfulness of your hound reinforces your spirit.
Raise your maximum Wisdom score by 1 point.
Add your proficiency bonus to the Hound’s AC, attack rolls, damage rolls, saving throws and skills. Its hit points are equal to four times your level. The Hound heals using your Hit Dice. The Hound obeys your commands and stays by your side. On your turn, you may use your action to command the Hound to take an Attack, Dash, Dodge, Disengage or Help action. If you have the Extra Attack feature, you can make one weapon attack yourself while commanding your hound to Attack.
The training of a Hound of Mirkwood is an endeavour in itself; the teachings of Radagast have turned this craft into an art. When you first choose this virtue, your Hound learns to assist you with one skill as described underSupport below. You can train him to Support additional skills, as well as to Fight in combat, as a separate undertaking during later Fellowship phases, as follows:
Support
You can train your Hound to assist you in one activity. A dog can be trained to support you when making any one of the following ability checks: Charisma (Intimidation), Intelligence (Investigation) or Wisdom (Perception). It takes a Fellowship phase worth of training to teach your dog to complete an additional task.
When you make ability checks using one of your Hound’s trained skills, you gain advantage, and count as proficient in the skill even if you are not – if you are proficient, you get to double your proficiency bonus.
Fight
As a Fellowship phase undertaking, you may train your Hound to Attack, Dash, Disengage, Dodge or Help without requiring a command from you. Each action takes a
separate Fellowship phase to train your Hound. Hound of Mirkwood
Known Lands: Anduin Vales, The Mirkwood, Brown Lands, Nether Marshes, Upper Marshes, East Rhovanion.
Shadow Weakness: Wandering Madness
Equipment: A Travelling Cloak,
Appropriate Garb, Backpack, Blanket, Mess Kit, Flask of Oil, Hempen Rope (50'), Torches (5), Waterskin, Rations (7 Days) Spring Travelling Gear ,
5 Silver Pennies 8 Copper Coins 10 Bits Money Pouch ,
Tinderbox, Soap, Signal Whistle, Fishing Tackle, Chalk (3), Candle (2), Whetstone Possibles Pouch , Map Case (5 Sheets of Parchment)
Weapons & Armor: Hide Armour, A Decorative Leather Armband, Axe, Shield, Belt Dagger, Greatbow, Quiver of Arrows (20/20)
Stat Block
Grey
Hound of Mirkwood | Medium Beast
STR 13 (+1) |
DEX 14 (+2)|
CON 12 (+1) |
INT 3 (-4) |
WIS 12 (+1) |
CHA 7 (-2)
Armour Class: 14 (Natural Armor)
Hit Points: 12 (HD for healing is D10)
Speed: 40 ft
Skills: Perception +5
Senses: Passive Perception 15
Keen Hearing and Smell: The Hound has advantage on Wisdom (Perception) ability checks that rely on hearing and smell.
Str Save +3 | Dex Save +4 | Con Save +3 | Int Save -2 | Wis Save +3 | Cha Save +0 |
Actions: Melee Weapon Attack: +5 Hit, Reach 5ft, 1D6+3 Piercing Damage. If the target is a Small or Medium creature, it must succeed at a DC 13 Strength saving throw or have disadvantage on its next attack. Bite
Last edited by Dylan Scott; Dec 20th, 2022 at 03:11 PM .