Roan and Grey
Heading for a table by an open window, Roan gave Rue a nod of greeting and a grin as she smirked in his direction, he could guess what she was thinking, she had told him the very same thing several times in the past. Never Riddle with a Dwarf. Roan would just chuckle and shrug his shoulders in response, not that he thought he could actually beat the old dwarf but he was stubborn enough to keep trying, or as he preferred to say, he was charmingly persistent.
Roan wasn't offended when his companion chose to find a table by the back wall in a darkened corner, not that any corner of the Spark and Stone could be called dark with the amount of candles and lanterns Eydis decorated the establishment in, but there was a spot that suited his more silent companions nature better than others, The Ranger Corner.
Self Dubbed by Wren of course, but the name had stuck, and Roan could guess what would happen when their flamboyant extroverted Herald made his appearance, Which he did shortly after Arn arrived. The wanderer was pleasantly surprised to see the young girl had returned from her training, and was looking forward to having her back with the group, not only to see what tricks she had learned with the Blade she was quickly becoming deadly with, but also because of the effect she would have on the Silent Rue. She would deny it of course and threaten to fill him full of arrows if he even suggested it but Rue was noticeably happier when Arn was around.
Eydis had just brought over Roan and Grey's bowls of piping hot stew, the Large Mirkwood hound following the Barding Woman closely, eyeing the food eagerly. The Hound was well trained, Woodland Hall was famous for such training so Grey did wait until Roan took the bowls from Eydis and after giving Greys Bowl most of the chunks of meat from his placed it on the ground, making the hound wait a few moments before giving him the signal to eat, which he did with gusto. Grey was well trained but Vidar's cooking always pushed the hound to his limit. Roan didn't like anyone else feeding Grey, he didn't want to encourage the bad habit of accepting food from people other than him for the dogs own safely but truthfully he wouldn't have objected if Eydis had fed Grey behind the bar where he liked to relax when the Tavern was busy, but he did appreciate the fact she respected him enough to not do it, though he suspected Vidar had been slipping Grey food for a while now from the way the great hound doted on the man
Roan had just started eating his food when the door opened loudly and in came Wren, the tall man juggling a travellers pack which was disturbing loud. Roan stifled a laugh with a spoonful of Stew. He had known the loud, bumbling man for a while now, he knew it was an act. Wren might not follow the traditional mould of the Silent Reserved Dunedain Ranger, but Roan had travelled the roads with the man enough to know that he could be quiet when he needed to be and he knew how to secure a pack so it didn't clank. he had likely loosed some strapping before he was half way across the bridge leading into Laketown.
As he expected, the Ranger made his way to "his shadowy corner" and challenged Rue for the Chair against the wall, and did so in his usual fashion, an Arm-wrestling match, which was an unusual choice for the tall ranger. For all his skills and abilities, Wren was not a physically strong man, perhaps being the weakest in that respect amongst the company, not that Roan himself was a herculean figure either. But then perhaps that was the way of the Men in the Company, they liked to challenge opponents in contests they were weak at, Wren with his arm wrestling and Roan's own battle of wits with Vidar.
Watching his friends as he finished his stew, he was only mildly surprised to see Wren beat Rue after a close match. But what did surprise him greatly was the Warden besting Arn. She might only be a slip of a girl but she was deceptively powerful, her long hours training with armour and blade only making her even stronger so seeing the wiry Ranger pinning her arm was a shock, perhaps there was more to the Warden's acting than just the loud bumbling persona he showed the world.
Seeing the young girl looking so dejected by her defeat, Roan is tempted to step in and try his hand at dethroning the Ranger, he could then lose to Arn "fairly" who he knew would do the same for her Love, not technically against Wren's rules after all but before he had the chance to finish his food and head over his sharp eyes caught the subtle deft movement of Rue's hands as she left her seat and moved around the Ranger under the pretence of braiding Arn's Hair.
Meeting Rue's gaze as she glanced over he gave her another grin and a nod before sitting back down. He knew his companion would not keep the man's coin purse, though he probably deserved it, so he just continued to watch to see how Rue handled things and finished his drink, Grey had gotten bored waiting for Roan to give him more food and heading back behind the Bar to look for someone more susceptible to his begging
Actions & Movement Turn Summary
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Move:
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Reaction:
Other: Passive Perception in Laketown - 17
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