Look-out: Nolmendil or Vidar (help action gives advantage)
Traveled Thus Far: 3 Days - 45 Miles
The companions each dealt with the loss of Grimfara in their own way, though the pain was shared by all, made only the more acute by the knowledge that the beorning had chosen to sacrifice himself so that that they might live.
There was little option but to bury the large man in the elven glade, with at least on elf present to offer his blessing over what otherwise might not have been taken kindly.
The morning of the third day of their expedition through Mirkwood was a quite one, each still reflecting on the loss and trauma sustained less than a day ago. Belgo assisted in getting the team ready, while occasionally stealing glances at his father, though looking away before the man would ever meet his son's eyes. If ever the rift that now existed between father and son were to be healed, it was likely at the end of a long and difficult road.
Despite everything else, the remaining companions decided, to a man, to continue on the journey as they had originally intended. So it was they they were once more underway, heading down the elf-path. Although there were thankfully no more signs of the giant spiders, it was impossible to miss the gathering dark clouds that were visible through the occasional break in the canopy. As predicted, rain began to fall by midday and, in seemingly no time at all, the weather took a turn for the worse.
The forest began to grow as dark as midnight as high winds tore through the tree-tops, sending a hail of leaves and twigs down on the company. Larger branches creaked ominously, and rotten boughs cracked and tumbled. The clouds opened as though some great hand picked up the whole of the Long Lake and dumped it on the forest. Thunder and lightning crashed overhead, incredibly loud and perilously close, and water started trickling along the trees more and more copiously until dozens of little streams and rills started winding their way through the forest floor. With the path barely visible before them and the elements beating down around them, it did not take a woodsman to realize that continuing through this storm would likely be dangerous.
As lightning flashes, Vormund spots an unusual sight at some distance from the path. There is a huge dead hollow tree up ahead, and a thin plume of woodsmoke rises from the top. Someone is living inside the hollow tree!
Though he didn't say it, Vormund was comforted that the majority of his companions had chosen to remain. There was of course greater safety in their numbers, but it went beyond that... their time together had been brief, no more than a week, though the last three days in particular had shown the ranger the mettle of these folk. Vormund had made his share of acquaintances amongst the Lake Men during his years assisting in the rebuilding and relief efforts. He'd even made a few friends amongst the dwarves of the mountain. True companions were quite another story however, and it had been quite some time since the Dúnedain had been able to trust his life in the hands of others. Their presence brought him a measure of peace and confidence, and it was those warm thoughts that kept him going as the mournful day wore on. As the sky darkened, and the wind began to howl. As the debris from the canopy above rained down upon them, followed closely by actual raindrops.
Soon though, the storm became prohibitively dangerous, crashing thunder backing the torrential downpour that threatened to erase their road and wash them all away. Just when Vormund was questioning whether they could continue on though... the sight of smoke caught his eye. It seemed to be coming from a massive, dead, hollow tree directly ahead of them. Someone friendly? The ranger could only hope.
"STOP!" Vormund threw up a hand to signal the others, shouting to be heard over the storm. "SOMEONE'S UP AHEAD! I'M GOING TO GET A CLOSER LOOK. COVER ME AND WAIT FOR A SIGNAL!" Giving the party a nod, the ranger slung his bow over his shoulder and started forward, keeping to the path's edge as best he could as he tried to get a better look at who... or what... they had found.
Vormund | Dúnedain | Level 1 Wanderer | Feature : Sigil of the Rangers - As an emissary you are entitled to a certain consideration amongst foreign peoples. While you cannot speak with the authority of your lord and master, you do receive some official respect. You can expect to pass through the lands of other Free Peoples unmolested, be able to call upon other kings and chieftains for lodging, and be received into the halls of power.
Distinctive Quality: Honorable - You are the consummate diplomat and have garnered a reputation for being respectful with your foreign peers.
Speciality: Smoking - You are well aware that the best negotiations often take place in informal settings when your fellow negotiators are at ease.
Hope: My example inspires others to do the same. Despair: I can never forge strong bonds; I’m always on the move.Emissary of Your People | XP: -
Shadow Weakness: Wandering-madness Class Features:North Downs, West Middle Vales, East Middle Vales, Northern Mirkwood, Mountains of Mirkwood, Northern Dalelands.
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 traveling 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 traveling 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.
Known Lands | You have a great deal of experience from traveling 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).Ways of the Wild Virtue:You resist Shadow corruption better than most, for your spirit is resolute, and your mind is not easily overthrown. Raise your Wisdom score by 1 point. You have advantage on Wisdom saving throws against Corruption.Sterner than Steel
The elf welcomed the pouring rain and the howling wind, the rivers of mud they sloshed through and the darkness of the sky that was made all the more encompassing as it was shortly interrupted by the flashes of forked lightning. He embraced the storm because it seemed to reflect perfectly the chaos, pain and sorrow within his heart. He knew that every step he took away from Grimfara’s resting place should have made him more aware of the bigger picture behind the Man‘s great sacrifice and slowly transform his pain into bittersweet memory and gratitude. But it didn’t. Doubt and guilt poisoned Nolmendil’s perception and made it impossible for him to find meaning in what had transpired despite the beautiful words spoken and gestures performed as they had tried to honor the one who was lost forever.
The moment the elf felt the first raindrops against his cheeks, much like the tears he dared not let flow, he had looked towards the sky and given his silent permission. Rain, rain and carry away the burden of my heart. Let it be lost among the roots of the ancient trees of this dark forest, never to be seen again. Now however that the storm had grown so strong it seemed it might be the end of them, the cacophony of thunder rivaled by the noise of groaning and occasionally breaking wood all around them, Nolmendil regretted his eagerness to witness the full force of the elements. His immature and primitive desire added to his guilt as if he himself had somehow caused or was sustaining the storm. He knew the notion was foolish and that no other than the most powerful of the Istari could have had such control over the elements, but he couldn’t shake off the feeling that he was somehow responsible for the storm too.
When Vormund announced to them the existence of possible shelter, Nolmendil’s heart rejoiced. The smoke he saw escaping from the huge hollowed tree before them and the promise of fire it offered seemed like the only possible hope for the battered travelers, ist light and warmth the only thing that could keep away the darkness around them and the one within. Nodding to the Dúnedain to show him his agreement, the elf purposely approached Baldor and brave Belgo, whom he had not heard complaining once ever since the storm broke.
"Stay next to me!", he shouted, his words barely heard over the wind and pouring rain. Even his sharp elven eyes could just make out the tree hollow through the veil of heavy rain before him and the target. He unshouldered his bow, took an arrow out of his quiver and placed it against the weapon’s wood, all the while following with his gaze Vormund’s form that seemed to be as insubstantial as a shadow. I have to be ready if something goes wrong. I have to be ready!
Action: Nolmendil stays next to Baldor and Belgo, following Vormund with his eyes and ready to attack if anything should attack the Dúnedain.
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Nolmendil | High Elf of Rivendell | Scholar 1 Armor Class: 13 | Hit Points: 9/9 | Speed: 30 ft Melee Attack: +3 / 1d6+1 (short sword) or 1d4+1 (dagger) Ranged Attack: +3 / 1d6+1 (short bow) | Arrows: 19/20 Str 10 (+0) | Dex 12 (+1) | Con 12 (+1) | Int 14 (+2) | Wis 16 (+3) | Cha 14 (+2) Saving throws: Str +0 | Dex +1 | Con +2 | Int +4 | Wis +5 | Cha +2 Skills: History +4 | Lore +4 | Medicine +5 | Perception +5 | Persuasion +4 | Traditions +4 | Herbalism Kit | Calligrapher‘s Supplies Hands of a Healer 3/3 x 1d6+3 | News from Afar Hope: What unites us should be more important than what divides us. Despair: The Shadow‘s influence is too strong; my entreaties often fall on deaf ears. Passive Perception: 15 Inspiration: 0 | Hit Dice: 1d8 Shadow Points (temporary/permanent): 0/0 Herbs: hagweed x1, reedmace x1 Languages: Westron | Sindarin | Quenya | Tongues of Many Peoples