How does that hobbit traveling song goes, the one that Bilbo was so fond of?, pondered Nolmendil as he walked behind the caravan of his friend.
"The Road goes ever on and on
Down from the door where it began.
Now far ahead the Road has gone,
And I must follow, if I can…"
The song was simple and lacked the intricacies and musicality of Eldar poetry, but it was catching, served its purpose by making the journey more enjoyable and the Noldo found himself softly singing it again and again. It felt good stretching his legs and breathing the clear air of the countryside, away from the noise of the civilization of men. Living in the Dale or rebuilt Esgaroth had been a new experience for the high elf. The cities of men were loud, dirty and offensive to the natural world, the buildings more practical than beautiful, the roads cutting indiscriminately through field and forest. And yet they were also places of passion and life, love and laughter, merry songs and generous hospitality, places Nolmendil had come to respect and in some cases even love in the short time he had spent living among men. Unlike the Eldar, men were above all else diverse, both coward and brave, greedy and generous, self-serving and noble. The good existed with the bad and even the wise could not know for sure which path a man would walk in his short life. This uncertainty both frightened and fascinated the Noldo, who was trying hard to understand this world that was completely alien to him.
One of those who were willing to share the secrets of the world of men with the Eldar was the merchant Baldor. He was a kind and generous man, at least as far as the Noldo was concerned, quick to laugh, tell a joke or share his pipeweed. It was Baldor who had asked Nolmendil to join him in his journey through Mirkwood, hoping that his presence would pacify Thranduil’s wood elves should they halt their caravan to ask for a tolling fee or seek to have first pick of Baldor’s goods. Though the Sindar and the men of the Dale were officially allies, king Thranduil’s love of gold was well known and Baldor was afraid that greed could cloud his good sense. Nolmendil was sure that his friend exaggerated but he too was eager to venture into the Mirkwood to look for rare herbs and roots. Now that the Necromancer has been driven away, light started to penetrate the gloominess of Mirkwood and the forest had become more generous for those that knew where to look.
The sweet smells of spring and the vibrant colors of a multitude of wildflowers beckoned the companions to go forward and Nolmendil passed his time enjoying the beauty of nature, looking around for plants that could prove useful and secretly glancing at the dwarf who was walking beside him. If men were strange to the Noldo, dwarves were a true mystery. He would gladly have spoken to the dwarf named Vidar had he not been afraid that he would in turn react rudely, hostile even. There was bad blood between the Eldar and Durin’s folk ever since Thingol’s murder and the sack of Doriath. Such terrible crimes could not be forgotten and many elves referred to these events of the elder days as if they were still festering wounds, unable to heal. The Battle of the Five Armies and the cooperation of elves, men and dwarves in their victory over the Shadow had offered some hope, but dwarves were known to hold grudges for countless generations and Nolmendil feared that an enmity that had lasted for millennia could not be so easily forgotten. Perhaps their journey would grant them the opportunity to learn the heart and mind of each other.
So lost was Nolmendil in thought, pondering the misdeeds of the past and the need for all free folk to unite against the Enemy that he failed to notice the suspicious actions of the three guards. It was only when he saw them approaching the merchant that he knew that something was wrong, their accusations and threats exposing the caravan and its master to danger long before they reached Mirkwood. The woman called Solveig and the Beorning Grimfara were quick to act in defense of the one who had hired their services, the Barding’s blade drawing blood and seriously wounding one of the turn-coats. The healer in Nolmendil was shocked by the blood spilt without an attempt to resolve things peacefully, but he also understood that speed was of the essence. To waste time would be to leave his friend at the mercy of three armed men that were obviously prepared to go to great lengths to obtain what they thought was their due.
"Vidar, Baldor is in danger!" The dwarf seemed determined not to let anyone of ill intent approach the caravan and had not paid attention to the actions of his fellow guards. "Three of the men he has hired have turned against him. We must do something!" Running towards his friend, his hands held before him in a gesture of good-will, Nolmendil tried to reason with them. "Friends, please, there are better ways to resolve differences. Violence only invites more violence and those fell by the blade have no need for gold or silver. Lower your weapons, Solveig, Grimfara, you too, and let me take care of the wound your friend has sustained. Give Baldor a chance to respond to your accusations and offer proper compensation. Even all of the treasures of the King under the Mountain cannot restore a life lost."
Action: Attempts to persuade the guards to discuss this matter peacefully. Charisma (Persuasion) check:
Dice Roll:
1d20+4
(13)+4
Total = 17
Reaction:
Bonus:
Move: Move 25 feet towards Baldor.
Effects:
Concentration:
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: 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 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 Languages: Westron | Sindarin | Quenya | Tongues of Many Peoples
At the edge of the Long Lake, near the ruins of old Esgaroth, the wind sighed across the water, making the reflected sunlight glitter like the dragons fabled gemstones. The sweetgrass and wildflowers that grew around the Long Marshes gave the air a pleasing fragrance. Braegar sat nestled in the crook of a gnarled old oak, resting his weary legs. On a root of the tree, he laid out a cloth with a crust of cram (a Dalish waybread) and a wedge of cheese. He cut a sliver of cheese off with his dagger and popped it into his mouth along with the cram. Resting his head against the tree, he closed his eyes and chewed slowly. It was the last of his provisions and he wanted to enjoy it. Though the cram was a bit stale, the cheese had a peculiar tang to it that he quite liked.
He heard a high pitched whining sound from over his left shoulder before something warm and slimy wormed up the side of his face and into his ear. "Yaagh!" He exclaimed. Jerking away, he bumped his head on the tree and knocked the wedge of cheese to the ground with his knee.
An enormous shaggy grey wolfhound with black fur all around his muzzle, went bounding across from Braegar's left to where the cheese had fallen on his right. Braegar knew that it was all over and he never stood a chance. Before he could even finish getting to his feet, the great hound was already happily licking his chops and the cheese nowhere to be seen. "You Great, Stupid, Throw rug!" he cried, rubbing a spot on his head, "That was all there was left!" Fuming, Braegar bent and picked up a stick from the ground and raised it above his head as though to beat the dog about the flank. But the huge beast just bounce from side to side, tail wagging madly, as though they were playing some fantastic game. Grumbling, Braegar broke the stick in his hands and tossed both ends aside. The dog snatched up one of the broken sticks and started shaking it about.
As his ire abated, Braegar couldn't help it, he started laughing. "Haha... you... Damn it, Shadowmaw, you know what cheese does to you and I'm the one who has to live with you!"
He went back to the tree and knelt down over his pack, which was leaning against the trunk. "Here, have something to wash it down, your breath is foul." He retrieved a small tin bowl, unfastened the water skin from his belt, and poured clean water into the bowl. Shadowmaw began lapping it up and the bowl was empty almost as soon as it was set down. Braegar brought the skin to his lips and drained what remained of its contents.
Shadowmaw perked up his ears and turned to face the east, a subtle tension in his body. Braegar quieted himself and went still, and a few heartbeats later a boy emerged from the wood, harried on by some misfortune. His hands were skinned up from where he had fallen running through the undergrowth. The boy espied Braegar and ran to him. In a near panic, he begged him to help his father, a merchant, who had been ensnared by the treachery of his own men. 'Eight guards, and perhaps all had turned on the man?' Braegar thought as he listened to the boy ramble, trying to explain his plight. 'If this is so, he is likely dead already.'"If your father can be helped I will help him." He promised the boy.
He blew out a shrill whistle; the command for shadowmaw to follow, and took his bow in hand. "Take me to them," he said, and hoped the boy wasn't just leading him into some kind of trap.
It was not as far away as Braegar had first guessed. Angry shouts and the sounds of battle were upon there air, and as they drew near, Braegar told the boy to hide. "If things take an ill turn, fly to Lake-Town."
Braegar and his hound ran; Shadowmaw took the lead, seeming to already know where to go. The trees parted and they came to an old trail, upon which were eight figures; most were on their feet but one lay on the ground, blood spilling into the earth. A tall, black-bearded warrior loomed over the dying man and looked to be deciding where next to burry his ax. A woman too stood beside the warrior; fair of skin and hair, dressed in fine raiment. She was well armed and armored and her sword was bloodied. Two men were menacing an older fellow, who was trying to fend them off with a large branch. A lordly, dark-haired elf held out his hands in a placating gesture and seemed to be trying to calm the others. A dwarf stood nearest to Braegar, but a bit out of the way of the others and seemed caught off guard.
Shadowmaw darted forward and let out a series of vicious barks. Braegar nocked an arrow to his bowstring, but did not point it at anyone yet. "What's this orc-work?" he cried, loud enough that he was sure everyone there could hear.
Features: You can inspire others through stirring words, through music or by your presence alone. To do so, use a bonus action on your turn. Choose one creature other than yourself that is within 60 feet of you and who can hear you. That creature gains one Gift die, a d6. Once within the next 10 minutes, the creature can roll the Gift die and add the number rolled to one ability check, attack roll or saving throw it attempts. The creature can wait until after it rolls the d20 before deciding to use the Gift die, but must decide before the Loremaster says whether the roll succeeds or fails. Once the Gift die is rolled, it is lost. A creature may have only one Gift die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses after a long rest. Your Gift die increases in size when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level and a d12 at 15th level.Warden’s Gift. Wardens make a point of keeping up with the latest news both local and from afar, as well as making an effort to know the wise and the powerful. If you can freely travel about an area talking with locals and passing travellers for a few hours, you can make a DC 12 Intelligence (Investigation) ability check with advantage. Success indicates that you hear all the latest useful rumours, including news of trouble. Failure means you hear all the latest rumours and news, but cannot discern the true from the false. On a success, you can also glean the names, whereabouts and general appearances of all local influential individuals, households and factions, as well as what livery, colours and heraldry they typically bear, if any.Ever Watchful.
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 under
Support 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.
(My hound is trained in investigation.)
Background: Oathsworn.You have sworn a mighty oath, one that is now indelibly associated with your name. The oath itself should be both suitably epic and possible to accomplish; “I want to kill the merchant who cheated me” fails the first test, while “I want to rid the world of Shadow” fails the second. Vowing to destroy a Dragon plaguing the land is suitably epic, as is overthrowing an evil kingdom. A mighty oath carries its own legend and you often find yourself receiving aid from those who want to help the legend or even become embroiled in it. When you enter Lake-town, for example, you may find a merchant or two willing to donate a priceless weapon to your cause or reprovision you, while an eager young would-be adventurer may ask to join you on your quest. The downside is that the subject of any such oath obviously wants to do away with you and if you enter a town or countryside that is beholden to the subject you may quickly find yourself in very difficult circumstances! Fate also frowns on oath-breakers. If you ever abandon or break your oath, then fate conspires against you. Your reputation suffers and you become a magnet of ill-fortune. Such troubles tend to be minor at first, coaxing you back towards fulfilling your oath, but eventually the weight of them becomes so much that it destroys you in spirit if not of body as well (death is often too merciful for an oathbreaker).Mighty Oath Distinctive Quality.Whether you were born of noble blood your deeds and actions are those of a person worthy of swearing such an oath.Lordly Speciality.Sometimes you don’t have the convenience of your arms and armour. When that happens nature provides if you have the skills to shape it.Woodwright. My oath is a worthy one; it inspires others to join me.Hope. One day I am sure that my fealty towards my oath will bring great pain to others.Despair.
Saves:
Str:0 Dex:+5 Con:0 Int:+1 Wis:+2 Cha:+4
Equipment: A traveling cloak, a belt dagger, Spring and Summer Travelling Gear includes appropriate garb, backpack, blanket, mess kit, a flask of oil, a pouch, 50’ hempen rope, 5 torches, a waterskin and a whetstone. With rations, this gear weighs 49 lb. and if purchased, would cost around 9s.traveling gear for the spring/summer, Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree ar a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 strength check, freeing itself ar another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.a hunting trap, a black yew flute, woodcarver's tools, a shortsword, a leather jerkin, a short bow and a quiver of arrows
Coin:| G: 0 | S: 1 | C: 0 |
Last edited by Helvorix; Apr 27th, 2020 at 06:34 AM.
Vormund sniffed the air, the thick and earthy scent harkening back to his last trek through Mirkwood. It had already been the better part of a decade since the ranger had made the journey east, following whispers of upcoming conflict... and yet here now, it almost felt like yesterday. Mirkwood had that sort of presence though, he supposed. Something lasting and eternal that, once touched, never fully left you.
Admittedly, the ranger had not really expected to be walking amongst its dense and towering trees again; in his mind, the eventual trip home would have taken him south, toward the Gap of Rohan, and away from Mirkwood completely. Not that he was upset about the change of plans. On the contrary, he'd felt a great surge of joy at the prospect of coming back... though even he wasn't particularly sure why. There were of course the stories surrounding the great forest... the sinister history of evil that had corrupted it in ways still felt rippling through to the current day. To that end, Vormund felt some trepidation as he led the humble caravan at a distance, eyes peeled for signs of danger.
But there was more to this place than danger, or corruption. There was life too, if you looked hard enough. Deep down, Vormund very much looked forward to the prospect of encountering the elves of Mirkwood, and having an opportunity to learn of their culture, and foster good fortune. Nolmendil, who hailed from Rivendell, had been the first elf the ranger had ever met, and in their short time, Vormund had not yet taken the opportunity to engage him in real discussion. There was perhaps part of him that feared dishonoring himself or the elf with his own ignorance, but questions populated the man's mind, and he had resolved to try and befriend the elf before their journey had reached its completion.
Reflecting on potential topics of conversation, Vormund's concentration was broken by the sound of shouting... not up ahead, but behind him, amongst the guards of the caravan.
"Be off! This is none of your business! This bastard cheated us and we're going to take what is due!"
Bow at the ready, Vormund whirled around and darted toward the conflict. Rapidly closing the distance, he was just in time to see Grimfara strike the first blow, though it was obvious from his words what was going on. Bow raised, Vormund nocked an arrow and lined up a shot, pausing for only a moment.
"I'd recommend you listen to Nolmendil. We will not turn on our charge... nor do we wish to kill you. There is a non-lethal solution to all this... so let's talk."
Surprise Round
Vormund attempts to convince the men to stand down and talk. Persuasion Check:21
Initiative:20. Movement: 30 feet left Action: Prepared Action: Vormund will fire on the first guard that moves to attack Baldor or the party.
- Attack:25 (Critical Hit)
- Damage:13 piercing
Bonus Action: Reaction:
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:West Middle Vales, East Middle Vales, Western Mirkwood, Mountains of Mirkwood, Long Marshes
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
Within seconds of drawing steel, Baldor's guards were on the traitors, slicing down one of them with two quick strikes from Solveig and Grimfara.
"Argh," the largest of the three bandits yelled as he turned back toward the guards that were now surrounding the pair of remaining bandits.
Nolmendil stepped forward, attempting to offer words of wisdom and to diffuse the situation peacefully. Vormund also chimed in, encouraging the pair to listen to the elf's words.
The larger bandit licked his lips as he looked around at those surrounding him, perhaps realizing only now how poorly conceived their plan was. "All right, ok, fine," Jonar, the largest of the bunch said, sheathing his sword. "We're uh, just going to go our merry way. No harm, no foul. Besides," he said with a smile, "you won't always be so well protected, Baldor." With that, he and Kelmund, the other remaining bandit, quickly begin to make their way into the surrounding forest.
Once I know if everyone will allow the pair to slip into the woods, I will continue with Baldor's reaction. It seems that we may not need one just yet, but I have included the battle tracker so you can see how this will be presented going forward.
Last edited by Silent Rain; Apr 26th, 2020 at 11:12 AM.
Solveig glared at Jonar. "You're a fool," she said. "Life on the road is dangerous enough without treachery like this. And it has cost you your friend's life. A high price indeed." She looked down sadly at the man she had slain. She had done what was necessary, but she was not pleased to have done it. She had figured she would have to fight goblins or spiders or some other enemy of the free peoples. To have killed one of her own people, even one such as this... that was not an auspicious start to the expedition. And now they would be three guards down. "Go then. Go. But don't let me find you in Dale or Lake-town when I return, or I'll see King Bard and the Master learn of your actions today. Do you suppose they will be as merciful, given your past misdeeds?"
As Jonar and Kelmund fled the scene of their treachery, Solveig looked over at Nolmendil. "I don't suppose there's anything that can be done for this one?" She gestured down at Finnar, lifeless at her feet. Even as she spoke, Medicine check 21she knew there was very little to be done for him. Still, if anyone could save Finnar, it would be the elf. The Firstborn had gifts beyond the understanding of the mortal races.
She looked over at Vormund. "Shall we follow the other two a little, to make sure there's no further treachery? It'll give Nolmendil time to work."
Movement: Following Jonar and Kelmund,
Dice Stealth check:
2d20+4kh1
(2, 3 (keeping 3) )+4
Total = 7
stealthily. Because of Known Lands, I have advantage on the rolls, and can Stealth at full movement. Action:
Dice Survival check:
2d20+7kh1
(13, 16 (keeping 16) )+7
Total = 23
Tracking Jonar and Kelmund. Because of Ways of the Wild I get advantage on the rolls, and because of Known Lands I get double proficiency. I'm only doing this to show off, you know! Bonus Action: None. Reaction: None.
<Features>
Shadow Weakness: Wandering-madness
Class Features: Northern Dalelands, Long Marshes, Upper Marches, Woodland Realm, Northern Mirkwood and East Middle Vales.
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.
Background Feature: 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
<Saves>
Str:+3 Dex:+2 Con:+4 Int:+1 Wis:+3 Cha:-1
__________________
Currently on a leave of absence from RPGx.
Last edited by Telcontar; Apr 26th, 2020 at 11:28 PM.
Hearing the exchange between the north-woman and the two men, Braegar had enough sense to guess at what happened. Only a handful of guards must have turned bandit and the rest took exception to their treachery. It was clear also, that the man who lay dead or dying was with the brigands. "Calm, Shadow." He said in a soft voice to his hound; who, taking his master's example, relaxed his aggrieve posture but did not completely let down his guard.
Braegar put away his weapon and started to walk slowly toward the company, Shadowmaw following close behind him. He put his hands out to his sides as he approached, palms upturned so as all could see he intended no mischief. "Are you the merchant Baldor?" He said, as he passed the ponies and came within a stone's throw of the two fighters and the elder man.
He could see clearly now the dead man on the ground. 'As young as I, he seems; Perhaps younger.' Braegar thought with a grimace. 'Unhappy fool, His companions left him in the dirt without so much as a glance back. Had he no one to miss him?'
Action: I don't know, do a ready action to try to steal one of those ponies and run like hell if someone tries to kill me. Reaction: Bonus: Move: 30' Effects: Concentration:
Features: You can inspire others through stirring words, through music or by your presence alone. To do so, use a bonus action on your turn. Choose one creature other than yourself that is within 60 feet of you and who can hear you. That creature gains one Gift die, a d6. Once within the next 10 minutes, the creature can roll the Gift die and add the number rolled to one ability check, attack roll or saving throw it attempts. The creature can wait until after it rolls the d20 before deciding to use the Gift die, but must decide before the Loremaster says whether the roll succeeds or fails. Once the Gift die is rolled, it is lost. A creature may have only one Gift die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses after a long rest. Your Gift die increases in size when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level and a d12 at 15th level.Warden’s Gift. Wardens make a point of keeping up with the latest news both local and from afar, as well as making an effort to know the wise and the powerful. If you can freely travel about an area talking with locals and passing travellers for a few hours, you can make a DC 12 Intelligence (Investigation) ability check with advantage. Success indicates that you hear all the latest useful rumours, including news of trouble. Failure means you hear all the latest rumours and news, but cannot discern the true from the false. On a success, you can also glean the names, whereabouts and general appearances of all local influential individuals, households and factions, as well as what livery, colours and heraldry they typically bear, if any.Ever Watchful.
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 under
Support 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.
(My hound is trained in investigation.)
Background: Oathsworn.You have sworn a mighty oath, one that is now indelibly associated with your name. The oath itself should be both suitably epic and possible to accomplish; “I want to kill the merchant who cheated me” fails the first test, while “I want to rid the world of Shadow” fails the second. Vowing to destroy a Dragon plaguing the land is suitably epic, as is overthrowing an evil kingdom. A mighty oath carries its own legend and you often find yourself receiving aid from those who want to help the legend or even become embroiled in it. When you enter Lake-town, for example, you may find a merchant or two willing to donate a priceless weapon to your cause or reprovision you, while an eager young would-be adventurer may ask to join you on your quest. The downside is that the subject of any such oath obviously wants to do away with you and if you enter a town or countryside that is beholden to the subject you may quickly find yourself in very difficult circumstances! Fate also frowns on oath-breakers. If you ever abandon or break your oath, then fate conspires against you. Your reputation suffers and you become a magnet of ill-fortune. Such troubles tend to be minor at first, coaxing you back towards fulfilling your oath, but eventually the weight of them becomes so much that it destroys you in spirit if not of body as well (death is often too merciful for an oathbreaker).Mighty Oath Distinctive Quality.Whether you were born of noble blood your deeds and actions are those of a person worthy of swearing such an oath.Lordly Speciality.Sometimes you don’t have the convenience of your arms and armour. When that happens nature provides if you have the skills to shape it.Woodwright. My oath is a worthy one; it inspires others to join me.Hope. One day I am sure that my fealty towards my oath will bring great pain to others.Despair.
Saves:
Str:0 Dex:+5 Con:0 Int:+1 Wis:+2 Cha:+4
Equipment: A traveling cloak, a belt dagger, Spring and Summer Travelling Gear includes appropriate garb, backpack, blanket, mess kit, a flask of oil, a pouch, 50’ hempen rope, 5 torches, a waterskin and a whetstone. With rations, this gear weighs 49 lb. and if purchased, would cost around 9s.traveling gear for the spring/summer, Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree ar a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 strength check, freeing itself ar another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.a hunting trap, a black yew flute, woodcarver's tools, a shortsword, a leather jerkin, a short bow and a quiver of arrows
Coin:| G: 0 | S: 1 | C: 0 |
Last edited by Helvorix; Apr 26th, 2020 at 01:56 PM.
As Vormund watched the two men scurry off, Solveig's called his name, and he lowered his weapon, turning to survey the current circumstances.
"... certainly, whatever can be done for the man." Truthfully, one look at the traitorous guard was enough for Vormund to confirm that it was too late, but perhaps the elf had methods of healing beyond his understanding. Still, he wasn't expecting Nolmendil to pull any miracles.
At Solveig's suggestion of pursuit, he glanced back toward the figures retreating into the forest. "They would be foolish to attack us again... unless they have more allies. But if they do, why not plan an ambush?" Vormund scratched his chin. No denying that what the pair and their dead companion lacked in timing and strategy, they made up for in confidence. "... alright. But not too far."
Giving Solveig a curt nod, he rounded the group and made for the brigands' escape route. Before he could continue though, the sound of another's approach drew the ranger's attention, and he turned to see a young man with a dog walking toward them.
"I take it Belgo went to you for help... where is the boy?" Though his arrow remained nocked and ready, Vormund kept his bow pointed down, wishing not to alarm the new arrival as he looked around for Baldor's son.
Vormund begins tracking the guards.
Survival Check: 14
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:West Middle Vales, East Middle Vales, Western Mirkwood, Mountains of Mirkwood, Long Marshes
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 hurried to the man that had been cut down but the sight of his wound and the lifeless face staring motionless at the heavens, left no hope that even a healer as skilled as Lord Elrond could accomplish something here. To save someone’s life was one thing, to bring someone back from the dead quite another.
Nolmendil sighed deeply, having witnessed once more how quickly a life could be lost and how impossible it was to bring it back. A greedy heart was an ill advisor and a drawn sword could cut both ways as this poor man had experienced. Closing the man’s dead eyes, the elf looked sorrowfully at Solveig. "I am afraid no amount of healing skill can repair the damage that’s been done." There was no accusation in his voice, for even though she was the one to have dealt the deadly blow, it was the unfortunate man who had first threatened Baldor and the people loyal to him with violence. "We must at least burry him."
Turning to Vormund, the scholar offered a sad smile. "Thank you, Dúnedain. Through your timely intervention lives were spared. I would wish that the two of them reconsidered their ways, though Jonar’s words haven’t given me good reason to hope that this will be the case."
Determined to do what he could to at least properly bury the fallen bandit, Nolmendil looked around for a shovel or another appropriate tool as he approached Baldor. The merchant still seemed to be in a state of shock. "Are you all right, friend? Drink something, you will feel better." As the elf offered his friend his waterskin, he asked in a voice so soft that the rest would not hear him. "Was there any truth in their accusations?"
Action: Nolmendil attempts to find out if Baldor tells him the truth about the men who had attacked him. Wisdom (Insight) check:
Dice Roll:
1d20+3
(6)+3
Total = 9
Reaction:
Bonus:
Move: Move to Baldor
Effects:
Concentration:
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: 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 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 Languages: Westron | Sindarin | Quenya | Tongues of Many Peoples
Grimfara was almost disappointed at how quickly the first man went down. Granted he had the help of Solveig who now seemed to be struggling with the fate of the traitor.
He gently put his hand on her shoulder and said in a hushed voice, "From where I come, that was a righteous death. He brought it on himself." he finished his words letting a breath out of his nose. As she began to speak to the guards, Grimfara stared them down holding his weapon in both hands, ready to act should the need arise.
While Vormund began to track the guards, Grimfara looked over the others in the group. He had not spent anytime getting to know them as they were of little interest to him. Now they had proven themselves worthy of at least learning their names. The Elf man went to see if the guard was truly gone or if something could be done. In his experience he knew there was no helping him and thought the man a fool. This quickly changed when he heard him confront the merchant.
"Was there any truth in their accusations?"
This filled Grimfara with anger as he remembers what the bandits had spoken in the first place. He was an honorable man and would not tolerate being hired by someone who was a thief. He almost lost himself in a fit of fury when he notice a man who was not with them originally. The hooded man was of no interest, but the hound was. Grimfara's face lit up like a child getting a present on their birthday. He immediately puts away his axe and goes up to the puppy and tries to pet it.
Initiative: Move: Move to puppy Action: Pet puppy Bonus: Reaction: Current Effect:
Feats and Special AbilitiesVale of Anduin TongueLanguages | As long as I can move freely while fighting I gain +1 Strength. I count as 1 size larger for carrying capacity and as long as I am less than half encumbered, I gain +1 to my ACGreat Strength | While I wear no armor my AC=10 + Con mod + Dex mod =15Unarmored Defense| For as many minutes as listed on the advancement table per day, I can enter into a battle fury. During that time I get the following benefits.
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Slayer, as shown in the Fury Damage column of the Slayer table.
You have resistance to bludgeoning, piercing and slashing damage.Battle Fury| Curse of VengeanceShadow Weakness
"Belgo. Is that his name?" Said Braegar, a shadow of a smile flitting across his face, "He was in such a state that he'd forgotten to mention it. He is safe, hidden nearby." He lowered his hands, relaxing his stance a bit. "I am called the Road Watcher by some among my folk, but my friends call me Braegar; I'm a Warden of Woodland Hall. Belgo told me his father was a merchant of Dale called Baldor, and that he was imperiled by his own men. But from what I've seen, the danger was less great than it had seemed to him; presuming this is Baldor?" He gestured toward the older man.
The bearded axman moved toward Breagar unexpectedly, and at first, Baegar misinterpreted it as aggression. Shadowmaw, sensing his master's unease, placed himself between the woodman and the larger man, letting out a low warning growl. But the warrior put away his ax; and seeing his warm expression, Braegar followed his gaze down to his hound.
A wide grin spread across Braegar's face; he touched his hound's shoulder, and the tension in Shadowmaw's Body instantly relaxed. "Slowly," said Braegar, addressing the man, "let him get your sent." Shadowmaw's ears went back as the warrior reached out his hand. The hound sniffed at it cautiously and liked it once before letting him scratch him behind the ear. "Careful, he's a cheese thief."
Features: You can inspire others through stirring words, through music or by your presence alone. To do so, use a bonus action on your turn. Choose one creature other than yourself that is within 60 feet of you and who can hear you. That creature gains one Gift die, a d6. Once within the next 10 minutes, the creature can roll the Gift die and add the number rolled to one ability check, attack roll or saving throw it attempts. The creature can wait until after it rolls the d20 before deciding to use the Gift die, but must decide before the Loremaster says whether the roll succeeds or fails. Once the Gift die is rolled, it is lost. A creature may have only one Gift die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses after a long rest. Your Gift die increases in size when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level and a d12 at 15th level.Warden’s Gift. Wardens make a point of keeping up with the latest news both local and from afar, as well as making an effort to know the wise and the powerful. If you can freely travel about an area talking with locals and passing travellers for a few hours, you can make a DC 12 Intelligence (Investigation) ability check with advantage. Success indicates that you hear all the latest useful rumours, including news of trouble. Failure means you hear all the latest rumours and news, but cannot discern the true from the false. On a success, you can also glean the names, whereabouts and general appearances of all local influential individuals, households and factions, as well as what livery, colours and heraldry they typically bear, if any.Ever Watchful.
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 under
Support 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.
(My hound is trained in investigation.)
Background: Oathsworn.You have sworn a mighty oath, one that is now indelibly associated with your name. The oath itself should be both suitably epic and possible to accomplish; “I want to kill the merchant who cheated me” fails the first test, while “I want to rid the world of Shadow” fails the second. Vowing to destroy a Dragon plaguing the land is suitably epic, as is overthrowing an evil kingdom. A mighty oath carries its own legend and you often find yourself receiving aid from those who want to help the legend or even become embroiled in it. When you enter Lake-town, for example, you may find a merchant or two willing to donate a priceless weapon to your cause or reprovision you, while an eager young would-be adventurer may ask to join you on your quest. The downside is that the subject of any such oath obviously wants to do away with you and if you enter a town or countryside that is beholden to the subject you may quickly find yourself in very difficult circumstances! Fate also frowns on oath-breakers. If you ever abandon or break your oath, then fate conspires against you. Your reputation suffers and you become a magnet of ill-fortune. Such troubles tend to be minor at first, coaxing you back towards fulfilling your oath, but eventually the weight of them becomes so much that it destroys you in spirit if not of body as well (death is often too merciful for an oathbreaker).Mighty Oath Distinctive Quality.Whether you were born of noble blood your deeds and actions are those of a person worthy of swearing such an oath.Lordly Speciality.Sometimes you don’t have the convenience of your arms and armour. When that happens nature provides if you have the skills to shape it.Woodwright. My oath is a worthy one; it inspires others to join me.Hope. One day I am sure that my fealty towards my oath will bring great pain to others.Despair.
Saves:
Str:0 Dex:+5 Con:0 Int:+1 Wis:+2 Cha:+4
Equipment: A traveling cloak, a belt dagger, Spring and Summer Travelling Gear includes appropriate garb, backpack, blanket, mess kit, a flask of oil, a pouch, 50’ hempen rope, 5 torches, a waterskin and a whetstone. With rations, this gear weighs 49 lb. and if purchased, would cost around 9s.traveling gear for the spring/summer, Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree ar a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 strength check, freeing itself ar another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.a hunting trap, a black yew flute, woodcarver's tools, a shortsword, a leather jerkin, a short bow and a quiver of arrows
Coin:| G: 0 | S: 1 | C: 0 |
Last edited by Helvorix; Apr 27th, 2020 at 07:55 AM.
The dwarf known as Vidar felt his heavy boot crunch the dirt on the road beneath him as he quietly followed behind the last mule in the caravan he had been hired to protect. The softening dirt beneath his foot gave way with a slight crunch that reminded the long bearded dwarf of the approach of spring. Vidar had spent more time on the road than not and could often judge the season by the feel of sand, dirt, and stone beneath the foot of his boot. It wasn't the life he preferred, but it was the one he had been set on since his father had become uncontent with their home in the Iron Hills. It seemed the older dwarf would not be settled until all the ancestral homes were returned to the dwarves, only then would the elder dwarf not be able to lecture about how there was always going to be something to take their homes from them. Despite the defeat of Smaug it was still true that there seemed to always be something whether dragon, orc, or Balgrog that had it out for his people.
That is why Vidar had made a home of the road. He was an ever aware moving target prepared not to let a single thing sneak up on him. The dwarf had taken position at the back of the caravan because he knew he could trust himself not to let anything sneak up from behind as they made their way down the road. Constantly he kept his eyes outward looking for danger both fore and aft.
"Baldor has nothing to fear while I'm on watch. I have the eyes of an eagle, nothing shall slip by our defenses while I protect our flank!" he told the others as he once again looked behind the caravan for any danger.
Suddenly a moment is lost as the caravan comes to a halt while Vidar turns back toward the front. He sees everyone rush forward as three of the guards turn on their employer. Quickly one is dispatched before the others back down, but not before making a threat to finish the job.
Vidar approaches and calls out to the others. "What is the meaning of this? You can't leave me out of all of the fun!" he yells in anger. "Wait those aren't bandits.... " the dwarf said with a huff. "Jonar you coward I'll make sure ye never be workin this route again! Don't ye dare let me be finding ye anywhere near Baldor or I'll be makin ye shoulders lonely fer yer head!"
As the bandits took off he turned his attention toward the elf who had arrived from the wood. "Great another elf... and this one likes to collect little children." he said suspiciously. "Best ye be bringin us the boy while Baldor here answers a few questions." he agreed.
Grimfara laid a gentle hand on her shoulder. "From where I come, that was a righteous death. He brought it on himself," he said.
Solveig knew he meant well, but she couldn't help the bitterness in her voice. "It was a stupid death, is what it was. But I thank you for your words." She carefully cleaned her broadsword and returned it to its scabbard. "I'll be fine."
When Vormund left the camp, she followed. "Hold up!" she called out to the Dunedan, and jogged up beside him. For a while they followed the trail of Jonar and Kelmund in companionable silence. Survival check 23It was easy enough; the pair had absolutely no wood craft. But so absorbed in her tracking was she, that she didn't notice the pair of egrets until she was almost upon them. They burst out of the reeds and noisily took to the sky, startling her.
Embarrassed at her own mistake, and still upset at having had to kill Finnar, Stealth check 7Solveig launched into a lengthy bout of cursing. She turned to Vormund. "What are we doing? We'll never see those two again. We should go back to the others, and head on our way." She desperately wanted to put the whole incident behind her.
<Features>
Shadow Weakness: Wandering-madness
Class Features: Northern Dalelands, Long Marshes, Upper Marches, Woodland Realm, Northern Mirkwood and East Middle Vales.
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.
Background Feature: 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
<Saves>
Str:+3 Dex:+2 Con:+4 Int:+1 Wis:+3 Cha:-1
__________________
Currently on a leave of absence from RPGx.
Last edited by Telcontar; Apr 27th, 2020 at 12:09 PM.