Vidar let out a hefty laugh that sounding like rumbling stone. "Oh please young lad as if ye could keep up with a dwarf.
I will probably double your number before a swing me axe!" he said in good spirits. "Just ye wait till we get in the muck of it and see if ye can prove me wrong!" he said accepting the challenge in the most dwarvish way possible, by calling the other races inferior.
Look-out: Nolmendil + Grimfara or Vidar (help action gives advantage)
Traveled Thus Far: 2 Days - 36 Miles
Vormund was impressed by Solveig's ability to track the fleeing Baldor so efficiently, though it seemed her skill was somewhat wasted; the apparent speed at which Baldor fled made it unlikely that anyone could catch him. Or so he thought...
The merchant's tracks led directly into large strands of broken webbing. A picture began to form in Vormund's mind of Baldor running straight into a web with such force that he had broke clear through it, though likely became tangled in the process.
His bow came free as he glanced around and above the company, wondering what could have been large enough to carry a man away. He had heard stories of the spiders found within Mirkwood and had been content with them staying as mere stories. The Dúnedain called out to Solveig, hoping her keen eyes might have seen something that would shed some light on their employer's whereabouts.
Solveig was not convinced that something could have lifted a man clear off the ground, so she took to the nearby tree, jumping up to the lowest branch and began making her ascent, hoping a better vantage would provide the information they needed. Those below quickly lost sight of her as she quickly moved from branch to branch. In mere minutes she reached the top of the tree, cautiously poking her head above the canopy while standing on branches that barely supported her weight this high up.
Stretching out from her location in every direction for as far as she could see, Mirkwood's dark green canopy revealed no secrets, despite the bright light of the moon and stars.
While Solveig made her ascent, Braegar examined the broken webs and agreed with Vormund's assessment of what had happened. Like the Dúnedain, the warden drew his weapon, the prospect of confronting a beast of that size not sitting well in his mind.
Vormund suddenly shouted for the others, showing them what he had found, broken webs that led to drag marks on the ground. Baldor was not lifted into the trees, but rather dragged away. Having found what they needed to continue the pursuit, Vormund looked upward toward where Solveig had disappeared into the canopy.
Although Vidar had absolutely no idea what all the fuss was about over some dirt, he was heartened at the prospect of finding a tangible enemy, even if it was a spider Like any sensible dwarf, there was a simple solution for situations like these. Kill it.
Nolmendil was greatly saddened over the news of what had taken Baldor, having some knowledge of what they were now facing. He relayed what information he could recall, hoping it might be useful in the likely situation that they were to confront the beasts. Although his course of action was far more eloquently expressed than the dwarf's, they were of the same mind. Kill it.
At the prospect of facing such a fearsome foe, Grimfara's hand tightened around his axe and a smile crossed his lips, looking forward to finding out how his companions fared with skill at arms.
Vidar was quick to jump at Grimfara's challenge, heartened by the man's like-minded spirit.
Solveig's feet landed back on the ground and Vormund relayed what he had found. She was easily able to pick up the trail and the company was once again on the move.
It took a couple more hours of following the trail of drag marks before the companions came upon a small clearing. So long had they been tracking Baldor that the sun had begun to rise. Although no shafts of sunlight could penetrate the thick canopy, the increase of ambient light betrayed the time of day.
A castle stood before them on a low hill amid the sea of green trees. It’s anybody guess if it was Elves or Men who built this castle, but it has fallen into ruin. No trace remains of
the defensive walls or outbuildings; all that remains are a single round tower and part of what must have once been the keep.
The keep has crumbled and collapsed in on itself, leaving only one corner still standing as an L-shaped wall. Both tower and wall are covered in a dense shroud of cobwebs, and web-strands run between tower and wall. Hanging from the very top of the wall is a wriggling bundle of webbing that must contain Baldor.
There is no sign of any spiders at first glance, but there are any number of places where they could be hiding. The only sound is the occasional thump as Baldor wrestles and
struggles against his bonds.
Looking around, it seems the only way to to get to Baldor, the company would need to climb the wall, or else climb the still-intact spiral staircase in the tower and then clamber across the webbing to the top of the wall.
Sorry about the length of the post, that one got away from me. I assumed that Solveig did not want to live in the tree, so I had her come down. For expediency, I also assumed the party would be following the new tracks.
As the group surveyed the castle remains, Vormund's eyes flicked between the moving bundle of web that was their employer and the various corners and pieces of wall remaining.
"This... smells of a trap." The ranger shook his head. "I don't know how active these creatures are by day, but I doubt they'd capture their quarry and just... leave him until tomorrow. They want all of us."
Vormund gauged the approximate height of the far wall, assessing how difficult it would be to scale. As his eyes traveled to the all-too-convenient bridge of webbing between it and the tower, he shook his head. Even if the material was stable enough to cross, it didn't seem to him worth the risk of possibly getting stuck and ambushed. Still, the tower wasn't entirely without its uses.
Reaching into his bag, Vormund rustled around for a few moments before pulling out a length of rope and a grappling hook.
"Ashamed to say I'm quick, but a bit clumsy when it comes to climbing... but it's the only way. I suggest one of you tie yourself off with this rope and use the grappling hook to scale the wall up to Baldor. Strong, nimble, or both... maybe Braegar or Vidar. Grimfara and the other can accompany and keep watch at the base of the wall in case of trouble. Speaking of watch..." Vormund pointed at the tower next. "Solveig and I can take the stairs up to the top of the tower there and cover you with our bows." Having outlined the basics of his plan, Vormund turned to Nolmendil.
"Nolmendil... I would suggest you accompany Solveig and I, but you know your skillset better than I. I just don't trust the convenience of this situation... surely once we've recovered Baldor however, he is going to need your discerning eye and knowledge of medicine. I doubt the man is at his best after the night he's had."
Offering the rope and grappling hook to whomever accepted it, Vormund drew his bow and made for the tower as quickly and quietly as possible, eyes peeled for any movement in the area.
Vormund scales the tower and looks out for danger.
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
As the abandoned tower rose among the trees of Mirkwood like a wounded giant having sat down to catch his breath, Nolmendil looked at the ruins with a mix of curiosity and trepidation. Normally he would have been eager to investigate the remains of the ancient tower and keep, try to find out more about their origins and the people that built and lived in them, whether Eldar, Men or another sentient race of Middle Earth. Unfortunately, the ancient stones served as Baldor’s prison and, as Vormund wisely claimed, probably a hideout for the merchant’s captors. The giant spiders were cunning enough not to openly attack the group but lure them into a trap instead, where their poisonous stings and sharp fangs would prove deadly. Vormund’s plan had merit, the Noldo had expected nothing less from a Dúnedain. The only thing he was not fond of was the idea of the group splitting up in two, the archers unable to aid the melee warriors if the latter were overwhelmed.
"Vormund, please wait", said the elf as he gently grabbed the human by the arm. "Your plan is a good one, but please consider this. The spiders have the advantage at the moment. Not only do they probably see our every move while they are hidden from our sight, their webs and poison can easily incapacitate any one of us, no matter how capable a fighter. Let us not split up the group but accomplish as a team one goal after another. The tower should be our initial target. We should take out its defenders so that we will not risk being attacked from behind when we try to free Baldor. What worries me is that bridge of web." Nolmendil pointed at the thick strands of web connecting the tip of the tower with the broken wall whwre Baldor was kept imprisoned. "It allows the spiders to walk unimpeded between the tower and the keep and even attack us from above. We do have a weapon however the spiders do not. Fire. Their webs are highly flammable and once aflame will no doubt harm the beasts bidding in them too. The bridge is sure to collapse once it catches fire and we could also send flaming arrows to the higher levels of the tower to force the spiders to come out into the open." Turning to look at his companions, Nolmendil asked their opinion. "What do you think? Does any one of you carry a tinderbox? Kindling a fire should not be a problem for so many skilled woodsmen. Only if we prove more cunning than the spiders can we hope to survive this without casualties." As he waited for an answer, the Noldo started taking out pieces of cloth from his medicinal supplies. If tied beneath an arrow‘s tip, they could easily be used to turn a simple arrow into a flaming missile.
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 Herbs: hagweed x1, reedmace x1 Languages: Westron | Sindarin | Quenya | Tongues of Many Peoples
Braegar looked to the silken strands spread across the ruined tower and wall. A fire trap. He would dearly love to see the spiders caught in a fate they could not escape, for a change, but... "There are risks in that as well." He whispered. "What if the fire got away from us? Don't forget that Baldor is trapped in that flammable webbing. And if the flame were to somehow spread to Mirkwoods trees..." he stroked his beard thoughtfully as he let the sentence trail off. Then he stooped and pinched a few strands of cobweb in his fingers. "We would need to prove very cunning indeed to make this work," He released the cobwebs into the air, gauging the direction of the wind, then he stood and turned to Nolmendil. "How do we stop the spiders from dragging Baldor off somewhere else while we are setting the webs aflame?"
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; Jun 21st, 2020 at 04:34 PM.
Nolmendil nodded skeptically in response to the young woodman’s words. "I too have thought about the risks you speak of, Braegar. The web is, as I said, extremely flammable but it cannot sustain the fire for long and will be consumed within moments. I believe that if we were to set aflame the end of the web bridge attached to the tower, the fire would be either quenched as the rest of the bridge fell to the ground or it would at the very least give us the chance to do so with our cloaks. The greater problem is there is a real possibility that fire could spread out to the forest with unimaginable consequences for any and all lifeforms dwelling in it. There is no wind at the moment but that could change. Few are those that have the power to read the skies and predict the weather and even fewer those who have some control over the elements. I am nowhere near as accomplished as the lord of Imladris and the lady of Lothlórien, but if you give me a moment I may be able to read the signs of cloud and forest and venture a guess." Squeenting, the Noldo started looking around for any subtle sign that the weather could change: the buzzing of insects and the chirping of birds, the shape and color of the clouds, the movement of leaves and branches and the smell in the air surrounding the tower. Before long, he knew…
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 Herbs: hagweed x1, reedmace x1 Languages: Westron | Sindarin | Quenya | Tongues of Many Peoples
"Bait..." Vidar said as he looked up toward the top of the wall.
"Shadow blasted spiders hanging poor Baldur like a piece of meat to lure us in." he continues. "Well let them I say! Let them try and come within an inch of me axe and live to tell the tail to their dark little masters!" he exclaims. "I don't know much about forests, but I know they burn. Spiders on the other hand die really nice when they got an axe lodged in their gut. Let us spring their trap and show them the shadow can kiss where the stone throws a shadow if ye know what I mean!"
It was clear Vidar had enough of the talk. The dwarf was a person of action and there had been enough planning while the temptation to do something stood right before him. The brave dwarf did not fear death and certainly did not expect to be bested by a few spiders. Talk of risking burning down the entire Mirkwood to avoid such a battle seemed unnecessary to the dwarf.
"Unless of course you like burning down forests elf." he said with a smile prodding at his ally.
Nolmendil stiffened up visibly at the words of his dwarven companion. For a moment he was about to respond in anger, but thought better of it. His eyes took a cold, distant look and it was only the ruddy color of his cheeks that betrayed the emotional state he was in. "Perhaps I am overcomplicating things, master dwarf. How could I think that the lore of the Eldar would prove more useful than the valor of Durin‘s folk? I just hope your armor is thick enough to protect you from the spiders‘ sting. I will support you with my bow as best I can, Vidar, son of Frór." With a curt nod of his head, the Noldo returned the pieces of cloth to his satchel and unshouldered his bow. He hoped the dwarf was right and that courage and skill in battle would carry the day. If not, none of them would live to regret it.
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 Herbs: hagweed x1, reedmace x1 Languages: Westron | Sindarin | Quenya | Tongues of Many Peoples
Braegar could sense the tension between the two like an over tuned harpstring. Neither elf nor dwarf it seemed reacted well to having their pride pricked, and he was starting to worry it may affect their judgment in the future. "I don't care who's plan we follow," he said, his voice taking on a hard edge, "they both have inherent risks. This is about saving Baldor, not anyone's pride." He turned to Vidar, "If you want to draw the spiders out, maybe tugging on their webs like captured prey will get their attention." He turned his gaze back to the ruined wall. "But the spiders are not just stupid beasts. Regardless of how we do it, if we start slaughtering them, they will likely flee in fear, and may take Baldor with them. I think Vormund had the right notion from the start, someone has to make sure they can't do that." Braegar took Vormunds grapple and rope. "I can try to scale the wall, but I no longer have my bow with me, so I won't be able to aid you from up there."
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; Jun 26th, 2020 at 08:33 AM.
Look-out: Nolmendil + Grimfara or Vidar (help action gives advantage)
Traveled Thus Far: 2 Days - 36 Miles
Having finally found their missing employer, seemingly encased in webbing, the company can at least take heart in knowing that he is still alive. For now.
Opinions differ on how to proceed, but a consensus was reached that, regardless of how they got Baldor down, they would still need to ensure the tower was safe to continue.
With bow in hand, Vormund moved as quietly as he could to the perimeter of the crumbling tower. Peering upward, he can see that webs cover most of the exterior wall all the way to the top. Looking inside, the tower appears vacant, though the stairs do seem intact enough to use.
With a final look around, he entered the tower and slowly began making his way up the curving stone steps to the roof above. From this vantage, you can see a ‘bridge’ of spider-webs running from the tower to the top of the wall – but they can also see
dozens of spiders nesting on the far side of the ruined keep. They seem to be sleeping.
The ranger's eyes widened as he glimpsed the massive arachnids, seemingly slumbering just beyond the far wall.
But for how long?
As he looked, Vormund became aware of how tightly he had been gripping his bow, and he relaxed his fingers. Truly, seeing these beasts in person was an entirely different story from hearing tales of them. He just hoped this would be ALL he saw of them... peacefully slumbering as they made off with their employer in tow.
Slowly and carefully, Vormund made his way back down the steps until he was about halfway down, able to speak to the others in a hushed voice just above a whisper.
"I see them... tough to tell exactly how many, but easily two or three dozen." Vormund shuttered. "Just past the wall on the far side of the keep... but they appear to be sleeping for now. We must be quick, and we must be quiet. Braegar..." Vormund turned the the warden. "... do you think you can scale the wall without a rope? The grapple will aid your descent once you've freed Baldor, but I fear if we start by throwing it to the top of the wall, the noise could rouse them. Still, a full grown man toppling to the ground would hardly be better so... I trust your judgement. Whatever you do though, it must be fast."
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
"…This is about saving Baldor, not anyone’s pride…" The young hunter’s words were harsh and wounded the Noldo deeply. Nolmendil wanted to correct him, make him understand than the Eldar didn’t care about things like vanity and pride, they were better than that, chosen to… The scholar shook his head to clear his thoughts. No, the Eldar were just as susceptible to the Shadow as anyone else, perhaps even more so. His quick anger was proof of that.
Vormund, more practical than the rest of them, took advantage of the argument between elf and dwarf in order to scout ahead. When he returned to report what he had seen, the color left Nolmendil’s cheeks. Two or three dozen spiders!? We could never hope to defeat so many enemies, no matter how sharp our blades and the tips of our arrows are. Managing to overcome the initial shock, Nolmendil sought for ways to make himself useful.
"Braegar, let me assist you", asked the Noldo, his voice soft but imperative nonetheless. "Elven eyes are sharp even in this dim light and I could perhaps spot hand- and footholds you could use or warn you of unstable masonry, though I believe that Master Vidar could be even more of help in this than I may be able to. In any case, I could cover you with my bow should you be pursued by any of the beasts."
Waiting for the hunter to answer him, Nolmendil approached the Dúnedain in turn. "Friend, should things not go as planned, fire might be the only thing that could allow us to escape and escort Baldor back to his son. A well-shot flaming arrow could accomplish much in such a situation and put fear in the spiders‘ hearts. The skills I was taught in Imladris speak for a calm day without strong wind but the weather can be unpredictable and disrespectful of the lore of Men and Elves. I am sure you will know what to do." Offering a smile meant to reassure the warrior, Nolmendil approached Braegar once more and looked at his expectantly.
Action: Nolmendil will help Braegar in climbing the wall, granting advantage on his check. (assuming a „help“ action is appropriate in this situation)
Reaction:
Bonus:
Move:
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 Herbs: hagweed x1, reedmace x1 Languages: Westron | Sindarin | Quenya | Tongues of Many Peoples
Vormund listened to Nolmendil's words, and in spite of the hush in their conversation, he could sense an... unsteadiness to the Noldo's tone. The number of enemies had clearly had an impact... but more than that, he also seemed to be trying to rise above the brief internal conflict in their group, compensating with the diplomacy and cool head that came natural to elves. When Nolmendil had finished speaking, Vormund smiled, nodding to his comrade.
"... I trust you my friend. I will be watching from above, ready to do what is necessary." A quick nod to the others, and Vormund turned and retreated back up the stairs as quietly as possible, resuming a post at the top of the tower where he could best monitor the ensuing rescue operation... and the monstrous arachnids that threatened to turn it into a bloodbath.
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
Braegar squinted at the wall across from the tower, he didn't want to admit it, but he doubted whether he possessed the skill to scale it, even with Nolmendil's aid. But he was the one who insisted it needed to be done. He nodded to to the elf, "Thank you, I'd welcome your help... but without the rope, I don't know that I can climb it. I guess we shall find out; unless anyone else would like to volunteer?..."
He paused only for a moment, then started making his way towards the wall where Baldor was ensnared, picking his steps carefully to try and limit the sound of his foot-falls. There was a loud crunch as he stepped on a dried-out old skull of some small animal that had been hidden under cobwebs. Braegar went still and held his breath, waiting to see what would happen...
Action: Stealth roll of 5 Reaction: Bonus: Move: Move 15 feet towards the wall 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; Jul 3rd, 2020 at 09:58 AM.