"I can't," said Braegar, grinding his teeth in frustration, "I gave my bow and quiver to Belgo. There's nothing I can do for him from down here." He gestured toward the bow slung across the Eldar's back, "Unless you wish to lend me yours?"
Last edited by Helvorix; Aug 5th, 2020 at 12:28 AM.
Braegar’s words took Nolmendil by surprise and he almost lost his grasp on Baldor, who was trying to squirm and kick his way free of the elf’s firm embrace. The Noldo could understand why Braegar would do such a thing, in fact it spoke highly of the man’s kindness, but he wasn’t sure young Belgo would be able to use such a weapon effectively. In any case, what was done was done. Believing the Man a superior archer than him, the scholar nodded. "Sure, Braegar, my shortbow and arrows are yours. You’ll have to get them yourself however. I don’t dare let go of Baldor. I know you will make each arrow count!"
Action: Nolmendil agrees with Braegar’s suggestion and lends him his shortbow and quiver with arrows.
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 3/3 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
Look-out: Nolmendil + Grimfara or Vidar (help action gives advantage)
Traveled Thus Far: 2 Days - 36 Miles
With no other recourse to subdue the raving merchant, Nolmendil grappled with Baldor, restraining him momentarily as best he could. He yelled out to Grimfara to fetch the rope from his bag. The Boerning did as he was bade and retrieved the rope and bound the merchant's hands.
The attercop reared its head and a large stream of white fluid sprayed out toward Vidar. The dwarf tried to dodge in time, but he could not make it time. Within seconds, he was was covered head to toe, restrained by the strong webbing.
Much to Vidar's frustration his allies had not yet moved from the bottom of they seemed to be taking their time. He saw Nolmendil grabbing Baldor as the man started to panic but still they still stood at the bottom of the wall. Soon they bound the merchant instead of taking him away from the danger. "Stop lolling about you lot! Get out of here! I'll slow this over grown bug down and show it what's wha...." the dwarf was suddenly interupted as he was covered in the sticky ichor of the shadowspawn's webs.
From beneath the cacoon of webs a growl could be heard as an axe suddenly burst through the webbing the dwarf ripping the rest of his binds from him. "Ohhhhhh..... that was gross. You are soooo going to pay for that! ARGHHHHHH!" he yelled as he charged the spider.
Move: Per Map Action:Break free of webbing 22 on check success Bonus: Reaction: Current Effect:
Braegar wasted no time. The moment Nolmendil assented, Braegar took the Eldar's bow off his back, drawing an arrow from his quiver in the same motion. He spun and searched for his target at the top of the wall. "Don't be too sure. At least your elf eyes can pierce the dark better than mine." He replied.
He could see a shadowy mass lurking at the south corner. He nocked the arrow and loosed it at the creature, but he couldn't tell if he struck true or not in the gloom.
Action: Attack roll 8 Reaction: Bonus: Move: 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; Aug 14th, 2020 at 01:10 PM.
The Eldar were famous for their ability to survey a situation detached from it, more acutely feeling the passage of time, almost surveying events in slow motion. Nolmendil forced himself to do the same. He watched Grimfara binding Baldor’s hands and keeping him from fleeing mindlessly to the forest, the giant spider spitting strands of sticky web and completely covering the courageous dwarf standing in the beast‘s path, Vidar using his sharp axe to cut the webbing, freeing himself and Braegar’s arrow flying a little too high to strike the spider. The Noldo despaired for there was nothing he could do from where he stood. Or was there? His sharp gaze fell upon Solveig standing still, undecided how best to proceed, carrying a powerful great bow.
Nolmendil moved swiftly and silently, like an owl diving to catch a mouse, approached the female warrior, reassured her with a nod and a pat on the shoulder, took from her the great bow, drew an arrow from his quiver, aimed and… halted. The dwarven warrior was charging the beast and had the elf let loose, he would have struck his companion in the back. Lowering his bow at the very last moment, the Noldo saw his arrow strike the ruins‘ wall, its shaft breaking into a dozen pieces of wood, some larger and some mere splitters. Nolmendil inhaled deeply, exhaled through the mouth and readied his bow for another shot. This time he would plunge it into the spider’s eyes, hopefully before the spider had the chance to poison Vidar.
Action: Nolmendil takes Solveig‘s great bow and attacks the spider unfortunately unsuccessfully.
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: 19/20 Str 10 (+0) | Dex 12 (+1) | Con 12 (+1) | Int 14 (+2) | Wis 16 (+3) | Cha 14 (+2) Saving throws: Str +0 | Dex +1 | Con +2 | Int +4 | Wis +5 | Cha +2 Skills: History +4 | Lore +4 | Medicine +5 | Perception +5 | Persuasion +4 | Traditions +4 | Herbalism Kit | Calligrapher‘s Supplies Hands of a Healer 3/3 x 1d6+3 | News from Afar Hope: What unites us should be more important than what divides us. Despair: The Shadow‘s influence is too strong; my entreaties often fall on deaf ears. Passive Perception: 15 Inspiration: 0 | Hit Dice: 1d8 Shadow Points (temporary/permanent): 0/0 Herbs: hagweed x1, reedmace x1 Languages: Westron | Sindarin | Quenya | Tongues of Many Peoples
The ranger cursed under his breath as Vidar was captured, temporarily, by the web. The relief as the dwarf freed himself was temporary though, as Vidar proceeded to charge straight back into danger. Drawing back his bowstring, Vormund's only choice in this moment was to take down the foul creature as quickly as possible to give them an opening to run.
Loosing the arrow, it flew with precision throughout the air, plunging deep into the attercop's abdomen. The ranger's fingers had scarcely left the string before he moved them down toward his bag, grabbing and removing a torch in one swift motion. As soon as the others were clear... he was going to burn the bastards up.
Move: - Action: Vormund fires an arrow at the the attercop.
Attack Roll: 19 (Hit) Damage: 7 Piercing
Reaction: - Free Action: Pull out a torch
Vormund | Dúnedain | Level 1 Wanderer | Feature : Sigil of the Rangers - As an emissary you are entitled to a certain consideration amongst foreign peoples. While you cannot speak with the authority of your lord and master, you do receive some official respect. You can expect to pass through the lands of other Free Peoples unmolested, be able to call upon other kings and chieftains for lodging, and be received into the halls of power.
Distinctive Quality: Honorable - You are the consummate diplomat and have garnered a reputation for being respectful with your foreign peers.
Speciality: Smoking - You are well aware that the best negotiations often take place in informal settings when your fellow negotiators are at ease.
Hope: My example inspires others to do the same. Despair: I can never forge strong bonds; I’m always on the move.Emissary of Your People | XP: -
Shadow Weakness: Wandering-madness Class Features:North Downs, West Middle Vales, East Middle Vales, Northern Mirkwood, Mountains of Mirkwood, Northern Dalelands.
Long years spent roaming over the land have given you vast amounts of knowledge about some of the regions of Middle-earth. You know the terrain of such lands like the backs of your hands and your lore can seem almost unnatural to any companions traveling with you. At 1st level, choose 3 regions + a number of regions equal to your Wisdom modifier from the Middle-earth maps. When you make an Intelligence or Wisdom check related to a land you know, your proficiency bonus is doubled if you are using a skill you are proficient in.
When you are traveling in one of your Known Lands you gain the following benefits:
If any part of a journey passes through a land you know, the DC of your personal Event tests are lowered by 2.
If the entire journey passes through lands you know, and you act as Guide, you lower the Peril Rating of the Journey by 2.
You have advantage when making Wisdom saving throws against Corruption caused by Blighted lands you know.
You cannot become lost under normal circumstances.
You know at least one place in each Known Land where you can safely take a long rest: a settlement where you have friends, perhaps, or a hidden cabin in the woods or simply a dry and defensible cavern or secret glade.
You have advantage on Dexterity (Stealth) ability checks and can move stealthily at a normal pace.
While tracking other creatures, you automatically learn their exact number, their sizes and how recently they passed through the area.
Known Lands | You have a great deal of experience from traveling through the wilderness and surviving the various dangers that the wild constantly offers.
At 1st level, you have advantage on all Wisdom (Survival) ability checks when tracking others through the wilderness.
If you act as a company’s Guide on a journey, you are considered to be assuming all vacant travelling roles (you are considered to ‘fill in’ as the company’s Hunter, Scout and Look-out at the same time, if no other companion is already covering that role).Ways of the Wild. Virtue:You resist Shadow corruption better than most, for your spirit is resolute, and your mind is not easily overthrown. Raise your Wisdom score by 1 point. You have advantage on Wisdom saving throws against Corruption.Sterner than Steel
Look-out: Nolmendil + Grimfara or Vidar (help action gives advantage)
Traveled Thus Far: 2 Days - 36 Miles
Vidar, frustrated that the others were not fleeing fast enough, shouted at them to make their escape. His muscles bulged for a moment before the webbing around in ripped in half and an angry dwarf burst forth, charging directly toward the giant spider.
Braegar pulled Nolmendil's bow from the elf's pack and nocked an arrow instantly. His hand came back against his cheek as he drew the bow, searching for his target in the dim light. Shadows bounced and flittered about in the periphery of the torchlight, but Braegar did his best to find his target. Even then, his arrow missed, disappearing silently into the dark.
Nolmendil took hold of Solveig's bow as she quietly handed it to him, she herself frozen in fright at the sight of the attercop. The elf fired an arrow, but it also missed, breaking itself against the crumbling keep wall.
Thankfully, Vormund's aim was true from atop the remains of the tower, embedding an arrow deep into the giant spider's abdomen. It thrashed and shrieked in pain, but despite its obvious wounds, still refused to go down.
The wounded spider lashed out at Vidar with its large mandibles, its attacks made in a desperate attempt to survive. The dwarf swatted its jaws away before it could come close.
More shrieks could be heard in the dark further past the keep, a dangerous reminder that there were still many more spiders lurking unseen. As if on queue, another appear and skittered along the keep wall, stopping along its edge and spitting a stream of webbing down toward Nolmendil, covering him in a thick layer.
Nolmendil was aiming once more at the critically wounded giant spider, when another one appeared out of nowhere and spat at him an amorphous mass of sticky web. The elf was quick, but apparently the spider was quicker for within moments the Noldo found himself struggling inside a cage -or rather a cocoon- that restricted his every movement. The elf, unable to move or speak, started panicking but his warrior’s training and inbred discipline almost immediately took over, the fear turning his muscles to steel. With a cry that surprised even himself Nolmendil broke free of the webbing and brandished Solveig’s great bow as if he had been holding a banner to signify that he was all right. "Fear not for the grace of the Valar protects us. A Elbereth Gilthoniel!" His eyes turned to the top of the tower. Would Vormund dare to set the spiders aflame?
Nolmendil | High Elf of Rivendell | Scholar 1 Armor Class: 13 | Hit Points: 9/9 | Speed: 30 ft Melee Attack: +3 / 1d6+1 (short sword) or 1d4+1 (dagger) Ranged Attack: +3 / 1d6+1 (short bow) | Arrows: 19/20 Str 10 (+0) | Dex 12 (+1) | Con 12 (+1) | Int 14 (+2) | Wis 16 (+3) | Cha 14 (+2) Saving throws: Str +0 | Dex +1 | Con +2 | Int +4 | Wis +5 | Cha +2 Skills: History +4 | Lore +4 | Medicine +5 | Perception +5 | Persuasion +4 | Traditions +4 | Herbalism Kit | Calligrapher‘s Supplies Hands of a Healer 3/3 x 1d6+3 | News from Afar Hope: What unites us should be more important than what divides us. Despair: The Shadow‘s influence is too strong; my entreaties often fall on deaf ears. Passive Perception: 15 Inspiration: 0 | Hit Dice: 1d8 Shadow Points (temporary/permanent): 0/0 Herbs: hagweed x1, reedmace x1 Languages: Westron | Sindarin | Quenya | Tongues of Many Peoples
More spiders... and more blasts of webbing. Vormund feared that dragging this fight out anymore would only put them at risk of losing their chance at escape.
Lowering his bow, the ranger pulled out his flint and steel, lighting the torch he'd pulled out and raising it high into the air.
Move: - Free Action: Light a torch Action: Prepared Action: Vormund throws a lit torch into the spider nest at the end of the round to give Vidar time to move.
Attack Roll: 18 (Hit)
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:North Downs, West Middle Vales, East Middle Vales, Northern Mirkwood, Mountains of Mirkwood, Northern Dalelands.
Long years spent roaming over the land have given you vast amounts of knowledge about some of the regions of Middle-earth. You know the terrain of such lands like the backs of your hands and your lore can seem almost unnatural to any companions traveling with you. At 1st level, choose 3 regions + a number of regions equal to your Wisdom modifier from the Middle-earth maps. When you make an Intelligence or Wisdom check related to a land you know, your proficiency bonus is doubled if you are using a skill you are proficient in.
When you are traveling in one of your Known Lands you gain the following benefits:
If any part of a journey passes through a land you know, the DC of your personal Event tests are lowered by 2.
If the entire journey passes through lands you know, and you act as Guide, you lower the Peril Rating of the Journey by 2.
You have advantage when making Wisdom saving throws against Corruption caused by Blighted lands you know.
You cannot become lost under normal circumstances.
You know at least one place in each Known Land where you can safely take a long rest: a settlement where you have friends, perhaps, or a hidden cabin in the woods or simply a dry and defensible cavern or secret glade.
You have advantage on Dexterity (Stealth) ability checks and can move stealthily at a normal pace.
While tracking other creatures, you automatically learn their exact number, their sizes and how recently they passed through the area.
Known Lands | You have a great deal of experience from traveling through the wilderness and surviving the various dangers that the wild constantly offers.
At 1st level, you have advantage on all Wisdom (Survival) ability checks when tracking others through the wilderness.
If you act as a company’s Guide on a journey, you are considered to be assuming all vacant travelling roles (you are considered to ‘fill in’ as the company’s Hunter, Scout and Look-out at the same time, if no other companion is already covering that role).Ways of the Wild. Virtue:You resist Shadow corruption better than most, for your spirit is resolute, and your mind is not easily overthrown. Raise your Wisdom score by 1 point. You have advantage on Wisdom saving throws against Corruption.Sterner than Steel
The adrenaline of battle coursed through the dwarfs veins as he thwarted away the large spiders attack. "Ye 'ave to do better than that darkspawn! Ye be facing Vidar son of Frór! " he called out. Looking back toward Vormund and called back. "I'll hold them off till the rest are clear of the wall. At the pace they be goin' me thinks they might be wantin' me dead first!" he calls back as he lifts his axe and slams it into the spider before him. "How do ye like me bite?!" he said with a huff.
The dwarf was enjoying every minute of the battle but his words rang true. He swore to cover their escape and had no plans to move from the wall until he had done so. Every moment of their delay put him more at risk and Vidar began to question who he had chosen has his travelling companions. They either were too daft to understand an escape plan or even realize they were in danger, or they simply were delaying long enough to cut off his own escape. Vidar quickly thought back to what he could have done to earn their betrayal. They had spent some time on the caravan together and even met the betrayal of some of the other guards but he could think of nothing he had done to offend them.
"Alright eight legs. When I'm done with ye I'm killin yer brother."he said with a grim purpose.
Move: If spider dies please allow movement to engage other spider Action:Attack Spider Hit with 22 for 7 damage. Bonus: Reaction: Current Effect:
"You're mad!" Braegar called at the dwarf's proclamation that he'd stay and fight. He was alone up there and the spiders would soon flank him, but it wasn't Braegar's choice to make. He loosed another arrow before turning to Grimfara. "Come on, we need to get Baldor back to the road." He took the merchant under one of his arms and started hauling him back the way they came. He figured he could move a ways, then loose another arrow, move then loose again, until they were too far out to see any longer.
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
Look-out: Nolmendil + Grimfara or Vidar (help action gives advantage)
Traveled Thus Far: 2 Days - 36 Miles
Nolmendil panicked for a moment as he became encased in a mass of sticky webbing, restricting his movement. His mind calmed after a few seconds and was able to think rationally again. With a quick application of force, he felt the webs tearing and then finally give as he broke free from his binds.
With one strike of his steel against the flint, a spark ignited one of his torches. He held it aloft as he stood perched on the edge of the crumbling tower, hoping the dwarf would see reason and make his escape.
Now on the offensive after being entrapped in the spider's webs, Vidar came down onto the nearby attercop with an overhead chop that buried itself deep within the carapace of the spider. It made a horrible shriek as its legs flared out wide, but somehow it still managed to stand back up upon its legs, despite it many wounds.
As the spider was just recovering from Vidar's strike, an arrow from Braegar dropped the creature without another sound. He also took to yelling at the stubborn dwarf to make his escape.
Grimfara grabbed the panicking Baldor right up off the ground and threw him over his shoulder. The merchant was kicking and screaming to be put down, though he could do little to fight against the barbarian as his hands were tied. With Baldor in tow, Grimfara began making a run (Dash action at half speed from carrying an unwilling person) for the treeline back from where they had come.
Another giant spider skittered over to the edge of the wall and shrieked at those gathered on the ground below.
Vormund tossed his torch in a high arch and it flew over the gap between the tower and keep, lighting the darkness between them momentarily as it passed. With barely a sound it land behind Vidar. A moment later a 'whoosh' sounded and a mass of flames spread in all directions and seemed to roll along toward the far end of the keep. The two spider's shrieked as the webs around them suddenly burst into flames. Then, just as quickly as it started, it was gone, along with all of the webs on top of the keep.