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Yelik

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  1. Basic: Culture: Man of the LakeThe Men of the lake distinguish themselves from their neighbours, the inhabitants of Dale, by their greater love for 'modern' things and exotic novelties, a contrast with the Bardings' healthier respect for tradition. Where the wealthiest among the men and women of dale display their status wearing gold bracelets and torques, or pins and brooches with precious stones, the inhabitants of Lake-town favour rich furs and fine-woven fabrics, often the product of foreign craftmanship. Their differences extend beyond mere appearance though: Bardings are said to prize nobility and lineage, while Lake-men value above all men or women who elevate themselves through resourcefulness and daring. Standard of Living: ProsperousAlmost all families belonging to a Prosperous culture can afford to live in separate, private houses. Important individuals wear fine clothing and often have one or more servants in their service at home. Characters coming from a Prosperous culture can usually pay for their share of any out of pocket expense encountered along their journey, and might even pay for another companion, if need be. This includes, for example, paying for comfortable accommodation, spending some time drinking in company at an inn, and hiring beasts of burden (such as ponies). Cultural blessing: TenaciousThe Men of Esgaroth are quick to find and exploit the positive in everything they experience, however little it seems. Every defeat is a chance to learn, every blow suffered is a lesson taken by heart. • When a Man of the lake is wounded, or fails at a roll with seriously negative consequences, he may spend a point of Hope to earn an Experience point. Eligible rolls are, for example, all Fear tests made during combat, all Corruption tests, or any failed roll deemed suitable by the Loremaster. Background: Masterful fingersEveryone who knows you has, at least once, seen you sitting for long hours at your hearth or on the steps of the market-square quays with your knife in hand, whittling pieces of wood into animals, blossoms and leaves. Your ability has even drawn comments from passing raft-elves, their praise music to your ears: you feel a measure of kinship with those graceful and silent forest-dwelling people, and you will one day go and visit their halls with many pillars, to see with your eyes the fabled carven throne of the Elvenking. Calling: ScholarFor you, knowledge makes the wild world a less threatening place to live in. Strangers become friends if addressed properly, yellowed maps in lost books replace a fear of the unknown with curiosity and wonder of places you have yet to explore, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice. Shadow weakness: Lure of SecretsInquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire of uncovering them may corrupt the heart. Specialities: Rhymes of LoreRhymes of Lore are brief compositions in verse created by many cultures to remember significant facts from ancient history. Your knowledge of them can supplement a test of Lore, but is used especially in conjunction with any Custom skill (Courtesy, Song or Riddle). Scholars may credit much of their knowledge to rhymes., BoatingYou know how to handle a boat in the running waters of a river, or in the tricky currents of a lake., WoodwrightThe art of cutting and carving wood deftly to create useful tools or beautiful things has long been your trade. You can easily mend broken instruments and even weapons with wooden parts., Herb-loreWhether used to identify a spice, a plant with curative properties or a blend of pipe-weed, herb-lore is a knowledge favoured by many races of Middle-earth. Among other uses, this Trait may prove helpful when cooking, or when preparing a healing salve., Beast-loreThe forests, plains, marshes and mountain ranges of Wilderland teem with life. Your knowledge of beasts can provide information regarding an animal you are hunting, or tell you whether a cave you chose as refuge is likely to be the den of a dangerous creature., Raven-speechIngi: (a) Understands the speech of Munir, his raven companion, very well. Munir essentially becomes a secondary, minor character under Yelik's control, to be used to embellish the narrative; (b) Gains Raven-speech, a limited, situational trait that can be invoked when communicating with ravens; (c) Learns to communicate with birds more effectively, essentially lowering the Song / Riddle TNs to communicate with any bird by one level (e.g. a TN 14 becomes a 12, and so on). Distinctive features: CleverYou are ingenious and smart, quick to learn and able to make intuitive leaps., NimbleYour movements are sure and agile. Attributes: Body: 6 (7) Heart: 6 (9) Wits: 2 (4) Common Skills: Awe: Inspire: Persuade: •• Athletics: •• Travel: ••• Stealth: *Bonuses: Re-roll the feat die and take the best result (Hound).Awareness: ••• *Add your wisdom score to all Insight checks. Spend a point of Hope to obtain a magical result (source: Emerald Brooch).Insight: ••• *After making a Search check, you may re-roll a success die (d6). You must take the new result, even if it is worse. Alternatively, once per adventuring phase, you may re-roll all dice on a Search check (including the feat die). You must take the new result, even if it is worse (Source: Munir the raven).Search: •• Explore: • Healing: ••• Hunting: Song: •• *Penalty: When making a Courtesy check, if a 6 is obtained with a success die, you must re-roll that 6 and take the new result. If more than one 6s are obtained, only one of them must be re-rolled (Source: Munir the raven).Courtesy: •• *Bonuses: 1. Add your Wisdom score to all Riddle checks. Spend a point of Hope to obtain a magical result. (Source: Emerald Brooch). 2. Roll feat die twice and keep best result (Merchant Prince virtue)Riddle: •• Craft: ••• Battle: • *Bonus: 1. Roll feat die twice and keep best result (Merchant Prince virtue)Lore: •• Combat: Skill: Damage: Edge: Injury: Enc: Great Bow •••• + M 9 10 18 3 Sword •• 5 10 16 2 Dagger • 3 G 12 1 Armour: 3d Headgear: 0 Parry: 2 Shield: N/A Damage: 6 Ranged: 6 Rewards, Virtues & Other abilities: Virtues Rewards Other abilities Bowman of the GuildYou have demonstrated a talent worthy of admission to the Bowmen's Guild of Esgaroth, a honourable association uniting the best archers of Lake-town. Now you may train and share secrets of the trade with many old friends of Bard the Bowman himself, all veterans of the Battle of Five Armies. • Raise your Standing by 1 point. Additionally, from now on, when you are using a bow or a great bow, you may spend a point of Hope to upgrade the quality of a successful attack roll by one level, turning a success into a great success, or a great success into an extraordinary one. Fell Great Bow+2 Injury. Raven-speechIngi: (a) Understands the speech of Munir, his raven companion, very well. Munir essentially becomes a secondary, minor character under Yelik's control, to be used to embellish the narrative; (b) Gains Raven-speech, a limited, situational trait that can be invoked when communicating with ravens; (c) Learns to communicate with birds more effectively, essentially lowering the Song / Riddle TNs to communicate with any bird by one level (e.g. a TN 14 becomes a 12, and so on). Skill Mastery (Great Bow)+1 Mastery die. Grievous Great Bow+2 Damage. Trait Mastery (Nimble)Once per chapter, you can invoke the trait (if narratively appropriate) to upgrade the quality of success of a common skill roll (Basic Success is upgraded to Great, Great to Extraordinary, Extraordinary to Magical). You may still use the trait for other purposes (auto-success, gaining advancement points, etc). Merchant PrinceYour family's fortune is rising with the reopening of the trading routes that lead to the markets in the South and East. This increased affluence has started to positively affect your adventuring life, as you may choose a servant from those employed in your household and have him join you in your next endeavour. At the start of an Adventuring phase you may pick one servant to accompany you: Page: a page assists you in all your daily routines, like washing and dressing, and takes care of your clothes and gear. He is at your side during any encounter, making sure that you are properly introduced and providing advice and counsel. When you enjoy the help of a page, you can roll the Feat die twice and keep the best result when you are making any Courtesy and Insight rolls. Physician: a physician is an older servant who has long been trained in the arts of taking care of your health. He knows every little ailment you might have suffered from since you were a child, and possesses the knowledge to prepare a remedy. As long as you are assisted by a physician, you can roll the Feat die twice and keep the best result when you are making a Healing roll. Porter: a porter helps you in carrying your gear when you are adventuring. When you are making a Fatigue test, you can roll the Feat die twice and keep the best result. Scrivener: a scrivener is a personal servant who can read and write. He is usually well-learned and keeps a daily record of your exploits, if you are employing a scrivener you can roll the Feat die twice and keep the best result when you are making any Lore and Riddle rolls. With the exception of a physician, a servant in a rich trading family is usually a young boy, often a minor relative of modest ambition. Regardless of his duty, your servant is no fighting man, but is considered to be always around and eager to perform his assigned task. Currently selected: Scrivener (Master Alviss) Miscellaneous: Total XP: 64 Unspent XP: 9 Wisdom: 4 Valour: 3 Endurance: 28/28 Fatigue: 14 Encumbrance: 14 Travel: 0 Hope: 14/15 Shadow: 8 Temporary: 8 Permanent: 0 Fellowship: 7 APs: 27 Treasure: 53 Standing: 2 Patrons: Radagast the Brown Fellowship Focus: ? Sanctuaries: Mountain Hall (Firienseld) Holdings: N/A Friendships and bonds: Cilderic the Wanderer Travelling companions & equipment: VethrfolnirHound of Mirkwood, supports Awareness skill. MunirBonus: Search. After making a Search check, you may re-roll a success die (d6). You must take the new result, even if it is worse. Alternatively, once per adventuring phase, you may re-roll all dice on a Search check (including the feat die). You must take the new result, even if it is worse. Penalty: Courtesy. When making a Courtesy check, if a 6 is obtained with a success die, you must re-roll that 6 and take the new result. If more than one 6s are obtained, only one of them must be re-rolled. Backstory: The smallest of the ravens, Munir is also the most curious, and has great interest in all sorts of objects, especially those that are shiny. He also likes crawling into all the drawers and shelves and cupboards in Radagast's cottage, and many of the wizard's confidants say that Munir is the true reason why the wizard's hut is in such disarray. Munir does not have a good reputation in Rhosgobel: some say he has stolen many coins, and has hidden them somewhere in the forest, in his nest, while others say he knows where old treasure is to be found. These rumours are likely false, but it is true that the raven probably hoards trinkets he has 'borrowed' from the Brown Wizard somewhere in Rhosgobel. Emerald BroochA deep green, square stone set in a golden fastening with scroll like lettering covering it and a pin on the back as if to suggest some sort of cloak fastening. Blessing to Riddle & Insight. Elven chain shirtQualities: (1) Ancient Cunning Make Advancement History Theft of the Moon (T.A. 2947): AP: Travel: 2 ->3 (12AP) Awareness: 2 ->3 (9AP) Unspent advancement points 3 for a total of 24AP XP: Great bow 2->3 (6XP); Valour 1->2 (4XP), taking Fell Great bow as the Reward; Sword: 1->2 (4XP); Wisdom: 2->3 (6XP) taking Skill mastery (Great Bow) as the virtue. Unspent XP 4 for a total of 24XP. Fellowship: Mab the Spinner for Herb-lore, Befriend the beasts (Birdsong). Putting down roots (T.A. 2948): Undertakings during the fellowship phase following 'Putting down roots': 1. Confer with Radagast the Brown: Gain the 'Beast-lore' trait. 2. (Year's end): Learn the speech of ravens. Radagast teaches Ingi much more about the speech of birds, and especially ravens. As a result, Ingi: (a) Understands the speech of Munir, his raven companion, very well. Munir essentially becomes a secondary, minor character under Yelik's control, to be used to embellish the narrative; (b) Gains Raven-speech, a limited, situational trait that can be invoked when communicating with ravens; (c) Learns to communicate with birds more effectively, essentially lowering the Song / Riddle TNs to communicate with any bird by one level (e.g. a TN 14 becomes a 12, and so on). Benefits after 'Putting down roots': 1. Finds a wondrous item (Blessing to Riddle & another common skill, not yet revealed) in the belly of a great spider in Mirkwood. 2. Receives a raven companion named Munir from Radagast the Brown (link). 3. Receives Radagast the Brown as a patron (link). 4. Receives 14 Advancement points, bringing her total to 17. 5. Receives 6 Advancement points, to be spent only on improving Search, from forming a bond of friendship with Cilderic (link). 6. Receives 10 XP for completing the adventure, plus 2 XP more for writing a closing post summarizing her fellowship phase. 7. Receives the reward 'Hound of Mirkwood' from the Woodmen, which supports Ingi's Awareness (re-roll feat die, link). 8. Receives +1 Hope from forming a bond with Cilderic, +1 from not using the fellowship pool. Upgrades after 'Putting down roots': 1. Spends 1 XP as payment for the Wondrous artefact he found. 2. Spends 2 XP For the Hound of Mirkwood reward. 3. Upgrades Search from 1 --> 2 for 8 APs (6 come from the bond with Cilderic). 4. Upgrades Craft from 2 --> 3 for 9 APs. 5. Upgrades Valour from 2 --> 3 for 6 XP and picks up the Grievous (Great Bow) Reward. This should leave him with 6 APs and 3 XP that are not spent. Kinstrife and Dark Tidings (T.A. 2949): Undertakings during the fellowship phase following 'Kinstrife and Dark Tidings': 1. Train with Oderic & Brynhilde (link): Receive the next level of the Great Bow skill for half the experience cost. Benefits after 'Kinstrife and Dark Tidings': 1. Receives 11 Advancement Points, bringing his total to 17. 2. Receives 12 XP, bringing his total to 15 XP. 3. Receives 3 Treasure points, bringing his total to 3 TP (link). 4. Standing with Beornings permanently increased by +1 (link). Upgrades after 'Kinstrife and Dark Tidings': 1. Great Bow 3 --> 4 for 5 XP (50% discount from the fellowship undertaking). 2. Wisdom 3 --> 4 for 10 XP and gains the 'Merchant Prince' Virtue. 3. Lore 0 --> 2 for 12 APs. This should leave her with 5 AP and 0 XP. Sentinel of the North (T.A. 2949-2950): _First two APs in Custom via riddle successes (dice roll). _First AP in Movement via travel success (dice roll). _First AP in Perception via awareness success (dice roll). _First AP in Vocation via crafting success (dice roll). _+2 Hope (but does not matter as hope is already at max) and +3 XP from the end of Chapter 2, bringing his totals to 14/14 Hope and 3 unspent XP (IC post). _+1 Shadow for helping Elfwyn to escape, bringing his total to 5 (IC post). _+10 Destiny points and +1 Max/Current Hope (bringing it to 15/15) after the third dream (IC post). _+1 AP for Great Success & Invoking 'Clever' for the Riddle check during the interrogation scene (dice roll). _+1 Shadow for having Idunn, his fellowship focus, taken as a hostage by Viglund, bringing his total to 6 (IC post). _+1 Hope and +3 XP from the end of Chapter 4, bringing his totals to 15/15 Hope and 6 unspent XP (IC post). _+1 AP in the Perception group for Great Success in Awareness (dice roll). _+1 AP in the Vocation group for Great Success in Craft (dice roll). _+1 AP in the Movement group for successful Travel check with 'Nimble' invocation (Dice roll). _+2 APs in the Survival group for successful Healing checks (Dice rolls). _-1 Hope to pass Athletics check when crossing the rope bridge, bringing his total to 14/15 (Dice roll). _Switches Fellowship Focus to Celebros. _+1 AP in the Movement group for great success Athletics check with 'Nimble' invocation to help Celebros when crossing the rope-bridge (Dice roll). _+1 AP in Perception group for great success in Awareness with Beast-lore invocation (Dice roll). _-1 Hope (13/15) for making a wound check (Dice roll). _+1 AP in Vocation group for great success in Lore with Beast-lore invocation (Dice roll). _+1 AP in Personality group for success in Persuade (Dice roll). _+1 AP in Personality group for Great success in Persuade (Dice roll). _Spends 6 XP and 8 Destiny Points to gain an elven chain shirt of ancient cunning make (Dice rolls). _+1 AP in Survival group for Great success & Herb-lore invocation when using Healing on Annungil (Dice roll). _Replaces Leather corslet for Elven Chain Shirt of Ancient Cunning Make (-8+9=+1 Enc). _Takes 5 valuables worth 50 Treasure Points (+5 Enc). _+3 XP from the end of Chapter 5, bringing his total to 3 unspent XP (IC post). _-1 Hope (12/15) and last AP in Personality for great success in Persuade check with 'Clever' invocation (Dice Roll). _-2 Destiny points and gains the Trait Mastery (Nimble) destiny reward (IC post) (Dice rolls). _-2 Destiny points to gain +4 Advancement points (general) (post) _+2 Hope and +6 XP at the end of the adventure, leaving him with 14/15 Hope and 9 unspent XP (post). Totals after Sentinel of the North: Unspent XP: 9 Advancement points: 5 (unspent from before) + 4 general (from Destiny) + 18 (from all Skill categories) = 27 Current Hope: 14/15 Current Shadow: 7 (+1 from Annungil's wound during the fight with the Devourer that I may have forgotten to include above)
  2. Adding as an afterthought "or if not either of these things perhaps someone could tell me what this raven wishes to communicate...."
  3. It had been a long journey from lake town and yet family needs must, Freida thought to herself huffily.    Sent to find the younger son of the younger son... Always a daydreamer that one she thought to herself, quickly dismissing the speed at which she had agreed to this errand as a matter of duty and not the same curiosity with which Ingi showed openly to the wider world.    At the remnants and rebuilding of the Easterly Inn she had been gifted the horse of Ingi, that she'd not known existed, and heard news of the location of her errant cousin. She had also found a raven who insistently followed her forthwith as if trying to communicate something, almost acting as a guide. "Always a menagerie following him she said to herself with a sigh" and looking up at the raven she said you've something to do with my cousin Ingi haven't you.....    After many days of wondering along through the forest she chanced upon a strange company sitting down to eat. Quietly surveying the company from the shadows she judged the risk and stepped out of the shadows. "I am Frida of Laketown and I suppose, or at least hope, that some of you may have news of the kin that I seek, Ingi of Laketown. Or at least news of his companions ? My family worries and have sent me to find more news"
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