Vladim Posted February 8 Author Clone Share Posted February 8 Arbereth, daughter of Firithros Culture: Elf of MirkwoodCultural Blessing – Folk of the dusk. When you are in a forest, or at night, you can spend 1 point of Hope to achieve a Magical success on a skill roll. | Standard of Living: Common | AttributesStrength 4 Hearts 4 Wits 6 | CallingMessenger The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger. | Distinctive FeaturesCunning, Keen-eyed | Adventure Points: 0 | Skill Points: 2 Valour: 1Rewards: 1. Fell bow (+2 Injury) | Wisdom: 1Virtues: 1. Mastery: Riddle and Lore are favoured. | Endurance: 20/20 | Load: 9 | Fatigue: 1 | Hope: 12/12 | Shadow: 1 | Parry: 21 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundYou were born in the dusk of these Fading Years, under the twilight of your peoples, of whom few now remain in the East. You grew up in the shadow of your father and your mother, who were emissaries and ambassadors. They made frequent journeys to Lake-Town and beyond, at times in the king's company, and at others alone. You yearned to walk in their footsteps, and to follow that tradition, but that was forbidden for you: for you were deemed too precious to risk in these times of waning. But things have changed of late, and many perils have now perished. The Free Folk are gathering again in strength in many places, and even your folk rejoice under the boughs of Mirkwood, setting foot to where they did not dare before. Things seem brighter, and there is a world of possibilities beyond the borders of your realm. Permission has been granted to you to journey a little further, and to seek your folk in Esgaroth and convey a message. Perhaps after this task is completed, and if it goes well, further horizons will be unlocked to you. Skills: Body 4 (TN 16)Awe ▣☐☐☐☐☐ Athletics ▣▣☐☐☐☐ Awareness (f) ▣▣☐☐☐☐ Hunting ▣▣☐☐☐☐ Song ▣▣☐☐☐☐ Craft ▣☐☐☐☐☐ | Heart 4 (TN16)Enhearten ☐☐☐☐☐☐ Travel (f) ▣▣☐☐☐☐ Insight ▣▣☐☐☐☐ Healing ▣☐☐☐☐☐ Courtesy (f) ▣▣☐☐☐☐ Battle ▣☐☐☐☐☐ | Wits 6 (TN14)Persuade ☐☐☐☐☐☐ Stealth ▣▣▣☐☐☐ Scan ▣▣☐☐☐☐ Explore ▣☐☐☐☐☐ Riddle (f) ▣▣☐☐☐☐ Lore (f) ▣▣▣☐☐☐ | WeaponsBows ▣▣☐☐☐☐ Swords ▣☐☐☐☐☐ | War GearShort Sword Bow Leather corselet | EquipmentTreasure Rating: 0 War Gear: Short sword, bow, leather corselet | Old Tome (Lore)An old book containing tales and histories of the Free Peoples (Lore). Arbereth sat by herself, wet and cold and away from the fire that the mortals had built to warm themselves and cook their food. For the last part of the trek, they had trudged along reluctantly, wet and weary, and with her on the lead. Varr's companions spoke incessantly about her, and thought that she must have brought this ill fortune to their journey. They likely did not understand that she could hear them, but the ears of elves are keen, and in fact she could clearly make out every word despite the rain. The rain she could stomach, and she was no stranger to hardship... but disparaging remarks of that sort made her doubt her decision. Still, she kept her thoughts to herself. Soon she was reminded that not all mortals were alike: Breda, who had cooked a warm meal with what provisions they carried, came along towards her with a steaming bowl. Apologizing for such a poor meal, she nevertheless passed it to her, so that she could warm herself, before departing quickly, leaving her to her solitude. She had made no mention of the loggers' talk, but it seemed to Arbereth as if her gesture had been offered in part as a kind of wordless apology for their behaviour. She placed her hands on the bowl, of only to warm herself a little. It made her feel a little better. She looked to the grey sky, and saw with keen eyes the first signs of a returning sun-signs that the mortals could not yet see. "Tomorrow will be a better day...", she thought to herself as she slowly tried what Breda had offered her. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vladim Posted February 9 Author Clone Share Posted February 9 (Art: Jon Hodgson, Lake-Town) Part 2: Return to Lake-Town Varr, son of Halstein Culture: Barding of DaleCultural Blessing – Stout-hearted. Your Valour rolls are Favoured. | Standard of Living: Common | AttributesStrength 5 Hearts 5 Wits 4 | CallingTreasure-Hunter Additional Distinctive Feature: Burglary: This venerable talent includes pickpocketing, lock picking, and, in general, any shadowy way to get a hold of possessions of others or access protected areas. Shadow Path: Dragon-Sickness: Adventurers who find themselves on the Road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the Shadow tightens its grip on their hearts, the world shrinks around them and their closely guarded possessions. | Distinctive FeaturesEager, Tall | Adventure Points: 2 | Skill Points: 5 Valour: 1Rewards: 1. Reinforced shield (+1 Parry) | Wisdom: 1Virtues: 1. Nimbleness: +1 Parry | Endurance: 25/25 | Load: 15 | Fatigue: 1 | Hope: 5/13 | Shadow: 0 | Parry: 17 or 19 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundWhen Smaug came to Lake-Town, he set the city ablaze, and many perished in the flames before Bard the Bowman slew him. Your folk were amongst the unfortunate few. Only your father survived, but the destruction left him destitute, and before long despair drove him to death. It has been almost a decade since that fateful day. In the intervening years, you did what you had to, falling in with unsavory folk. Of late, your have decided that you can no longer stomach their dealings. The time has come to set out alone in the world, and sever old ties lest they become chains. Skills: Body 5 (TN 15)Awe ▣▣☐☐☐☐ Athletics (f) ▣▣☐☐☐☐ Awareness ☐☐☐☐☐☐ Hunting ▣▣☐☐☐☐ Song ▣☐☐☐☐☐ Craft ▣☐☐☐☐☐ | Heart 5 (TN15)Enhearten ▣▣☐☐☐☐ Travel ▣☐☐☐☐☐ Insight ▣▣☐☐☐☐ Healing ☐☐☐☐☐☐ Courtesy ▣▣☐☐☐☐ Battle ▣▣☐☐☐☐ | Wits 4 (TN16)Persuade ▣▣▣☐☐☐ Stealth (f) ▣▣▣☐☐☐ Scan (f) ▣☐☐☐☐☐ Explore ▣☐☐☐☐☐ Riddle ☐☐☐☐☐☐ Lore ▣☐☐☐☐☐ | WeaponsSwords ▣▣▣☐☐☐ Bows ▣▣☐☐☐☐ | War GearLong Sword Bow Reinforced shield Leather corselet | EquipmentTreasure Rating: 30 War Gear: Long sword, bow, reinforced shield, leather corselet Old horse: Vigor 1 | Breda of Frostward (Awareness)A new friend, and a keen-eyed companion. | Cloak (Stealth)An old, weather-worn yet warm green cloak, bought at the market-pool of Esgaroth at a bargain price. Perhaps it had once belonged to an elf? (Stealth). It was in the early hours of the third day when they finally reached the road that led directly into Lake-Town. From their vantage point, high and distant, the splendid city came into view, standing on stilts on the shores of Esgaroth. The going had been easy after that awful storm, as Arbereth had foreseen and told them. Nevertheless, Varr's spirits were lifted by the sight, if only for a moment. The morning mists were only beginning to melt away, having risen from the lake's waters with the first rays of the sun. As they cleared, even Varr's eyes could see both lake and city teeming with activity. Dozens of boats and barges were floating around, many headed towards the Market-Pool, and a small tent-town had been raised on the shores, by the bridge that led to the gate. They had arrived just in time to partake in the festivities: Dragontide was only a few short weeks away, and it looked to be a particularly large gathering this year. The possibility for feasting and merriment made the loggers eager to continue onwards. They had grown tired of the ale of Frostward, and the thought of a warm meal at one of Lake-Town's inns made them reluctant to tarry here admiring the view, much to Arbereth's dismay, who would have enjoyed a few more quiet moments. OOC Ok, so this is the but where the journey ends and I have to remind myself of the mechanics. Edit: Arbereth achieves a basic on her Travel roll, thus removing 1 fatigue. Varr fails, but has a steed with Vigour 1, so he can also remove 1 fatigue. Stats updated! Completing the journey also gives them both +2 Skill points (updated). Name xDiceName xDiceResult xDiceString xDiceRolls Arbereth Travel [10] (4,3) (favor) = 17 tor(2,no,favor) 11,10,4,3 Varr Travel [2] (4) = 6 tor(1,no) 2,4 Link to comment Share on other sites More sharing options...
Vladim Posted February 10 Author Clone Share Posted February 10 Varr, son of Halstein Culture: Barding of DaleCultural Blessing – Stout-hearted. Your Valour rolls are Favoured. | Standard of Living: Common | AttributesStrength 5 Hearts 5 Wits 4 | CallingTreasure-Hunter Additional Distinctive Feature: Burglary: This venerable talent includes pickpocketing, lock picking, and, in general, any shadowy way to get a hold of possessions of others or access protected areas. Shadow Path: Dragon-Sickness: Adventurers who find themselves on the Road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the Shadow tightens its grip on their hearts, the world shrinks around them and their closely guarded possessions. | Distinctive FeaturesEager, Tall | Adventure Points: 2 | Skill Points: 5 Valour: 1Rewards: 1. Reinforced shield (+1 Parry) | Wisdom: 1Virtues: 1. Nimbleness: +1 Parry | Endurance: 25/25 | Load: 15 | Fatigue: 1 | Hope: 5/13 | Shadow: 0 | Parry: 17 or 19 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundWhen Smaug came to Lake-Town, he set the city ablaze, and many perished in the flames before Bard the Bowman slew him. Your folk were amongst the unfortunate few. Only your father survived, but the destruction left him destitute, and before long despair drove him to death. It has been almost a decade since that fateful day. In the intervening years, you did what you had to, falling in with unsavory folk. Of late, your have decided that you can no longer stomach their dealings. The time has come to set out alone in the world, and sever old ties lest they become chains. Skills: Body 5 (TN 15)Awe ▣▣☐☐☐☐ Athletics (f) ▣▣☐☐☐☐ Awareness ☐☐☐☐☐☐ Hunting ▣▣☐☐☐☐ Song ▣☐☐☐☐☐ Craft ▣☐☐☐☐☐ | Heart 5 (TN15)Enhearten ▣▣☐☐☐☐ Travel ▣☐☐☐☐☐ Insight ▣▣☐☐☐☐ Healing ☐☐☐☐☐☐ Courtesy ▣▣☐☐☐☐ Battle ▣▣☐☐☐☐ | Wits 4 (TN16)Persuade ▣▣▣☐☐☐ Stealth (f) ▣▣▣☐☐☐ Scan (f) ▣☐☐☐☐☐ Explore ▣☐☐☐☐☐ Riddle ☐☐☐☐☐☐ Lore ▣☐☐☐☐☐ | WeaponsSwords ▣▣▣☐☐☐ Bows ▣▣☐☐☐☐ | War GearLong Sword Bow Reinforced shield Leather corselet | EquipmentTreasure Rating: 30 War Gear: Long sword, bow, reinforced shield, leather corselet Old horse: Vigor 1 | Breda of Frostward (Awareness)A new friend, and a keen-eyed companion. | Cloak (Stealth)An old, weather-worn yet warm green cloak, bought at the market-pool of Esgaroth at a bargain price. Perhaps it had once belonged to an elf? (Stealth). They made it past the hustle and bustle of the tent-town, where countless folk from all corners of Wilderland and beyond had gathered for the upcoming festival. As they walked on, Stig and Vandil's eyes went wide with amazement at the sights, scents and sounds of the great gathering. Both had kinsfolk in Dale, but they now grew eager to partake in the festivities, having spent recent months in Frostward, where few avenues for entertainment had been afforded them. Varr let them go, but not before reminding them their promise to corroborate his own account when he summoned them, before any official of the kingdom-even the king himself. He knew where to find them-for this matter had already been discussed at length-and if he managed to secure an audience, he would call on them. At length the two loggers bid them farewell and went off on their way, disappearing into the crowds of Lake-Town. "Well, that's done." said Varr as they stood just outside the great gate, watching them vanish. He turned towards Breda and Arbereth, who remained by his side. "I suppose all the inns will be full, and we will be made to camp. It is always busy this time of year." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vladim Posted February 11 Author Clone Share Posted February 11 Arbereth, daughter of Firithros Culture: Elf of MirkwoodCultural Blessing – Folk of the dusk. When you are in a forest, or at night, you can spend 1 point of Hope to achieve a Magical success on a skill roll. | Standard of Living: Common | AttributesStrength 4 Hearts 4 Wits 6 | CallingMessenger The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger. | Distinctive FeaturesCunning, Keen-eyed | Adventure Points: 0 | Skill Points: 2 Valour: 1Rewards: 1. Fell bow (+2 Injury) | Wisdom: 1Virtues: 1. Mastery: Riddle and Lore are favoured. | Endurance: 20/20 | Load: 9 | Fatigue: 1 | Hope: 12/12 | Shadow: 1 | Parry: 21 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundYou were born in the dusk of these Fading Years, under the twilight of your peoples, of whom few now remain in the East. You grew up in the shadow of your father and your mother, who were emissaries and ambassadors. They made frequent journeys to Lake-Town and beyond, at times in the king's company, and at others alone. You yearned to walk in their footsteps, and to follow that tradition, but that was forbidden for you: for you were deemed too precious to risk in these times of waning. But things have changed of late, and many perils have now perished. The Free Folk are gathering again in strength in many places, and even your folk rejoice under the boughs of Mirkwood, setting foot to where they did not dare before. Things seem brighter, and there is a world of possibilities beyond the borders of your realm. Permission has been granted to you to journey a little further, and to seek your folk in Esgaroth and convey a message. Perhaps after this task is completed, and if it goes well, further horizons will be unlocked to you. Skills: Body 4 (TN 16)Awe ▣☐☐☐☐☐ Athletics ▣▣☐☐☐☐ Awareness (f) ▣▣☐☐☐☐ Hunting ▣▣☐☐☐☐ Song ▣▣☐☐☐☐ Craft ▣☐☐☐☐☐ | Heart 4 (TN16)Enhearten ☐☐☐☐☐☐ Travel (f) ▣▣☐☐☐☐ Insight ▣▣☐☐☐☐ Healing ▣☐☐☐☐☐ Courtesy (f) ▣▣☐☐☐☐ Battle ▣☐☐☐☐☐ | Wits 6 (TN14)Persuade ☐☐☐☐☐☐ Stealth ▣▣▣☐☐☐ Scan ▣▣☐☐☐☐ Explore ▣☐☐☐☐☐ Riddle (f) ▣▣☐☐☐☐ Lore (f) ▣▣▣☐☐☐ | WeaponsBows ▣▣☐☐☐☐ Swords ▣☐☐☐☐☐ | War GearShort Sword Bow Leather corselet | EquipmentTreasure Rating: 0 War Gear: Short sword, bow, leather corselet | Old Tome (Lore)An old book containing tales and histories of the Free Peoples (Lore). "I must speak to my kin first." said Arbereth, whose task was to pass on the message she had been given to her own peoples that dwelled in the elven quarter. As they made their way towards the city gates, they were joined by many others, and a queue-orderly for the most part, save for the occasional quarrel-was quickly formed before the bridge. It moved slowly, as many amongst them were merchants, and had to have their goods inspected and their taxes determined and paid. The guardsmen of the city seemed to have no system for distinguishing visitors from tradesfolk this early in autumn. But at length they were granted passage without trouble, and not long after they found themselves navigating the busy streets of Lake-Town. They had all seen those before, but for Breda it had been a few years since she had looked upon them last, and her eyes were wide with amazement of how the city had grown and changed over such a short timespan. A festive mood filled the streets, mixed in with the more business-like attitudes of the merchants, who had come from near and far to ply their wares. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vladim Posted February 11 Author Clone Share Posted February 11 Arbereth, daughter of Firithros Culture: Elf of MirkwoodCultural Blessing – Folk of the dusk. When you are in a forest, or at night, you can spend 1 point of Hope to achieve a Magical success on a skill roll. | Standard of Living: Common | AttributesStrength 4 Hearts 4 Wits 6 | CallingMessenger The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger. | Distinctive FeaturesCunning, Keen-eyed | Adventure Points: 0 | Skill Points: 2 Valour: 1Rewards: 1. Fell bow (+2 Injury) | Wisdom: 1Virtues: 1. Mastery: Riddle and Lore are favoured. | Endurance: 20/20 | Load: 9 | Fatigue: 1 | Hope: 12/12 | Shadow: 1 | Parry: 21 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundYou were born in the dusk of these Fading Years, under the twilight of your peoples, of whom few now remain in the East. You grew up in the shadow of your father and your mother, who were emissaries and ambassadors. They made frequent journeys to Lake-Town and beyond, at times in the king's company, and at others alone. You yearned to walk in their footsteps, and to follow that tradition, but that was forbidden for you: for you were deemed too precious to risk in these times of waning. But things have changed of late, and many perils have now perished. The Free Folk are gathering again in strength in many places, and even your folk rejoice under the boughs of Mirkwood, setting foot to where they did not dare before. Things seem brighter, and there is a world of possibilities beyond the borders of your realm. Permission has been granted to you to journey a little further, and to seek your folk in Esgaroth and convey a message. Perhaps after this task is completed, and if it goes well, further horizons will be unlocked to you. Skills: Body 4 (TN 16)Awe ▣☐☐☐☐☐ Athletics ▣▣☐☐☐☐ Awareness (f) ▣▣☐☐☐☐ Hunting ▣▣☐☐☐☐ Song ▣▣☐☐☐☐ Craft ▣☐☐☐☐☐ | Heart 4 (TN16)Enhearten ☐☐☐☐☐☐ Travel (f) ▣▣☐☐☐☐ Insight ▣▣☐☐☐☐ Healing ▣☐☐☐☐☐ Courtesy (f) ▣▣☐☐☐☐ Battle ▣☐☐☐☐☐ | Wits 6 (TN14)Persuade ☐☐☐☐☐☐ Stealth ▣▣▣☐☐☐ Scan ▣▣☐☐☐☐ Explore ▣☐☐☐☐☐ Riddle (f) ▣▣☐☐☐☐ Lore (f) ▣▣▣☐☐☐ | WeaponsBows ▣▣☐☐☐☐ Swords ▣☐☐☐☐☐ | War GearShort Sword Bow Leather corselet | EquipmentTreasure Rating: 0 War Gear: Short sword, bow, leather corselet | Old Tome (Lore)An old book containing tales and histories of the Free Peoples (Lore). They drew near the entrance to the elven quarter, and at the gate they caught the attention of a pair of sentries, and soon an emissary was summoned and added to the guards. There, they spoke for a long time in the fair tongue of the Woodland Realm. To Varr and to Breda, the words sounded much like the songs that had lured them into the forest outside Frostward, but they could understand nothing of their meaning. After some time, Arbereth turned her attention back to them and spoke in the common tongue. "They wish for me to come with them," she explained plainly, "...so I must go. I am afraid that they will not extend their hospitality towards you, even though I have requested it-they advised me to tell you to find an inn, if you can. But I will come with you after I have passed the message." She paused for a moment, and sought to calculate exactly how much time the task would take, and determined that it would not be long. "Let us meet just before the sunset in front of the Town Hall. We can decide what to do next together." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vladim Posted February 12 Author Clone Share Posted February 12 Varr, son of Halstein Culture: Barding of DaleCultural Blessing – Stout-hearted. Your Valour rolls are Favoured. | Standard of Living: Common | AttributesStrength 5 Hearts 5 Wits 4 | CallingTreasure-Hunter Additional Distinctive Feature: Burglary: This venerable talent includes pickpocketing, lock picking, and, in general, any shadowy way to get a hold of possessions of others or access protected areas. Shadow Path: Dragon-Sickness: Adventurers who find themselves on the Road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the Shadow tightens its grip on their hearts, the world shrinks around them and their closely guarded possessions. | Distinctive FeaturesEager, Tall | Adventure Points: 2 | Skill Points: 5 Valour: 1Rewards: 1. Reinforced shield (+1 Parry) | Wisdom: 1Virtues: 1. Nimbleness: +1 Parry | Endurance: 25/25 | Load: 15 | Fatigue: 1 | Hope: 5/13 | Shadow: 0 | Parry: 17 or 19 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundWhen Smaug came to Lake-Town, he set the city ablaze, and many perished in the flames before Bard the Bowman slew him. Your folk were amongst the unfortunate few. Only your father survived, but the destruction left him destitute, and before long despair drove him to death. It has been almost a decade since that fateful day. In the intervening years, you did what you had to, falling in with unsavory folk. Of late, your have decided that you can no longer stomach their dealings. The time has come to set out alone in the world, and sever old ties lest they become chains. Skills: Body 5 (TN 15)Awe ▣▣☐☐☐☐ Athletics (f) ▣▣☐☐☐☐ Awareness ☐☐☐☐☐☐ Hunting ▣▣☐☐☐☐ Song ▣☐☐☐☐☐ Craft ▣☐☐☐☐☐ | Heart 5 (TN15)Enhearten ▣▣☐☐☐☐ Travel ▣☐☐☐☐☐ Insight ▣▣☐☐☐☐ Healing ☐☐☐☐☐☐ Courtesy ▣▣☐☐☐☐ Battle ▣▣☐☐☐☐ | Wits 4 (TN16)Persuade ▣▣▣☐☐☐ Stealth (f) ▣▣▣☐☐☐ Scan (f) ▣☐☐☐☐☐ Explore ▣☐☐☐☐☐ Riddle ☐☐☐☐☐☐ Lore ▣☐☐☐☐☐ | WeaponsSwords ▣▣▣☐☐☐ Bows ▣▣☐☐☐☐ | War GearLong Sword Bow Reinforced shield Leather corselet | EquipmentTreasure Rating: 30 War Gear: Long sword, bow, reinforced shield, leather corselet Old horse: Vigor 1 | Breda of Frostward (Awareness)A new friend, and a keen-eyed companion. | Cloak (Stealth)An old, weather-worn yet warm green cloak, bought at the market-pool of Esgaroth at a bargain price. Perhaps it had once belonged to an elf? (Stealth). Varr gave Arbereth a strange look, and firstly he sought to make sure if she was certain she did not prefer to remain with her kin while they were in Lake-Town. This would be, after all, the favored arrangement for fair folk staying in the city: to seek their own company instead of that of mortals. No less surprised when Arbereth, swiftly yet surely, reaffirmed her words, he nevertheless replied at once, for he knew what to do. "Then we will see to it that we might find an inn for the three of us, for tonight at least. I am not sure that we can easily find a place, and I suppose there's a good chance they'll make us stay outside, in some tent. But I'll try anyway. Good luck. We will be waiting for you before sundown." OOC Let's try a Persuade roll to see if he manages to find anything. Edit: A failure. Name xDiceName xDiceResult xDiceString xDiceRolls Persuade [2] (2,6,4) = 14 tor(3,no) 2,2,6,4 Link to comment Share on other sites More sharing options...
Vladim Posted February 19 Author Clone Share Posted February 19 Varr, son of Halstein Culture: Barding of DaleCultural Blessing – Stout-hearted. Your Valour rolls are Favoured. | Standard of Living: Common | AttributesStrength 5 Hearts 5 Wits 4 | CallingTreasure-Hunter Additional Distinctive Feature: Burglary: This venerable talent includes pickpocketing, lock picking, and, in general, any shadowy way to get a hold of possessions of others or access protected areas. Shadow Path: Dragon-Sickness: Adventurers who find themselves on the Road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the Shadow tightens its grip on their hearts, the world shrinks around them and their closely guarded possessions. | Distinctive FeaturesEager, Tall | Adventure Points: 2 | Skill Points: 5 Valour: 1Rewards: 1. Reinforced shield (+1 Parry) | Wisdom: 1Virtues: 1. Nimbleness: +1 Parry | Endurance: 25/25 | Load: 15 | Fatigue: 1 | Hope: 5/13 | Shadow: 0 | Parry: 17 or 19 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundWhen Smaug came to Lake-Town, he set the city ablaze, and many perished in the flames before Bard the Bowman slew him. Your folk were amongst the unfortunate few. Only your father survived, but the destruction left him destitute, and before long despair drove him to death. It has been almost a decade since that fateful day. In the intervening years, you did what you had to, falling in with unsavory folk. Of late, your have decided that you can no longer stomach their dealings. The time has come to set out alone in the world, and sever old ties lest they become chains. Skills: Body 5 (TN 15)Awe ▣▣☐☐☐☐ Athletics (f) ▣▣☐☐☐☐ Awareness ☐☐☐☐☐☐ Hunting ▣▣☐☐☐☐ Song ▣☐☐☐☐☐ Craft ▣☐☐☐☐☐ | Heart 5 (TN15)Enhearten ▣▣☐☐☐☐ Travel ▣☐☐☐☐☐ Insight ▣▣☐☐☐☐ Healing ☐☐☐☐☐☐ Courtesy ▣▣☐☐☐☐ Battle ▣▣☐☐☐☐ | Wits 4 (TN16)Persuade ▣▣▣☐☐☐ Stealth (f) ▣▣▣☐☐☐ Scan (f) ▣☐☐☐☐☐ Explore ▣☐☐☐☐☐ Riddle ☐☐☐☐☐☐ Lore ▣☐☐☐☐☐ | WeaponsSwords ▣▣▣☐☐☐ Bows ▣▣☐☐☐☐ | War GearLong Sword Bow Reinforced shield Leather corselet | EquipmentTreasure Rating: 30 War Gear: Long sword, bow, reinforced shield, leather corselet Old horse: Vigor 1 | Breda of Frostward (Awareness)A new friend, and a keen-eyed companion. | Cloak (Stealth)An old, weather-worn yet warm green cloak, bought at the market-pool of Esgaroth at a bargain price. Perhaps it had once belonged to an elf? (Stealth). It was already in the late hours of the evening when Varr had decided at last to give up his futile search and return with Breda to the aforementioned meeting-place. By this point he had lost count of the inns and guest-houses where he had inquired. It was all in vain. Everywhere he asked it was the same: folks took one good look at him and shook their heads, sometimes with feigned sympathy, before declining him. Even Breda's presence-which was supposed to soften their hearts to the request-seemed utterly ineffective. Disappointed and yet not fully dismayed, a defeated Varr tried to cheer himself up by telling Breda (and himself as well) that a tent wouldn't be so bad after all. They had endured worse on the road, and worse yet after the destruction of the original Lake-Town. "Maybe tomorrow." he half-heartedly asserted, not truly believing his own words. They did not wait long before the Town Hall when Arbereth rejoined them. Varr explained how difficult it had proven to secure lodgings, and the elf-maiden smiled, understanding of their plight. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vladim Posted February 19 Author Clone Share Posted February 19 Arbereth, daughter of Firithros Culture: Elf of MirkwoodCultural Blessing – Folk of the dusk. When you are in a forest, or at night, you can spend 1 point of Hope to achieve a Magical success on a skill roll. | Standard of Living: Common | AttributesStrength 4 Hearts 4 Wits 6 | CallingMessenger The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger. | Distinctive FeaturesCunning, Keen-eyed | Adventure Points: 0 | Skill Points: 2 Valour: 1Rewards: 1. Fell bow (+2 Injury) | Wisdom: 1Virtues: 1. Mastery: Riddle and Lore are favoured. | Endurance: 20/20 | Load: 9 | Fatigue: 1 | Hope: 12/12 | Shadow: 1 | Parry: 21 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundYou were born in the dusk of these Fading Years, under the twilight of your peoples, of whom few now remain in the East. You grew up in the shadow of your father and your mother, who were emissaries and ambassadors. They made frequent journeys to Lake-Town and beyond, at times in the king's company, and at others alone. You yearned to walk in their footsteps, and to follow that tradition, but that was forbidden for you: for you were deemed too precious to risk in these times of waning. But things have changed of late, and many perils have now perished. The Free Folk are gathering again in strength in many places, and even your folk rejoice under the boughs of Mirkwood, setting foot to where they did not dare before. Things seem brighter, and there is a world of possibilities beyond the borders of your realm. Permission has been granted to you to journey a little further, and to seek your folk in Esgaroth and convey a message. Perhaps after this task is completed, and if it goes well, further horizons will be unlocked to you. Skills: Body 4 (TN 16)Awe ▣☐☐☐☐☐ Athletics ▣▣☐☐☐☐ Awareness (f) ▣▣☐☐☐☐ Hunting ▣▣☐☐☐☐ Song ▣▣☐☐☐☐ Craft ▣☐☐☐☐☐ | Heart 4 (TN16)Enhearten ☐☐☐☐☐☐ Travel (f) ▣▣☐☐☐☐ Insight ▣▣☐☐☐☐ Healing ▣☐☐☐☐☐ Courtesy (f) ▣▣☐☐☐☐ Battle ▣☐☐☐☐☐ | Wits 6 (TN14)Persuade ☐☐☐☐☐☐ Stealth ▣▣▣☐☐☐ Scan ▣▣☐☐☐☐ Explore ▣☐☐☐☐☐ Riddle (f) ▣▣☐☐☐☐ Lore (f) ▣▣▣☐☐☐ | WeaponsBows ▣▣☐☐☐☐ Swords ▣☐☐☐☐☐ | War GearShort Sword Bow Leather corselet | EquipmentTreasure Rating: 0 War Gear: Short sword, bow, leather corselet | Old Tome (Lore)An old book containing tales and histories of the Free Peoples (Lore). "Let me give it a try." she suggested kindly. "The Men of Esgaroth have ever been hospitable to my folk. Perhaps a request may be granted if it were to come from myself. It does not hurt to ask in any case." Name xDiceName xDiceResult xDiceString xDiceRolls Courtesy [2] (4,6) (favor) = 12 tor(2,no,favor) 2,2,4,6 Link to comment Share on other sites More sharing options...
Vladim Posted February 20 Author Clone Share Posted February 20 Arbereth, daughter of Firithros Culture: Elf of MirkwoodCultural Blessing – Folk of the dusk. When you are in a forest, or at night, you can spend 1 point of Hope to achieve a Magical success on a skill roll. | Standard of Living: Common | AttributesStrength 4 Hearts 4 Wits 6 | CallingMessenger The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger. | Distinctive FeaturesCunning, Keen-eyed | Adventure Points: 0 | Skill Points: 2 Valour: 1Rewards: 1. Fell bow (+2 Injury) | Wisdom: 1Virtues: 1. Mastery: Riddle and Lore are favoured. | Endurance: 20/20 | Load: 9 | Fatigue: 1 | Hope: 12/12 | Shadow: 1 | Parry: 21 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundYou were born in the dusk of these Fading Years, under the twilight of your peoples, of whom few now remain in the East. You grew up in the shadow of your father and your mother, who were emissaries and ambassadors. They made frequent journeys to Lake-Town and beyond, at times in the king's company, and at others alone. You yearned to walk in their footsteps, and to follow that tradition, but that was forbidden for you: for you were deemed too precious to risk in these times of waning. But things have changed of late, and many perils have now perished. The Free Folk are gathering again in strength in many places, and even your folk rejoice under the boughs of Mirkwood, setting foot to where they did not dare before. Things seem brighter, and there is a world of possibilities beyond the borders of your realm. Permission has been granted to you to journey a little further, and to seek your folk in Esgaroth and convey a message. Perhaps after this task is completed, and if it goes well, further horizons will be unlocked to you. Skills: Body 4 (TN 16)Awe ▣☐☐☐☐☐ Athletics ▣▣☐☐☐☐ Awareness (f) ▣▣☐☐☐☐ Hunting ▣▣☐☐☐☐ Song ▣▣☐☐☐☐ Craft ▣☐☐☐☐☐ | Heart 4 (TN16)Enhearten ☐☐☐☐☐☐ Travel (f) ▣▣☐☐☐☐ Insight ▣▣☐☐☐☐ Healing ▣☐☐☐☐☐ Courtesy (f) ▣▣☐☐☐☐ Battle ▣☐☐☐☐☐ | Wits 6 (TN14)Persuade ☐☐☐☐☐☐ Stealth ▣▣▣☐☐☐ Scan ▣▣☐☐☐☐ Explore ▣☐☐☐☐☐ Riddle (f) ▣▣☐☐☐☐ Lore (f) ▣▣▣☐☐☐ | WeaponsBows ▣▣☐☐☐☐ Swords ▣☐☐☐☐☐ | War GearShort Sword Bow Leather corselet | EquipmentTreasure Rating: 0 War Gear: Short sword, bow, leather corselet | Old Tome (Lore)An old book containing tales and histories of the Free Peoples (Lore). For all her confidence, Arbereth only managed to secure refusals that were at least somewhat more courteous than those that had been offered to Varr. Joined by the rest of her small company, she tried two places, yet in both she was given the same answer, and was directed towards the elven quarter. Since she wanted to remain with Varr and Breda, that particular suggestion could hardly do. Having twice being refused, she sighed, and resigned herself to this new reality. "Old Lake-Town was more hospitable." she remarked, not hiding her disappointment. Inwardly, she had to wonder if Varr's appearance and presence had played a part in receiving those refusals. "Tent-town it must be, then." she said at length, and the others nodded, and before too long they begun their approach towards the bridge district. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vladim Posted March 3 Author Clone Share Posted March 3 It was only an hour after the sunset when the company found their way over the other side of the bridge, and soon secured a safe place to sleep in in the form of a large tent, which was already shared with other travelers. This in the end proved a simpler matter: for there were still many weeks ahead until Dragontide, and competition was not yet fierce. They found the arrangement to be, if not fully to their liking, at least sufficient. As they settled themselves in a quiet corner-as quiet as could be found here-strangers turned to cast upon them strange glances, for they were a strange group, owing mostly to Arbereth's presence. But they did not disturb them, and nor did they pester them with questions. They discussed matters into the late hours; outside, under the stars, where Arbereth seemed most comfortable. But it was Varr who first brought up the idea. They resolved to pursue it on the morning: the letter from the Woodland Realm would be delivered, but this would take a while, and Arbereth did not know how seriously it would be taken. So it was decided to pursue alternative approaches while they still had time. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vladim Posted March 7 Author Clone Share Posted March 7 Varr, son of Halstein Culture: Barding of DaleCultural Blessing – Stout-hearted. Your Valour rolls are Favoured. | Standard of Living: Common | AttributesStrength 5 Hearts 5 Wits 4 | CallingTreasure-Hunter Additional Distinctive Feature: Burglary: This venerable talent includes pickpocketing, lock picking, and, in general, any shadowy way to get a hold of possessions of others or access protected areas. Shadow Path: Dragon-Sickness: Adventurers who find themselves on the Road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the Shadow tightens its grip on their hearts, the world shrinks around them and their closely guarded possessions. | Distinctive FeaturesEager, Tall | Adventure Points: 2 | Skill Points: 5 Valour: 1Rewards: 1. Reinforced shield (+1 Parry) | Wisdom: 1Virtues: 1. Nimbleness: +1 Parry | Endurance: 25/25 | Load: 15 | Fatigue: 1 | Hope: 5/13 | Shadow: 0 | Parry: 17 or 19 | Weary: No | Miserable: No | Wounded: No | Injury: N/A | BackgroundWhen Smaug came to Lake-Town, he set the city ablaze, and many perished in the flames before Bard the Bowman slew him. Your folk were amongst the unfortunate few. Only your father survived, but the destruction left him destitute, and before long despair drove him to death. It has been almost a decade since that fateful day. In the intervening years, you did what you had to, falling in with unsavory folk. Of late, your have decided that you can no longer stomach their dealings. The time has come to set out alone in the world, and sever old ties lest they become chains. Skills: Body 5 (TN 15)Awe ▣▣☐☐☐☐ Athletics (f) ▣▣☐☐☐☐ Awareness ☐☐☐☐☐☐ Hunting ▣▣☐☐☐☐ Song ▣☐☐☐☐☐ Craft ▣☐☐☐☐☐ | Heart 5 (TN15)Enhearten ▣▣☐☐☐☐ Travel ▣☐☐☐☐☐ Insight ▣▣☐☐☐☐ Healing ☐☐☐☐☐☐ Courtesy ▣▣☐☐☐☐ Battle ▣▣☐☐☐☐ | Wits 4 (TN16)Persuade ▣▣▣☐☐☐ Stealth (f) ▣▣▣☐☐☐ Scan (f) ▣☐☐☐☐☐ Explore ▣☐☐☐☐☐ Riddle ☐☐☐☐☐☐ Lore ▣☐☐☐☐☐ | WeaponsSwords ▣▣▣☐☐☐ Bows ▣▣☐☐☐☐ | War GearLong Sword Bow Reinforced shield Leather corselet | EquipmentTreasure Rating: 30 War Gear: Long sword, bow, reinforced shield, leather corselet Old horse: Vigor 1 | Breda of Frostward (Awareness)A new friend, and a keen-eyed companion. | Cloak (Stealth)An old, weather-worn yet warm green cloak, bought at the market-pool of Esgaroth at a bargain price. Perhaps it had once belonged to an elf? (Stealth). (Content pending) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts