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Barin Greycloak, Dwarf of the Grey Mountains


Suzuki Stumpy

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Barin Greycloak

Gender: Male
Culture: Dwarf of the Grey MountainsThe lean and travel-worn Dwarves of the Grey Mountains have a dour look about them and suspicion ever in their eyes, but when approached prove to be the most gracious of all those belonging to Durin’s Folk, a politeness that is probably due to their knowledge of the ways of many lands. Often bent over with toil, they sometimes seem slightly shorter than their kin – though when they stand tall their Longbeard ancestry reveals itself, especially in their proud noses and piercing eyes.

Typically, the Dwarves of the Grey Mountains carry the tools of their craft with them at almost all times, ever ready for the next opportunity to ply their trade. When they do go to war, they seem to favour the same instruments they use when working, as they wield mattocks and stout axes of blackened iron.

Calling: WandererYou see the wonders of living in Middle-earth even where the Shadow is deepest. Every corner of the land holds a promise of untold secrets, and this is why you have decided that any dell, cave and river vale can be your home, albeit briefly. For when the morning comes, another horizon will show your new destination.
Distinctive Features: CunningYour wit is sharp, and you are ready to use it to your advantage.HardyYou can withstand long hours of toil and travel far without rest, or under extreme conditions.

Standard of Living: FrugalFrugal folk usually sleep in comfortable common halls (or tents, if nomadic) and eat the produce of their own lands and pastures. They wear simple clothes at most times, although they may possess finer garments for special gatherings like season festivals, marriages or funerals. Jewels and other superior ornaments, if any are in the keeping of members of the society, are treasured as possessions belonging to the community, and are passed down through generations of appointed keepers.

Adventurers coming from a Frugal folk do not usually carry anything of unusual worth (unless as part of their war gear), with the possible exception of one or two pieces of expensive clothing or common jewellery, like a rich mantle or a golden necklace or bracelet; probably a token of their status among their peers. Consequently, Frugal adventurers can rarely afford to pay for anything, and prefer to find or make what they need instead.

Cultural Blessing: RedoubtableThe legendary stubborness of Dwarves lets them endure burdens that would break the back of the sturdiest of Men.

• Dwarf characters calculate their Fatigue threshold by adding up the Encumbrance ratings of all the items they are carrying, and then subtracting their favoured Heart score from the total.

Shadow Weakness: Wandering MadnessWandering without ever really settling down might be the destiny of most adventurers, but it carries the risk of never finding something to live for. The road goes ever on and on, it’s true, but whither then?

Specialties: MountaineerYou are familiar with the difficulties often encountered when crossing mountain passes, and with the ways of overcoming them.Stone-CraftCutting rock to build works of stone such as walls, halls and towers is a precious skill, revered among the highest forms of craftsmanship. You are able to discern the diverse qualities of the many building materials employed in Middle-earth, and to evaluate the use they are put to.Folk-LoreYou possess some knowledge of the many traditional customs, beliefs and stories of the various communities that compose the Free Peoples. Likely the result of your wanderings, this information may help you when dealing with strangers, letting you come up with some useful fact regarding their folk or a smattering of the appropriate language. Wanderers generally pick up this Trait during their time on the road.
Fellowship Focus: Dahl-Ol of the Beornings

Advancement Points: 0
Experience: 6
Total Experience: 50

Attributes & Derived Statistics
Body: 6 (7)
Heart: 3 (6)
Wits: 5 (7)
Endurance 31 / 31
 
Encumbrance 15
Fatigue 0
Travel 0
Hope 7 / 9
Courage 2 / 2
Shadow Pts 2
(Temporary 2, Permanent 0)
Parry 5

 

 

 

Valour 3
Fell(weapon, unique)

Hard and straight, a piercing blow from a fell weapon is stopped less easily by a suit of armour.

The weapon’s Injury rating is raised by two.

This upgrade may be applied only once, to any one weapon type.
 
Wisdom 4
Protection Mastery (Leather)Add 1 Mastery die to all your Protection rolls made while wearing armour made of leather.
Old HatredWhen you face your kin's most hated enemies you feel the strength of your ancestors, slain by the foul hands of Orcs, flowing impetuously in your veins.

When you are fighting Orcs and their kind using hand-to-hand weapons, add a bonus of +3, or your Valour rating (whichever is higher), to the total Endurance loss inflicted by each of your blows.
Dark for Dark Business"We like the dark," said the dwarves. "Dark for dark business! There are many hours before dawn."

You often have been forced to find sanctuary in cold and lightless caves, to hide from your enemies. In time, your senses have become keen and you are comfortable in even the deepest darkness.

If you are making a roll using Awareness while in the dark (at night, underground, or in deep forest), you roll the Feat die twice and keep the best result.
Conditions
Weary
Miserable
Wounded
__(Injury: …)
Skills & Proficiencies
Awe ▣☐☐☐☐☐
Athletics ▣▣☐☐☐☐
Awareness ▣☐☐☐☐☐
ExploreSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣☐☐☐☐
Song ▣☐☐☐☐☐
CraftSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣▣☐☐☐
Inspire ▣☐☐☐☐☐
Travel ▣▣▣☐☐☐
Insight ▣▣☐☐☐☐
Healing ▣☐☐☐☐☐
CourtesySkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣☐☐☐☐
Battle ▣▣☐☐☐☐
Persuade ▣▣☐☐☐☐
Stealth ▣☐☐☐☐☐
Search ▣▣☐☐☐☐
Hunting ▣☐☐☐☐☐
Riddle ▣☐☐☐☐☐
LoreSkill Expertise: Whenever you score a Basic Success, check the Success dice. If one or more show a result of 5, upgrade to a Great Success. Note: This does not work in combination to any virtue or ability that upgrades quality of success. Re-roll the favoured skill at no destiny point cost if this happens. ▣▣▣☐☐☐

Personality: 0 / 3
Movement: 0 / 3
Perception: 0 / 3
Survival: 0 / 3
Custom: 0 / 3
Vocation: 0 / 3

War Gear
Weapon Skill Damage Edge Injury Load
(Axes) ▣▣▣▣☐☐ 5 20 2
Short sword ▣☐☐☐☐☐ 5 10 14 1
Dagger ▣☐☐☐☐☐ 3 12 0

 

Armour/Shield Protection Load
Leather-corslet 2d 8
Elven full helm with ward against OrcsStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine. +4 6
Buckler +1 1

 

Other Modifiers:
Parry: 5 Damage: 0 Ranged: 0
Equipment
Treasure Rating: 45

Weapons

Fell Axe
Dagger

Armour

Leather corslet (Enc. 8 )
Buckler (Enc 1)
Elven full helm, ThintolStanding, he bowed before the spirit and placed the helm upon his head. A perfect fit! And a feeling of power running through it. This was no mere helm, but of ancient and cunning design, although quite what it's enchantments were, were beyond Barin's ken to determine.
---
Now, Barin had a name to place against the helm - Thintol - a sacred relic of the Elves, crafted in the distant past by Lothiriel of Doriath. Truly priceless, and sadly, still beyond the memories of even the longest-lived of the Forest Elves. Perhaps others of their kin may know more.
---
Mechanics
- 1. Ward against Orcs: Gives a bonus to parry when fighting against Orcs.
- 2. Ancient close fitting: Enhances protection by +3. Also, if Valour is >= 4, once per combat, a piercing blow against the wearer is automatically converted to a miss. (yet to be acquired)
 (Enc. 6)

Misc
Elven Cloak of PersuasionGives a blessing to persuasion
Miscellaneous

Patrons: (None)

Sanctuaries: Lake-Town

Holdings: (None)

Friendships & Bonds:

  • Known and respected in the Courts of King Thranduil, King Bard and King Dain.  Attended the wedding of King Bard and Queen Una.
  • Friends with Bofri the Dwarf and Dridek Shatterhorn, another Dwarf.  Dridek's son, Núr is currently apprenticed to BarinIn terms of mechanics, Núr can support Barin initially with his Travel skill, allowing Barin to re-roll any 1s that come up on the d6s. Barin must take the new results (even if they are still 1s). As Barin grows in experience, he can train Núr to help him in other tasks, by spending 1 XP and a year's end Fellowship undertaking. Barin can then select another of his common skills, that is at 3 or higher, to be supported in a similar manner..
  • Well-known to Gloin the Dwarven emissary to King Bard.
  • Friends with Eawald, a human Lord from Lake-Town.
 

Tale of the Years

Your folk were a wandering folk, travelling far and wide, seeking the realms of Men to offer their services, so that they could eke out a living as smiths, masons or traders. Now all of this is in the past, for Erebor has been restored, and there is a home for every dwarf, and gold and treasure to be had. You tried to follow your kin, and for a while you dwelt there, but quickly you discovered that you were restless : for you have grown to love the road, and the life of a wanderer, and at times prefer the company of Men to that of Durin's folk, though this you would not dare tell.

 

During the Spring of 2949, Barin accompanied his kinsman Bofri and his work crew, along with a fellowship of assorted adventurers from all the allied races on an expedition to the Southern end of the Long Marshes in order to locate the Eastfort - the reputed eastern terminus of the old Southern Trading Road that once ran across the Greenwood. Instead of finding the ruined Eastfort, the fellowship instead stumbled upon a set of ruins that appeared to be a town, or village constructed once by the ancient men of Númenor. However, whilst discovering a vast store of riches below the ruins, the fellowship also discovered that they were home to a corrupt civilisation of Marsh Dwellers - humanoid figures adapted to their environment, and fiercely territorial over their home and wealth. Barely escaping with their lives, the fellowship managed to return back to the safety of Lake-town and the Northern Kingdoms ready to relay their discoveries to their sponsors and try to gather up the interest to return. This time, with enough swords at their backs to ensure their success ...

 

During the Winter of 2950, Barin found himself on the Western side of Mirkwood. Tasked by King Dain to ascertain the depth to which the Northern Orcs had overrun the previous holdings of his kin. Accompanied by Celebros the Elf, he became embroiled in a diplomatic mission to the Northern holdings of Viglund, a human theign in the far north of Rhovanion. Things went sideways fairly quickly when it transpired that Viglund was both warlike and treacherous, and Barin and his companions found themselves compelled to travel Westwards across the wild lands of the hillman tribes and into the shadows of Mount Gundabad. Their journey was not without tragedy however, with the sad loss of the Elf Celebros on the way. Finding a lost tower, seemingly of Human, Elven and Dwarven construction, the fellowship found a way through the magical lock barring entry and wound up under siege from the tribes of Orcs, Goblins, Wargs and Hillmen in the region. They were able to hold long enough for aid to arrive from Viglund and his people, and Beorn. Once all had settled, Barin elected to remain at the tower through the winter, that when Beorn's people travelled South in the Spring, he could, with their aid, revisit the site where his fallen companion had been lain to rest and erect a fitting shrine.

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  • 2 months later...

Bookkeeping

Darkness in the Marshes

  • +1 fatigue for failing athletics check in the boats
  • +1 fatigue for failing travel check on journey 2nd leg
  • +2 fatigue during the climb into the mountains
  • +2 fatigue on day 2 of the march into the gladden fields
  • -1 Hope trying to rescue the fallen man in the Gladden Fields
  • Fatigue and endurance recovered during the rest on Trader's Isle
  • +1 hope, +2 General APs, +3XP at end of session 1.
  • +1 Athletics bought from APs.
  • +7 XP +1 AP for completion of Darkness...
  • +1 Lore bought from APs bringing it to +3 (9APs as favoured skill)
  • +1 Wisdom bought for 10XP. Taking virtue 'Dark for dark business.'
  • Undertaking: Discovered the next power of the helm he has, along with its name - although the power has not yet been acquired.
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