Harsk

Glan-Var Ov-Thur's page

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Thank you! Almost had Ardin make an early entrance in book 2, but I'll continue to play along and help dangle that carrot throughout! I love having a player that actively wants and searches for "his" slave for exactly this type of reason.

Having a lot of fun with this adventure path!


Hey! So... what's been unclear for me with Harrowings...does each character get their own reading? Or does the party as a whole get their own reading with Zellara?


Any clear rule about how to interpret an upside down harrow card? Misaligned?


What if a card in the spread is upside down?


Thought so. Maybe with the destruction or disabling of the world anchor, the forbiddance effect subsides, as it does with the unholy aura. Probably tier it. Thanks for the inspiration. ;)


Running book 5 and utilizing the rebuild. Anna's contingency still works in the monastery that has forbiddance cast within?


gmoyer87 wrote:
Anybody feel that "FREEDOM TOWN" is "ARWYLL STEAD?"

When comparing Maps, it appears Freedom Town is a little SE of where Arwyll Stead would be.


Anybody feel that "FREEDOM TOWN" is "ARWYL STEAD?"


In campaign traits, one such available is the scholar of the ancients. How much information does this trait allow for 1st level PC'S access to information on the Thassilonian lore?

I'm just hazy as to how much I can give out to the PC'S when it comes to Thassilonian history.

Thanks!

Race

Female Dúnedain Wanderer 2 | HP: 2/21| AC 15 | Perception +3 | Initiative +3 | Insight +4 | Wis Save +2 | Con Save +4

About Morwen of House Isildur

Female Dúnedain Wanderer 2
Height: 6'3", Age 29
Init +3; Passive Perception 13
XP: 0
Inspiration: 0
Shadow Points: 2

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DEFENSE
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AC: 15 (+2 if using shield)
HP: 21 (12+9)
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OFFENSE
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Speed 30 ft.

Melee +3 Longsword for 1d8+1

Ranged +7 Great Bow for 1d8+7

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STATISTICS
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Dúnedain: +1 Wis, +1 Con, +1 Dex, +1 Str
Point-buy: 13, 15, 12, 10, 13, 10

Str 13 (+1), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)

Proficiency Bonus +2

Armour: Leather corslet 12+Dex
Weapons:

Saving Throws: Strength, Constitution.

Survival, Insight, Investigation, Perception.

Skills: Acrobatics +3, Animal Handling +2, Athletics +3, Deception +0, History +0, Insight +4, Intimidate +0, Investigation +2, Lore +0, Medicine +2, Nature +0, Perception +3, Performance +0, Persuasion +4, Riddle +0, Shadow-lore +0, Sleight of Hand +3, Stealth +3, Survival +4, Traditions +0

Languages: Sindarin, Westron, Common Tongue

Equipment:
A dark hooded travelling cloak, travelling gear for the current season, a backpack, a belt dagger, boots, plus choose any two: a ring or jewel that is an heirloom of your line, a stout walking stick.

Hide armour, a Longsword, a shield, and a great bow with a quiver of 20 arrows.

Coin: 00 GP, 13 SP, 0 CP
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RACIAL TRAITS
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Martial

Ability Score Increase – Ability Score Increase – Your Wisdom and Constitution scores increase by 1 and you may increase two additional ability scores by 1.

Adventuring age - Adventuring Age – 18-60. In the North, the Dúnedain are generally sent out into the Wild at the age of twenty, when they begin their customary period of errantry, but may begin to go on adventures even at a younger age. They retain their strength of body and will longer than most Men, but usually cease to travel far from Eriador when they reach their fifties.

Size – Size – Most Dúnedain stand well over 6 feet tall. Your size is Medium.

Speed – Your base walking speed is 30 feet.

Lore of Númenor – You have proficiency in the History skill.

Raised in the Wild – You have proficiency in the Survival skill.

Starting Virtue – Royalty Revealed

Languages – You can speak, read, and write both Sindarin and Westron, the Common Tongue.

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CLASS FEATURES
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Known Lands
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 travelling 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 travelling 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.

At both 6th and 10th level you choose an additional number
of Known Lands equal to 1 + your Wisdom modifier, with
a minimum of 1. With the Loremaster’s permission, you
can save these Known Lands until you start exploring new
areas – once chosen, they cannot be changed.

Ways of the Wild
You have a great deal of experience from travelling 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).

Shadow Weakness
Wandering-madness

Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You cannot choose a Fighting Style more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged
weapons.

Natural Watchfulness
Also at 2nd level, whether travelling, exploring or even resting, you have learned to constantly pay attention to the sights and sounds of the world about you. When in the wilderness, your proficiency bonus for Perception is doubled, if you are proficient in Perception.

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VIRTUES
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Royalty Revealed

Northern Dúnedain only.

The Rangers of the North belong to a bloodline of Kings, but they have learnt to hide from their enemies in the twilight years of their kingdom. Should you choose to reveal your heritage, your noble bearing will cause your enemies to pause, and your allies to cast away their doubts. You may take a bonus action to reveal yourself in battle, by shouting an ancestral battle-cry or unsheathing a weapon
of high lineage, for example, or by showing a device or coat-of-arms during an encounter with someone. Your allies within 10 feet immediately recover 1d6 + your Charisma modifier in hit points. Your enemies within 10 feet must make a Wisdom saving throw against a DC
equal to 15+ your Charisma modifier. Failure means they are Frightened of you for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it cannot willingly move to a space within 30 feet of you. It also cannot take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the
Dodge action. Any enemy Frightened in this manner thereafter gains the Hatred (Dúnedain) Shadow Action and will seek to attack you and your kindred whenever given the opportunity. In a social encounter, by revealing yourself, if the individual you are speaking with respects anything of the legacy of Númenor or the Dúnedain, you are treated as if you were Favoured by whomever you speak with. Additionally, you receive a +2 bonus to Charisma based proficiency ability checks until the end of the present encounter. Both versions of this ability can each be used once during each Adventuring phase.

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BACKGROUND - Oathsworn
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Skill Proficiencies: Intimidation, Traditions

Feature: Mighty Oath

Suggested Characteristics

Distinctive Quality: Vengeful. One of the reasons that you swore an oath is that you do not take insults or slights lightly. Such an act, in fact, is perhaps the reason for your oath.

Speciality:Trading. Fulfilling your oath often means that you need others’ aid; you are a skilled negotiator.

Hope: My enemies respect me even if they do not fear me.

Despair: One day I am sure that my fealty towards my oath will bring great pain to another.

Backstory:
Passed into Shadow, that is what has become of her people. Morwen, eldest daughter of her family, daughter of the House of Isildur thought it was such a horrid sight. From her birth people had been divided, Morwen was born from the line of Isuldur that broke off and had founded Rhudaur the far north kingdom that had been Arnor's northern boarder. It had been the first to fall to Angmar who corrupt them while Rhudaur warred Arthedain, their sister nation. Angmar forced out the royal family of Rhudaur, killing their king, and placed their own puppet on the through, however years later they annexed Rhudaur but by then the Dúnedain left.

It was this last line of Dúnedain Kings of Rhudaur that Morwen was born from, from King Eärendur second son or more over his descendants. This was something the family held onto yet to Morwen never did anything about. Always whispering about this Aragorn son of Arathorn. If Isildur's blood was all that mattered why couldn't she do it? Why couldn't she bring their people home? Questions such as this filled young Morwen's thoughts through the years but never could her people give a proper answer. Well at least an answer that Morwen would accept. She had been raised by her people! She saw the way they lived, lived it herself. Yet this Aragorn supposedly lived in Rivendell all his years. He didn't know his people! Morwen's bitterness grew when her younger brother was born, making him the next chief. Almost ten years her junior and he was given respect she didn't get for years! At least she was able to channel that energy into something. Training, and more importantly learning. Morwen learned the land of her people like the back of her hand, the items her people traded, though it was more difficult with how spread out they were.

Then Morwen's brother died. Life was danger for the Dúnedain, and Malvegil died fighting like many of their kind. Which left only Morwen and their younger sister Ioreth. It should have been her name upon their lips after the time of mourning. Yet whisper spoke of the position of going to her uncle's son, Dírhael. Anger fueled Morwen, how dare they pass her by! Why would they think so little of her? It was true not all thought that way, but it was enough that it caused Morwen to think of a new plan. If her people would not recognize what she was due by birth then she'd fight to earn like she did everything else.

When the call cal from King Bard, Morwen saw a chance of a life time. Dale was growing prosperously and quickly after the dwarves retook the mountain. Maybe enough to lend support to another group of people who had lost their home?

Description:
Morwen like many of her kind has pale skin, however she is one of the rare few who has red hair. Some have this marked they child for greatness, others that it was a dark sign. After all it is much harder to pass into shadow if you are memorable. However the years grew kinder to Morwen. Distinguished, authoritative, strong, features that described her in both looks and personality. Long has she fought for the respect she believed was shown to her male family members, clawing and fighting twice a hard for half as much respect. Not understanding such thoughts, Morwen turned to be a bit more ruthless that others. She even began to be known as Vengeful soul, not letting slights go without an answer. However those answers aren't always violence, some of them are lashings with her sharp tongue.