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Botild Openhand

Sex: Female

Culture: Beorning

Cultural Blessing: Furious (When wounded in battle, ignore the effects of being Weary and Miserable for the duration of combat)

Background: Head of the Family

Calling: Wanderer (Every corner of the land holds a promise of untold secrets, and every horizon a new destination.)

Shadow Weakness: Wandering-madness

Languages: Common Speech, Vale of Anduin tongue

Age: 24

Traits

Specialities: Beast-lore, Mountaineer

Distinctive Features: Curious, Folk-lore, Generous

Valour: 2

Wisdom: 2

Attributes: Body 6 (8), Heart 4 (7), Wits 4 (5)

Common Skills

Awe 2,                 Inspire 3,                 Persuade 2

Athletics 2,                 Travel 2,                 Stealth 2

Awareness 2,         Insight 3,                 Search 1

Explore 2,                 Healing 3,                 Hunting 3

Song 0,                 Courtesy 2,                 Riddle 1

Craft 1,                 Battle 0,                 Lore 0

Endurance: 28                                Fatigue: 16

Hope: 12                                         Shadow: 0

NB. If Fatigue exceeds Endurance, you are Weary. If Shadow exceeds Hope, you are Miserable.

[Your cultural blessing allows you to ignore these if wounded]

Damage: 6                Parry: 4                Armor: 2d+1

Equipment: Travelling Gear (2), Great Spear (4), Axe (2), Dagger, Close-fitting Leather Corslet (8), hunting horn, small bag sewn from a strip from your father’s cloak containing ashes from her hall

Weapon

Skill

Damage

Edge

Injury

Notes

Great Spear

3

9

9, 10 or

16

2-handed

Axe

1

5

18

Dagger

1

3

12

-


History

Born to the west of Mirkwood, in the vales of the Great River, you are a long way from home. But that is deliberate. Everything you held dear lies in ashes, most likely already overgrown by the ever-hungry forest.

You fought hard for your place in your village. Despite having brothers and uncles who would have happily married you off, when you father fell ill, you took his place, slowly earning first the respect, then the love of your people. Young as you are, you led them wisely and with compassion.

Until the day the orcs came, fleeing the Battle of Five Armies under the shadow of the Lonely Mountain. They stormed your palisade, slaughtered everyone you held dear, burnt your houses, stole your food. Left you bereft.

You will not have compensation from the orcs; you are not so foolish as to believe that. So you have come to the Lonely Mountain to find the enemy who made the orcs flee.

For vengeance, you have sworn yourself to the enemies of your enemy, and hope, deep in your heart, that among the men, elves  and dwarves you will find a new family to lead and love.

Connections

You have watched Onar brooding as he watches the people of Dale go about their lives and recognise the pain in his face. Has he suffered a loss such as yours?

The boy, Ulfarr, seems too young to leave his home: a child in a man’s body. You fear for him as a mother might a lost stray.

Dwarves you have travelled with before. They are like the men of your people: gruff and prickly with honour. But courtesy, charm and a firm hand soon have them knowing their place.



Rúni son of Ragni

Culture: Dwarf of the Lonely Mountain

Cultural Blessing: Redoubtable (Subtract Heart from Encumbrance)

Background: A Life of Toil (You and your family have laboured hard in the mines of the Iron Hills, toiling patiently, peering into the gloom with eyes hungry for the gleaming of gems and gold.)

Calling: Treasure-hunter (You seek what is lost, even when this means you will have to brave unspeakable dangers.)

Shadow Weakness: Dragon-sickness

Languages: Common Speech, Dalish, Dwarven (Secret)

Age: 79

Traits

Specialties: Burglary, Fire-making, Tunnelling

Distinctive Features: Eager, Wilful

Valour: 1

Wisdom: 3

Attributes: Body 6 (7), Heart 2 (4), Wits 6 (9)

Common Skills

Awe 0,                 Inspire 1,                 Persuade 1

Athletics 2,                 Travel 3,                 Stealth 2

Awareness 2,                 Insight 3,                 Search 3

Explore 2,                 Healing 0,                 Hunting 0

Song 1,                 Courtesy 1,                 Riddle 3

Craft 3,                 Battle 1,                 Lore 2

Endurance: 34                                Fatigue: 16

Hope: 12                                         Shadow: 0

NB. If Fatigue exceeds Endurance, you are Weary. If Shadow exceeds Hope, you are Miserable.

Damage: 6                Parry: 6                Armor: 2d+1

Equipment: Travelling Gear (2), Axe (2), Dagger, Mail Shirt (12), Iron Cap (2), Dwarven Smallpipes (small, under-arm bagpipes), Walking Stick, Small Bronze Lamp, Elaborate Lock-picks and Tools

Weapon

Skill

Damage

Edge

Injury

Notes

Axe

2

5

18

-

Dagger

1

3

12

-


Virtues

Raven of the Mountain: Aukuato  (You have befriended a raven of the ancient breed living around the Lonely Mountain. Long-lived and able to speak the common tongue, these birds are often wise companions. Your raven friend is never far away. You can sound a call and summon him to your presence in a matter of minutes. As soon as he joins you, you may command him.) [see Adventurer’s Book p.128]

History

Born in the Iron Hills, Rúni was always one to sit beside his elders and listen to their tales, his heart touched early on by all that his folk had suffered and lost. He fought in the Battle of Five Armies and was wounded by a goblin arrow to the knee. He survived, where many a friend did not, but still carries a limp.

After the victory, his spirit was awakened to the hope that ancient honor and glory could be restored. If they could get Erebor back, surely anything was possible!

Rúni has spent over a year studying old tablets and scrolls reclaimed from Smaug, and discussing tales and ancient rhymes with the greybeards of his people. ANd unbeknown to any other Dwarf, you have discovered the resting place of one of the fabled Dwarven Rings of Power: none other than Dain’s Hall!

If you can bring back the ring, it would be a great boon to your people as they rebuild their lands and power.

Appearance

When he travels, he bears a stout, engraved walking stick from which he can hang a small bronze lamp, at need. It's Rúni's custom to plant the stick in the ground while at rest or camp, for Aukuato to perch upon.

Connections

At the Battle of Five Armies, Rúni’s life was saved by the valiant charge of a band of Lakemen. After the battle, he sought them out only to discover that all had perished. However, one of the men had left an orphan. Runi chose to act as the boy's benefactor, until he came of age, by finding an apprenticeship for him with a Dwarven smith. Now the boy, Ulfarr, is a man grown and wants to make his fortune... at your side. You have come to love the boy, although his eagerness can be irritating and the thought haunts you that he will lose his life at your side just as his father did.

You know of Burin. A stiff-necked prig who owes his position to his father Óin and uncle Glóin. In the past he has barely noticed you. He better not try to act your friend now you are to travel together.


Ónar of Rhûn

Culture: Dwarf of the Lonely Mountain

Cultural Blessing: Redoubtable (Subtract Heart from Encumbrance)

Background: Bitter Exile (You are consumed by your longing for the lost home of your forefathers)

Calling: Slayer (Having suffered a terrible loss at another’s hands. You have become an adventurer to take your revenge on whoever wronged you)

Shadow Weakness: Curse of Vengeance

Languages: Common Tongue, Dalish, Dwarven (Secret)

Age: 55

Traits

Specialties: Enemy Lore (Dragons)

Distinctive Features: Secretive, Vengeful

Flaws: Spiteful (GM can invoke this trait to make your life harder) [Keep this secret!]

Valour: 3

Wisdom: 1

Attributes: Body 7 (10), Heart 3 (5), Wits 4 (5)

Common Skills

Awe 3,                 Inspire 2,                 Persuade 0

Athletics 2,                 Travel 3,                 Stealth 0

Awareness 1,                 Insight 0,                 Search 3

Explore 2,                 Healing 1,                 Hunting 0

Song 1,                 Courtesy 0,                 Riddle 2

Craft 3,                 Battle 2,                 Lore 1

Endurance: 31                                Fatigue: 26

Hope: 9                                         Shadow: 1

NB. If Fatigue exceeds Endurance, you are Weary. If Shadow exceeds Hope, you are Miserable.

Damage: 7                Parry: 4                Armor: 4d+4 (Just 4d if helm removed)

Equipment: Travelling Gear (2), Bagpipes, Axe of the Azanulbizar (Great axe) (4), Short sword (1), Dagger, Coat of Mail (16), Helm (6/3) [Remove your helm to instantly lose 3 fatigue]

Weapon

Skill

Damage

Edge

Injury

Notes

Great Axe

3

9

10 or *

20

2-handed

Short Sword

2

5

10 or

14

-

Dagger

1

3

12

-

* When attacking an enemy with Attribute level 6 or less (such as goblins or orcs) with your Axe of the Azanulbizar, if you get a on the Feat die, your opponent is made Weary.


History

Born far to the south in the mountains surrounding the Sea of Rhûn, Ónar was nurtured on his father’s tales of grief at the loss of their ancestral home at Dáin’s Hall.

With the defeat of Smaug, he and his father set off on the long journey back to Erebor, determined to rejoin their long-lost kin; but it was a journey his father did not complete. Attacked on the road by savage Easterlings, his father was tortured and killed for the sport, a fate Ónar would have shared had his rage not given him the strength and ferocity to fight free.

Onar may have escaped and survived, but the emotional scars he carries have placed a shadow on his soul. Watching his father's torture has instilled a malice against others, which he tries to hide, but his cruelty bubbles close to the surface. No amount of revenge on the servants of Shadow eases his pain, and too often he finds himself restraining himself from turning his spite upon those he travels with.

You carry a wondrous axe, a dwarven relic, crafted in a past age. You took the axe from the body of a dwarf who the Easterlings had murdered and have claimed it as your own. SOmetimes you see other dwarves casting sidelong glances at it. What do they know that you do not?

Rumour has it that the King Under the Mountain plans to rediscover a lost cache of treasure - which is why you presented yourself to him, in the hopes you take part in the mission and claim more weapons to use against the servants of the Shadow.

Connections

The woman, Botild, will most likely be a burden. Why is she not homemaking and raising children in her village? What crimes did she commit to be cast out?

The hobbit, Hamfast, will be even more burdensome. Who brings children on quests to dangerous lands? His presence is folly.

As for Ulfarr? A man who thinks himself a dwarf? It takes more than the ability to swing a hammer to make a dwarf from a man. He shall have to prove himself in the furnace of your quest.

Notes

The Battle of Azanulbizar was a great battle between dwarves and orcs outside Moria’s gates. The dwarves prevailed, killing vast numbers of orcs, but their losses were so great they were forced to abandon the site of their victory, laden with the armour and weapons of their fallen kin.


Hamfast “Buck-Ears” Brandybuck

Culture: Hobbit of the Shire

Cultural Blessing: Hobbit-sense (+1 to the group’s Fellowship Pool)

Background: Bucklander (Brought up on the ‘wrong side of the Brandywine River’, you have always displayed a certain queerness of character, and an unusual fighting spirit).

Calling: Scholar (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 Secrets

Languages: Common Speech

Age: 38

Traits

Specialties: Rhymes of Lore, Smoking, Story-telling

Distinctive Features: Energetic, Quick of Hearing

Valour: 2

Wisdom: 2

Attributes: Body 4 (6), Heart 6 (7), Wits 4 (7)

Common Skills

Awe 2,                 Inspire 0,                 Persuade 2

Athletics 1,                 Travel 1,                 Stealth 4

Awareness 3,         Insight 1,                 Search 2

Explore 0,                 Healing 0,                 Hunting 2

Song 2,                 Courtesy 3,                 Riddle 2

Craft 0,                 Battle 0,                 Lore 2

Endurance:  22                                Fatigue: 11

Hope: 18                                         Shadow: 0

NB. If Fatigue exceeds Endurance, you are Weary. If Shadow exceeds Hope, you are Miserable.

Damage: 4 or 6        Parry: 4 or 7                Armor: 2d (Your leather shirt is lucky: roll 2 feat dice &

choose the best when making Protection rolls)

Virtues & Rewards

Small Folk (Use Favoured Wits for Parry against larger enemies), Lucky Armour (If hit by a Piercing blow, roll the Feat die twice and keep the best result on the Protection test)

Equipment: Travelling Gear (2), Wooden Fife, Bow (1), Dagger, Leather Corselet (8), Travel Journal, Ink Pot, Quills, Chalk

Weapon

Skill

Damage

Edge

Injury

Notes

Bow

3 (Favoured)

5

10 or

14

Ranged

Dagger

1

3

12

-


History

Back at Brandy Hall, you asked for tales until your uncles’ and aunts’ voices grew hoarse, and pestered every guest for more. So great was your appetite for stories that they nicknamed you “Buck-Ears”.

But as your tweens passed, you realised tales were just gravy and it was meat you wanted. And if Old Bilbo Baggins could travel halfway across the world and return laden with tales of dragons and trolls (and with gold besides), why shouldn’t you?

So you did. Dressed in an old leather coat you found in the store-rooms, with your trusty bow on one shoulder and a bag of provisions on the other.

It has been an eventful journey, with many a scrape with danger, but your journal isn’t even half full. What you need is adventures not scrapes, which is why you are so happy to have been summoned to the dwarven halls. Maybe it was something in that letter of introduction Bilbo wrote for you, or maybe just your charming manner.

Whatever the case, adventure beckons and you mean to follow!

Connections

You know nobody in these parts but you have heard that dwarves are stout-hearted, and the men of these lands seem brave and true. But you have yet to meet an elf. You have only one wish dearer than to adventure alongside an elf. To meet a dragon. A shame then that there are none left.


Ulfarr Dwarf-son

Culture: Barding of Dale

Cultural Blessing: Stout-hearted (When making a Fear test, Barding characters can roll the Feat die twice, and keep the best result.)

Background: By Hammer and Anvil (A Dwarf-smith took you as an apprentice in his forge.)

Calling: Warden (You have sworn to defend all who cannot defend themselves even if, to the eyes of the common folk, this may make you as threatening as those you are protecting them from.)

Shadow Weakness: Lure of power

Languages: Common Speech, Dalish

Age: 17

Traits

Specialties: Old-lore, Shadow-lore, Smithcraft

Distinctive Features: Hardy, Merciful

Valour: 3 [Remember to roll the Feat die twice for fear tests]

Wisdom: 1

Attributes: Body 5 (8), Heart 7 (9), Wits 2 (3)

Common Skills

Awe 1,                 Inspire 2,                 Persuade 3

Athletics 2,                 Travel 2,                 Stealth 0

Awareness 1,                 Insight 3,                 Search 1

Explore 2,                 Healing 0,                 Hunting 0

Song 1,                 Courtesy 2,                 Riddle 1

Craft 3,                 Battle 3,                 Lore 1

Endurance: 29                                Fatigue: 25

Hope: 15                                         Shadow: 0

NB. If Fatigue exceeds Endurance, you are Weary. If Shadow exceeds Hope, you are Miserable.

Damage: 5 or 8                Parry: 5 (melee) or 7 (vs. missiles)                 Armor: 4d (Coat of Mail)

Virtues & Rewards

Tower Shield (Grants additional +2 Parry vs. missiles)

Equipment: Travelling Gear (2), Sword (2), Dagger, Tower Shield (5), Coat of Mail (16), Snare drum

Weapon

Skill

Damage

Edge

Injury

Notes

Sword

3 (Favoured)

5

10 or

16

-

Dagger

1

3

12

-


History

With your mother having died in childbirth, and your father and uncles all falling to goblin swords at the Battle of Five Armies, you were left orphaned. But a dwarf whose life your father saved in the fighting took you as his charge, bringing you to live within Erebor, the Lonely Mountain, and apprenticing you to a Dwarven master-smith.

But you are a man now and you wish to see more than forges, caverns and underground halls. The wide world beckons and you want to see what it holds for you.

Connections

Rúni is your benefactor. Your father died saving his life and you would do the same. He saved you from a life of poverty and loneliness.

You have seen the Beorning woman Botild around the town of Dale. She has a strength and sadness you find fascinating, but you have yet to approach her. Life among dwarves does not prepare a young man for wooing women. Perhaps if you impressed her with your heroism instead...

You find the hobbit, Hamfast, fascinating. How can one so small have made it halfway across the world when you have hardly left Dale?


Burin, Son of Óin

Culture: Dwarf of the Lonely Mountain

Cultural Blessing: Redoubtable (Subtract Heart from Encumbrance)

Background: A Penetrating Gaze (You judge others by their deeds, not their words, especially when dealing with the fair-spoken Elves. Thieves and liars do not dare to meet your eyes, as you seem able to lay bare their plots.)

Calling: Warden (You have tasked yourself with the the guardianship of your people, even if that makes you seem a Stranger to those you protect)

Shadow Weakness: Lure of power

Languages: Common Speech, Dwarvish (Secret)

Age: 79

Traits

Specialties: Shadow-lore, Stone-craft, Trading

Distinctive Features: Suspicious, Lordly

Valour: 2

Wisdom: 2

Attributes: Body 6 (7), Heart 4 (7), Wits 4 (6)

Common Skills

Awe 1,                 Inspire 2,                 Persuade 0

Athletics 1,                 Travel 3,                 Stealth 2

Awareness 1,                 Insight 0,                 Search 3

Explore 2,                 Healing 2,                 Hunting 2

Song 2,                 Courtesy 1,                 Riddle 2

Craft 3,                 Battle 2,                 Lore 2

Endurance: 32                                Fatigue: 23

Hope: 10                                         Shadow: 0

NB. If Fatigue exceeds Endurance, you are Weary. If Shadow exceeds Hope, you are Miserable.

Damage: 6                Parry: 6 (Wits 4, Shield +2)                Armor: 4d+4 (Coat of Mail)

Rewards & Virtues

Broken Spells (Spells of Opening and Shutting, Spells of Prohibition and Exclusion, Spells of Secrecy) [See Adventurer’s Book p.127]

Equipment: Travelling Gear (2), Goatskin Bodhrán (Drum), Axe (2), Dagger, Shield (3), Cunningly-made Coat of Mail (14), Helm (6/3) [Remove your helm to instantly lose 3 fatigue]

Weapon

Skill

Damage

Edge

Injury

Notes

Axe

2

5

18

-

Dagger

1

3

12

-


History

You come from a proud line of Dwarves. Your father Óin and his brother, Glóin, were part of Thurin’s Company who travelled to and liberated the Lonely Mountain, Erebor. Moreover, your ancestor, Borin, was younger brother to Dain I, last king of Dain’s Hall.

You travel now to reclaim the glory of your ancestors, to reclaim that which rightfully belongs to your line, and to prove you are just as great as your father, and those who went before him.

But a part of you worries that other dwarves think you have been given this mission because of your connections. You are determined to prove them wrong - by bringing proof back of your success.

When you are made leader of the expedition, as you are sure to be, you will ensure the quest is a success worthy of songs for many a year.

Special Mission

Glóin has tasked you with a matter of utmost importance. Ancient records speak of King Dain possessing one of the ancient Dwarven Rings of Power. If possible, find it and return it to the Lonely Mountain.

Connections

You have met Runi formally several times. He seems excitable but trustworthy. Although you are not sure about bringing a dwarf along who has spent most of the last year limping around a musty library.

You do not know this Ónar. But you recognise his axe as one returned from the Battle of Azanulbizar. If he comes from the far South, how did he come by such a thing? It should be returned to its rightful owner.

You approve of having a hobbit companion, Hamfast. It brought your father luck to travel with a hobbit and you hope it will do the same for you.

Otherwise you would be happier if no Man accompanied you at all. At least your uncle Glóin has had the sense to refuse an elven companion.

Notes

The Battle of Azanulbizar was a great battle between dwarves and orcs outside Moria’s gates. The dwarves prevailed, killing vast numbers of orcs, but their losses were so great they were forced to abandon the site of their victory, laden with the armour and weapons of their fallen kin.