Wait! "All of them"? No! *My dwarven player looks at me in anger*
Why don't we have anything special for dwarves and Erebor, or for Bardings and Dale.
In fact, Dom at least tries to include some plot with Bard, Una, their son and the heir to Dale that can motivate Barding heroes.
But what about Erebor? Does the recently reopened Kingdom Under the Mountain not need adventurers? Does Dain II have no problems that require help and assistance? The Greydelve, yes, but there's really so little information regarding it and a possible mini-campign or series of adventures.
And what about new Undertakings for dwarves/bardings or for their homelands?
C7, we need this, please.
***EDIT***
Added unofficial Undertakings to this first post.
Falenthal wrote:Andraxx, a friend from the spanish forums, gave form to some of this ideas and we discussed them there.
I'll try my best to translate them here:
For this Undertaking, we took a look at the Guard the Old Ford from the Beornings (HotW, p. 41). They could gain up to 5 Treasure points, being a Martial folk. Dwarves should be able to gain more than that, being Rich. In fact, changing what I've written to 2/4/6/8/10 Treasure points shouldn't be unreasonable, either.Restore the Lower Sections
Dwarves only, Erebor
Roll Craft (TN14). After that, roll the Feat die, adding +1 if the character possesses the Tunneling trait, and another +1 if he possesse the Stone-craft trait. Add also a +2 if the Craft roll was a great success, or a +4 if it was an extraordinary success.
Eye: You've entered a zone still blighted by the dragon's presence. Gain 1 Shadow point.
1: Cul-de-sac. Useless work, without any reward.
2-3: Habitable zone: Gain 1 Treasure. Gain also 1 Status only for the next Adventure phase.
4-5: Open the entry to unexploited mines: Gain 2 Treasures.
6-7: Discoverd ancient storehouse: Gain 3 Treasures.
8-9: Recover a forge: Gain 1 Advancement point in the Vocation group, and 6 Treasure points.
10: Restore a Great Hall: Gain 1 Experience OR Hope point, and 8 Treasure points.
Gandalf: Chose any result except 10, or roll again.
This Undertaking was based, again, in the Beornings. This time, Befriend the Beasts (HotW, p. 42)Hire a Raven
Dwarves only, Erebor
A Dwarf can use a Raven from the Lonely Mountain only during the next Adventure phase. The raven allows to roll the Feat die and keep the best result in Awareness, Explore and Search tests. As fee, the Dwarf has to pay 1 Treasure point when choosing this Undertaking.
This Undertaking is interesting, because a Dwarf has to carefully choose the moment of his pilgrimage. He should have a decent Wisdom, so as to represent that he is "prepared" to do it. Also, those with Stiff Neck can see the higher results as not so positive. And those without Shadow might lose the benefit of it if their rolls are lucky.Honor Thorin Oakenshield's tomb and the Arkenstone
Dwarves only, Erebor
This Undertaking can only be chosen once in the lifetime of a Dwarf.
Roll for Wisdom (TN14).
Failure + Eye: Gain 2 Shadow points. The Arkenstone fills your dreams with greed and desire.
Failure: Gain 1 Shadow point. You doubt that it was such a good idea to bury the Arkenstone.
Success: Gain 1 Shadow point AND recover 1 Hope point. Thorin fought for the Dwarves, but he also died in the end.
Great Success: Recover 1 Hope point.
Extraordinary Success: Recover 2 Hope points AND reduce your Shadow score by 1.
Gandalf + 6 or 66: Recover 2 Hope points AND reduce your Shadow score by 2.
Hope you like them!
This Undertaking could also be made available for non-Hobbit characters that have The Easterly Inn as Sanctuary.Woodclaw wrote: For the Hobbits, I added a Undertaking called "Bring back some Old Toby" which provides the Smoking speciality for a single adventure.
zedturtle wrote:"Spend Time at the Toy Market"
You get two Hope back if you have no permanent Shadow, or one Hope back if you do.
MattG wrote:How about these? Not sure if they're balanced or good enough.
Visit Grey Stone on Durin’s Day (dwarfs only)
"Stand by the grey stone when the thrush knocks, and the setting sun with the last light of Durin's Day will shine upon the key-hole"
The Secret Door is destroyed, but large, broken grey stone remains on site as a memorial.
Same use and effect as Visit the Carrock undertaking.
Work with Dwarven Craftsmanship Master (any culture)
Work with Master Mason, Miner or Smith in Erebor (or Iron Hills).
Roll the feat dice:
1-10 - gain one rank of Craft
Gandalf Rune – gain one rank of Craft and use your favored body attribute instead standard for the remainder of the next adventuring phase
Eye Rune – gain one rank of Craft but start next adventuring phase Weary
Additionally you can to change one of your specialties to Stone-craft, Tunneling or Smith-craft.
venger wrote:A couple possible Dwarvish Undertakings for Erebor might include these (they could lead into each other or be separate adventures);
Library Restoration- Help the Librarian restore a section of the Library in Erebor dealing with old dwarvish history.
(Fellowship discovers old maps/scrolls that leads to an adventure or reveals something of historical significance related to one of the characters)
Bonus to Dwarvish Lore?
Restoring/Clearing out a lower Section, collapsed passage or a Lost Mansion in Erebor.
May include discovery of a family relic or icon or other Dwarvish relic of significance.
Dangers may include pitfalls and other physical problems to solve, or maybe denizens of the dark or something "uncanny" that dwelt in secrecy beneath the notice or concerns of Smaug.
Establish a Holding in Erebor?
Hall of Shields- In my campaign Erebor sports a "Hall of Shields".
One of the tasks my Fellowship undertook was to find the character's missing family "Crested Shield" specifically made to adorn this spot, and restore it to it's proper place. (This required an adventure),
Effect: Restores family honor, possibly increase Standing for a Dwarf character.
(In my campaign allows character to be seated at a place of Honor at the Grand Table during feasts with the dwarvish upper crust. This is good because the character would be privy to private conversations not normally accorded to the average dwarf)
SirGalrim wrote:My personal take on the proposed undertakings earlier in the thread. Use or throw as you like.
- Pay respects to the tomb of Thorin, Dwarves only, Erebor, Anytime
Restoring a Lower Section, Dwarves only, Erebor, Anytime
Spend Time at the Toy Market, Anyone, Dale, Anytime
Work with Dwarven Craftsmanship Master, 2, 3 or 4 ranks in Craft, Dale, Anytime
Pay respects to the tomb of Thorin
A Dwarf character can spend time in the tomb of Thorin to remember and reflect on past deeds, and to tend and admire the chamber. Roll the feat die. On an Eye, recover 1 Hope point and gain one Shadow point. On a Gandalf rune, recover 2 Hope points. Everything else, recover 1 Hope point.
Restoring a Lower Section
A Dwarf character can spend time to help restore Erebor to its former glory. Make a Craft test TN “14 + current Standing”. Success rewards 3 points towards raising your standing, greater success results in 6 points towards standing and extraordinary success awards 9 points towards standing.
Spend Time at the Toy Market
A Companion may spend time at the toy markets enjoying the marvellous toys and all the excited children of all ages. If the Companion has no permanent Shadow points she recover a point of Hope. If the companion has permanent Shadow points she must roll a feat dice. On a Gandalf rune she recovers one point of Hope. On a Eye she gains one Shadow point instead. Everything else, no effects.
Work with Dwarven Craftsmanship Master
A Companion with 2, 3 or 4 ranks in Craft may spend time learning from the Dwarven Master Crafters in Dale. For the following Adventuring and Fellowship phase Craft becomes a favoured skill and the Companion gain the Stone-craft or Smith-craft speciality. If he already has the chosen speciality then he may gain two benefits out of a single Trait invocation (for example, he could automatically succeed at a roll and gain an Advancement point).