Rosco wasn't raised as a singer. That was something he fell into. He grew up on a farmhouse in Buckland, and always hung around The Road, bothering the travelers (dwarves, elves, men) and offering them lodging so he could hear their stories. He was especially enamoured with the mysterious, hooded figures who traveled both on The Road and up and down the Brandywine River. They never carried much, and they were always grim. But often they seemed willing to listen to the news of Bree, Buckland and the Shire, and asked a lot of questions about the comings and goings of Elves, Dwarves and Men. Always curious, but never forthcoming on their own.
One of these "Rangers" (as the Bree-folk called them) took a liking to Rosco and taught him how to throw knives and wield a short sword. Every time this hooded, dark man passed Buckland, he would spar with Rosco - sometimes a little too rough. But he would muss the hobbit's curly hair and help him up, always happy to hear a song or tale.
Before Rosco moved to Bree, the man (he never gave his name, but Rosco called him Mouse, because he could be as quiet as one) gifted to him a worn but sturdy short sword (with strange runes carved into the hilt) and a handful of gleaming throwing knives, and whispered that he may not return for awhile, and to beware the ruffians that were becoming more frequent travelers in the area.
Rosco saw him once more - while he was singing at the Prancing Pony. Mouse was in the crowd, smoking a pipe, and smiling as he watched. After the song ended and people stood up and cheered, the Hobbit ran into the crowd to see his friend. But Mouse was gone. He had slipped away into the night.
Rosco isn't helpless with a short sword and he keeps his throwing knives inside his shirt when he travels. He's got uncanny aim, a relentless attack strategy, and he can take a lump or two.
(NOTE: Your Fellowship Focus is another person in the Company you have some manner of connection to. You may spend Hope to help this individual, including giving it to them. It is up to the LoreMaster when and how you rejuvenate Hope, but using Hope for the benefit of your Fellowship Focus, but which also aids the Company, is cause for immediate rejuvenation.)
Company Roles ~ Here find the definitions of the four roles in the game. At the beginning of each new Journey Phase, the Company selects who will play in which roles: Guide (1 only), Scout, Huntsman, and/or Look-out Man. While each character may be able to fill multiple roles, as listed, only one character can hold the primary slot of each role.
- Guide: One companion has the responsibility of guiding the group during the journey. The Guide of the company is responsible for decisions, such as when the group should stop for a rest or how to manage their reserves of food. The main asset of a good Guide is a superior Travel skill. There is never more than one Guide, as they could also be considered to be the Captain for the Company.
- Scout: A character acting as a Scout can be called upon to find a suitable location for setting up camp, or when a situation forces the company to abandon the road it was following to find a new one. Leaving a well-trodden path is difficult and dangerous, involving climbing up steep hills, wading wide streams or scaling doubtful paths along cliff-sides. A good Scout is characterized by a decent Explore skill. There may be more than one Scout, although first-come first-served is the Primary. Anyone else may act as a Secondary as long as they have a good Explore skill.
- Hunter: When traveling with haste, a company can soon run out of provisions, especially when completing a journey that is going to take several weeks. A companion skilled at Hunting is always ready to track prey into the woods before making camp. There may be more than one Hunter, though the first one to choose Hunter is the Primary; it is expected that all will hunt, but only those with at least one Rank in Hunting may be called on to roll that skill.
- Look-out: A journey brings a company through wildly different territories, most of them dangerous. The Look-out is a vital duty that often puts a hero in the position of saving the lives of all members of a group, or of dooming them all through inattention. The Look-out’s skill is Awareness, usually tested at the LoreMaster’s request. Though there is one Primary Look-out, everyone can aid in the Look-out's effort by either requesting to make an Awareness roll, or if the LoreMaster rolls for the Player-hero passively.)