TOR Starter Set The Adventures
TOR Starter Set The Adventures
TOR Starter Set The Adventures
A D D IT ION A L WRIT IN G
Francesco Nepitello, Jacob Rodgers
G A ME D E S IG N E RS
Francesco Nepitello and Marco Maggi
AD D I T ION A L RU L E S D E V E L OP ME N T
Michele Garbuggio
CON CE P T A RT
Alvaro Tapia
COV E R A RT
Martin Grip
OT H E R A RT
Alvaro Tapia, Martin Grip, Jan Pospíšil, Niklas Brandt, Henrik Rosenborg,
Antonio De Luca, Federica Costantini, Melissa Spandri, Giuditta Betti
Christian Granath, Dan Algstrand, Niklas Brandt Robert Hyde / Sophisticated Games
EDITOR S PR M A NA GER
PR OJEC T MANAGER S ST R EA M I NG
SPEC I A L T HA NK S T O
PLAYT EST I NG OF T HE 2 ND ED I T I ON
Adam Rawson, Agnes Rudbo, Amanda Stenback, Andreas Lundström, Anna Ave, Charlie Conley, Chiara Ave,
Dan Price, Daniel Raab, Dennis Detwiller, Francisca Hoogenboom, Giuliano Nepitello, Kathleen Kiker,
Kyle Wood, Lorenzo Perassi, Luca Donati, Maja Emilie Søgaard Widerberg, Maner Samuel, Marco Beltramino,
Michael Kiker, Michela Baù, Peter Bergman, Peter Link, Ric Wagner, Stephen Buck, Steven Nguyen Dinh,
Umberto Pignatelli, Vanessa Ratschinske.
I SB N
978-91-89143-48-7
The One Ring, Middle-earth, and The Lord of the Rings and the characters, items, events, and places therein
are trademarks or registered trademarks of the Saul Zaentz Company d/b/a Middle-earth Enterprises (SZC)
and are used under license by Sophisticated Games Ltd. and their respective licensees. All rights reserved.
introduction
In a hole in the ground there lived a Hobbit.
his volume contains five adventures, to be played With the exception of Expert Treasure Hunters and To Soothe
using the pre-generated characters provided in a Savage Beast, all adventures share the same approximate
this boxed set. While they can be played as sep- level of difficulty.
arate scenarios, the adventures can be linked
characters
breadth of the Shire and beyond. They all take place in or
around the year 2960 of the Third Age (or 1360 by Shire
Reckoning), though the date is flexible and the Loremaster Included in this box set are nine pre-generated Player-heroes.
can adjust it if need be. Initially, the players may each select one of the six Hobbits:
When run as linked scenarios, the Loremaster should run Drogo Baggins, Paladin Took, Rorimac Brandybuck, Primula
A Conspiracy Most Cracked first, Involuntary Postmen as the next Brandybuck, Esmeralda Took, and Lobelia Bracegirdle. Lore
to last, and To Soothe a Savage Beast as the finale. The remain- masters should allow the players the opportunity to review
ing adventures can be run in any order. each of these pre-generated characters and choose which one
they’d like to play through the scenarios detailed in this book.
The Loremaster can reference the locations detailed As the story unfolds, two new heroes will become avail-
in the adventures by consulting the geography section able as Player-heroes. The Loremaster is encouraged to keep
of The Shire, and make use of the various suggestions, these new heroes a secret until they become available, so as
rules, and tables found therein. to not spoil the surprise for the players. These additional pre-
generated characters are the Dwarf Balin, son of Fundin, and
Bilbo Baggins himself!
Mad Baggins is at it again, and has gathered in Bag End a new part one: off into the blue
cabal of adventurous spirits whom he has named the Con- The first part of this adventure is little more than a Hobbit
spirators of the Red Book (the Player-heroes). In an effort to walking party, an easy entry into the life of an errant adven-
gather notes for his book, he has asked these friends, under turer. It will take the Player-heroes over the river west of Bywa-
promise of payment and a bit of adventure, to help him con- ter and to the village of Waymeet, where they’ll need to avoid
firm some important details about the history of the Shire local gossip mongers.
and its people. The first and most important item is a map The Loremaster is encouraged to read or paraphrase the
of the Shire that is kept locked away in the Mathom-house, following text to open the adventure.
at Michel Delving, which he believes was sketched by none
other than the Old Took himself! These conscripted con- After quite a long walk under stars that have come out
spirators will need to travel there, slip past any watch with- blazing and bright after an afternoon of heavy rain, you’ve
out arousing suspicion, and pilfer the ancient map before finally come to the round green door of Bag End, the home
returning to Bag End. of the strange and famous Bilbo Baggins. Standing there
upon the mat, you find yourself surrounded by distant
This should be the first scenario run, as it sets the relations. It seems as though Bilbo called for a collection
stage for all the others. It occurs during the spring or of cousins to join him this evening. Just as one of you is
summer of 1360 Shire Reckoning (2960 Third Age). about to ring the bell, the door is pulled open and you see
The action begins at Bag End, and then moves on to standing in the front hall none other than Master Baggins
Michel Delving and back. himself. He offers each of you an energetic greeting and
quickly ushers you in with a plethora of welcomes, thank
yous, and lovely to see yous.
Before you can gather your wits about you, you’ve been sending you Hobbits off into the blue. Well, I can assure you it
swept into the warm embrace of Bag End, and led into the is nothing of the sort. Just a little trip to Michel Delving and
parlour where a lovely fire, fresh mugs of ale, plates of dain- back to recover what one might call a family heirloom from
ties, and several cushioned chairs and sofas offer a much- the Mathom-house: a map of the Shire supposedly made by
needed spot of rest and relaxation. Bilbo, a twinkle in his the Old Took himself, with all sorts of precious annotations.
eye, ushers you each into a seat but takes none for himself. Now, I’ve sent many letters to the custodian, Malva Slowfoot,
A few moments after you’ve finished the first plate of food, asking if I could have it back, even offering fairly generous
the obviously excited Master Baggins can no longer contain donations: but for some reason, she has provided no replies.
himself. He places one hand behind his back and another in So, I thought that we needn’t tell her or her husband
his vest pocket, standing tall to ensure he has your attention. — after all, we’re talking about something that belonged to
“You are all, undoubtedly, curious as to why I’ve called my grandfather, and that would not be out of place here, in
you here this evening. Well,” he leans in, the firelight caus- Bag End. Most of all, we needn’t alert that pesky dog that
ing the twinkle in his eye to dance merrily. His hand sweeps the Slowfoots have set to guard the place! Sharp as a tack,
from behind his back towards the parlour window. “I am that beast, and he sniffs me out every time I’ve come near.
hoping you will partake in a little adventure! Nothing so Besides, I know some of you place more value on local gos-
grand as my own, I’m afraid: but in return for your aid, I sip than others — and even just being seen at night in the
will provide each of you with a place in my memoirs, and a Company of ‘Mad Baggins’ might be enough to ruin your
fair share of my eternal gratitude.” reputation forever. But for those of you with spirit — which
He grabs a glass of wine off the table and takes a sip, I know you all have in spades, or I’d have not called you
pausing for effect. “Now, I know what you’re thinking: ‘There here tonight — won’t you aid me on this errand of particu-
goes Old Bilbo again, taking after that Wizard Gandalf and lar importance, my fellow conspirators?”
Bilbo will offer each of them a fine night’s rest in one of the
many spare bedrooms of Bag End, and a hearty breakfast,
before telling them he plans on sending them out the door
after second breakfast.
To keep the trip away from the prying eyes of the nosy
Hobbits of Hobbiton and Bywater, Bilbo has laid out a path
for the conspirators, instructing them to head north from
Bag End into Overhill and turn west across the country for a
few miles, before crossing a shallow point in the Water. Then,
after crossing the Bywater Road, they will reach the East Road
and set out west towards Waymeet, where they’ll take rest for
the evening before arriving at Michel Delving the next day.
If the Player-heroes look for other means of crossing, of hospitality, saying he doesn’t have much room inside his
a successful SCAN roll allows them to spot a large hol- small cottage. Nevertheless, he fully expects them to have that
low log on the other side of the Water, which could damned owl gone by morning. When Baldo is done talking,
easily bear the weight of a Hobbit. an eerie hoot rings out through the barn, as if on cue, and
the tiny mule sitting idly in the rear of the place stirs.
To retrieve the log, the Hobbits must summon their adven-
turous side and get inventive. The Player-heroes can get rid of the great owl if they
politely inform him with a COURTESY roll that there
For example, the feat can be accomplished by using are no more mice in the barn and that he’s bother-
a rope and hook (a CRAFT roll) or even by shooting ing Gertrude. If the roll is passed, the owl flies off
an arrow with an attached line (a BOWS roll). Success almost as if he understood them. Alternatively, an
means that they manage to get a good hold on the log AWE roll can serve as a form of intimidation, as will
and can easily pull it to themselves. Another way could a HUNTING roll.
be to have the best swimmer among them get to the
other side, fetch the log and swim back. If the large bird is scared off rather than politely urged, it
leaves, but first looks pointedly from the Player-heroes to Ger-
Dry or soaked, the H
obbits will eventually find a way, and trude, the mule, and hoots at her to which she replies with a
reach Waymeet after a good walk on the East Road. brief bray. It seems almost as if the two are talking! The owl
is commenting to the mule about how he was treated by the
WELL MET IN WAYMEET Player-heroes and will inform the other animals he knows
Waymeet itself is quite active on the evening when the Player- about these rude Hobbits (the Loremaster should remember
heroes arrive, as the tables set outside the Walking Party Inn to make any future interactions with the beasts of the Shire
are still occupied, thanks to the fair weather and lengthen- more difficult).
ing daylight hours. The locals are polite, though very curious The rest of the evening passes uneventfully, and a few
about what brings a crowd of H obbits so diverse this far west minutes after the rooster crows, Bunce wakes the characters
at such a late hour. and bids them a polite but firm farewell.
of michel delving
without offending the locals can be done with a suc-
cessful RIDDLE roll. On a failure, they reveal a bit too
much about their involvement with Mad Baggins, and Setting out from Waymeet, the conspirators will arrive at
the conversation soon dries up, among puzzled and Michel Delving by the end of the day. Here, they will begin
disapproving looks. their adventure in earnest, having to confusticate Bounders,
confuse custodians, and face curious canines as they attempt
Finding lodging for the night proves a little harder… It seems the clandestine recovery of the Old Took’s map from the
that all beds at the Walking Party Inn are taken, booked by Mathom-house. Once the deed is done, they’ll need to make
a group of pipe-weed merchants headed for Longbottom. a hasty retreat from Michel Delving before their dubious
Asking around, they are pointed to a local farmer, one Baldo activities are noticed!
Bunce, who appears to have some spare room in his stables. After a bit of a stiff sleep in Bunce’s barn and a long west-
Bunce offers to let the Player-heroes sleep in his premises ward walk, the conspirators finally reach the edges of Michel
(which are comfortable enough, given the warm nights and Delving upon the White Downs. The Loremaster may read
soft hay) — but only if they can drive off a huge and menacing or paraphrase the following text.
owl that’s been troubling Gertrude, his poor old plow mule.
If the players accept, Bunce offers to pay for their meal You pass the spot where a southward path leads off from
that night at the Walking Party, before leading them to his the main course of the East Road, just as the sun sets and
farm, less than a quarter mile south of the Waymeet cross- the first stars begin to reveal themselves. Ahead, you get a
roads. He shows them into the barn and then brings them good look at Michel Delving upon the White Downs. Quite
blankets, along with a small basket of some leftover bread a bit larger than Hobbiton, it is a tightly packed collection
and ale from the afternoon as an evening snack. Baldo never of homes built of wood, brick, and stone, and the occa-
noses into their business and apologizes profusely for his lack sional Hobbit-hole. But as the last of its people go about
their evening business, your eye cannot help but be drawn Climbing up to the roof requires a roll of ATHLETICS .
to the massive smial to one side of the great cobblestone thor- Failure results in a fall causing the loss of 3 Endur-
oughfare running through the centre of town: the Town Hole, ance points. If two or more Player-heroes fail the roll,
seat of the Mayor of the Shire. they get caught up in a tumbled mess and everyone
But more important to your business is what lies south lands with a loud clatter that alerts the surprise guest
of the Town Hole, on an adjacent hillock not quite so tall waiting inside!
and green — it is a large wooden building with a great red
round door that is connected to the main road by way of a Once up there, the conspirators find the skylight to be
small stone path. This is the Mathom-house, the museum unlocked. Landing safely on the floor inside the main hall
of the Shire, your destination. of the Mathom-house requires a second ATHLETICS roll (for
As candles flicker to life behind windows, and the consequences of failure, see above).
Hobbitfolk settle in for the evening, you notice a handful Characters choosing to try the door on the side of the hill
of H
obbits carrying stout cudgels and tiny lanterns strolling find that it leads to a narrow, cluttered underground chamber,
about. Bounders, undoubtedly making their usual rounds. a basement filled with all kinds of forgotten trinkets and thick
Best to avoid them, though, lest your mischief be discovered cobwebs. In fact, a small pack of rats has taken up residence
and thwarted. here, fearful of the guardian that lives on the ground floor.
BURGLARS IN MICHEL DELVING Scaring the rats off causes them to scurry away noisily
The conspirators face their greatest challenge so far — to and awaken the guard dog: avoiding this requires a
reach the Mathom-house without anyone noticing, and to successful STEALTH roll.
gain access to it.
A trapdoor leading into the Mathom-house opens in the ceil-
To get up to the Mathom-house without the Bounders ing of the cellar, above a massive pile of antique pots and
noticing requires each character to pass a STEALTH pans. To move them aside carefully requires another success-
roll. Failure means a Bounder approaches and ques- ful STEALTH roll, lest they clatter to the floor and make all
tions them. manner of noise (and awaken the guardian).
The Bounder approaching the conspirators is Ada Burrows, THE MATHOM-H OUSE, INSIDE AND OUT
a young and enthusiastic H obbit from Little Delving. This Whether they entered the Mathom-house by way of the
is one of her first assignments, and she takes her duty to unlocked main door, or through the roof or the basement,
ask questions of wanderers found outside after nightfall the conspirators find themselves inside a great, high-ceilinged
very seriously. series of rooms, containing an impressive display of artefacts
from across the history of the Shire. Shelves of books chroni-
Convincing Ada that they are doing nothing untow- cling family genealogies and recipes passed down for genera-
ard requires the Player-heroes to make a roll of PER- tions line the walls, while a set of perfectly polished diamond
SUADE — or RIDDLE , should they try to confuse her studs are set on a pedestal under glass, and a pair of strange
with clever words or distractions. crossed walking sticks are mounted on one wall. Countless
other knick-knacks and mathoms are on display. From old
Failing to convince Ada worsens the conspirators' predica- brass buttons mounted on a velvet board, to a gleaming coat
ment considerably — the Bounder questions them extensively of silver rings set to rest on a post in the corner. Though a
before she lets them go, and then she walks to the Mathom- wonder to behold, it is going to take a bit of doing to find
house and locks the front door! Now it will be impossible to the Old Took’s map in this collection!
gain entrance through it. But the most concerning sight appearing in front of the
Inspecting the grounds surrounding the Mathom-house searching conspirators as they enter is the grey and brown
for other ways to enter reveals that, though the door is locked furred terrier, the fearsome guard dog kept by Malva the
and the windows barred, there is a small skylight opening on custodian! If the Player-heroes gained access to the museum
the roof. Additionally, at some distance from the Mathom- without making noise, the dog is curled up asleep under a
house and sticking out of the side of the hill upon which the writing desk, letting out heavy snores. If they made noise
museum sits is an old door that may lead into the basement entering, the terrier (whose name is “Firework”) is well
of the establishment. awake.
epilogue
dition, if a bit creased.
If the dog is awake, or if the Player-heroes rouse him Once the conspirators return to Bag End, the Loremaster
by failing two SCAN rolls, the dog eyes them before should read the following text:
letting out an inquisitive bark. He is not fierce, but
friendly and energetic. Unfortunately, he expresses After your successful recovery of the Old Took’s map of the
his excitement at having found new friends by bark- Shire and swift journey home, you’re greeted by the green door
ing. Calming the dog requires a COURTESY roll. If of Bag End being thrown open like a pop gun to reveal a
the roll succeeds, then the dog is lulled back to sleep grinning Bilbo standing on the doorstep, walking stick in
for the entire search. hand. “You found it! Wonderful, simply wonderful!”
Though eager, Bilbo ushers you in with a hasty wave of
If Firework is not pacified, his barking rattles the nerves of his hand. “Come on, we’ll need to review my grandfather’s
the conspirators, who fear the noise will draw the attention of map quickly tonight if we’re to set off on our next adventure!
some local Hobbit — a Bounder, or, worse, a Shirriff! This remarkable find of yours makes me believe I’m quite
ready for another adventure!”
Actually, no one is alarmed by Firework’s antics, and
the only consequence of his barking is that the impro- Bilbo and the other conspirators can relax for a time. Bilbo
vised burglars all lose 1 point of Hope due to fear of prepares a fine meal for everyone and asks about the whole
being discovered! affair. After hearing the story, he cannot help but laugh, add-
ing that he is ready to join them on their next adventure!
SLIPPING OUT OF TOWN
Once they have what they came for, the conspirators can easily Bilbo Baggins is now available to be chosen as a Player-
unlock the front door from the inside and escape. hero for the next adventure! The Loremaster should
If Firework has been alerted, slipping out of Michel Delv- give everyone in the play group the opportunity to
ing will require some further planning to avoid someone choose the veteran burglar as their character.
10
KINGSW ORTHY
OATBARTON INVESTIGATION Kingsworthy can be reached by taking a northward path from
To go to Oatbarton, the conspirators must first take the road Oatbarton, and walking for a full day across the North Moors
to Bywater to the south, and reach the East Road. Then, they (see also The Shire, page 30 and beyond, for more about Kings
enter the Eastfarthing leaving behind the Three-Farthing worthy and travelling across the North Moors).
Stone, and take the Northway Road to their left. It’s more
than a leisurely stroll to reach Oatbarton, taking more than Once it is in sight, the Player-heroes may attempt to
three days on average, but searching for the fabled club of identify the purpose of this large stone house and
Bullroarer Took is certainly worth the effort (to enliven the round tower with a roll of LORE . On a success, they
journey, the Loremaster can use the rules for Hobbit Walks conclude that it might have been a hunting lodge at
found on page 10 of The Shire). the time of the Kings in Norbury.
It’s almost midday when the conspirators catch sight of
the first houses of the village. It is spring, but the last hints of Upon a closer inspection, the conspirators find the place to
winter still nip at their toes, making them particularly eager be deserted. They find evidence of it having been used as a
for a hearty meal. Even before they take their first steps into shelter by wanderers, but it certainly isn't inhabited regularly.
the cobblestone courtyard that serves as the heart of the vil-
lage, they catch the scent of roast chicken and potatoes! The They spot a fresher set of tracks. A successful roll of
hard-working farmers of Oatbarton are gathered in the centre SCAN reveals that they quite clearly belong to one or
of their village for their lunch, sitting at long tables, shaded more Hobbits.
by large pavilions and tents. The search for the famous war
hero’s great club can wait… But the most important find of the day is that no club hangs
The villagers are happy to share their lunch with the over the large mantelpiece of Kingsworthy, but probably used
Player-heroes, and as soon as they place a plate in front of to. Above the cold fireplace is a large wooden plaque, bear-
each of them, they start asking questions about what their ing the signs of having been used to display a long object, as
business may be so far north. Luckily for them, they are not tall as a Hobbit.
shy about answering questions themselves, especially if they
concern local history. Careful examination and a successful CRAFT roll reveals
that something was mounted on the plaque and was
Gathering information about the Bullroarer and a removed. A wooden chair sits near the fireplace, as if
place called Kingsworthy requires 3 successful Skill someone used it to reach the spot above the mantelpiece.
rolls, using AWE , COURTESY , ENHEARTEN , PERSUADE ,
or RIDDLE . Could the club have been stolen recently?
11
If asked about the club of the Bullroarer, Mort will say he The night is clear and cool. A waxing moon and a veritable
doesn’t know anything about it but that Myrtle does love symphony of starlight offers some light as you trek across the
to play Goblin Nocking with the other children, and that lightly rolling landscape. But this is no well-trodden road.
must be why she came all the way out here this morning. The ground is uneven, and your foot can easily be caught
A life-long resident of Oatbarton and a reasonable H obbit in a hole or your legs grow weary as you plod through the
in his sixties, Mort is beside himself with concern. Myrtle is moss-covered terrain. A long yawn escapes your mouth and
his only child, and he fears even returning home to tell his you fight off the weight of your own eyelids — all the while
wife Marigold that she is missing because of how panicked searching for signs of the wayward H obbit lass. Even in
she will become. this dim evening light, the growing concern is evident on
Determined to find her no matter what it takes, Mort will Mort’s drawn face.
accept any help he is offered. He will tell little stories about
his daughter to any of the Player-heroes that will listen. He The Player-heroes are pressing into the small hours
speaks of how adventurous she has always been, her love of of the night, without any real opportunity to rest or
the stories of the Bullroarer, and how she dreams of explor- recover. As such, they all gain 3 Fatigue Points. They
ing places beyond Oatbarton. can reduce the gain with a TRAVEL roll (a success
reduces the total Fatigue of a Player-hero by 1, plus 1
12
Those attempting to identify an area where she may part three: dawn be stone!
have tried to find shelter in the night may make an The climax of this adventure occurs once the Player-heroes
EXPLORE roll. follow the tracks they are after to the edge of a wide patch
of shrubland, where an unexpected adversary hides among
Characters looking for signs of where Myrtle may have ancient ruins.
wandered in this wide landscape can make a HUNT- The Loremaster can read or paraphrase the following text.
ING roll.
Hours of pursuit mean that when you see the darker patch of
Those looking for signs of anything out of the ordi- bracken and heather ahead, the sky has started to turn from
nary can attempt a SCAN roll. the deep blackness of night into the deep blue of the hours
before dawn. You’ve followed Myrtle’s tracks for miles now.
EXPLORE. Clever Player-h eroes may consider that Myrtle You’ve little doubt that she came this way. As you get closer,
must have sought shelter somewhere in the wilderness you start noticing that the dark patch is not due simply to
instead of wandering around in the dark. With a success- a different vegetation — there are ancient stones jutting
ful roll, the Player-heroes do indeed discover the remnants out of the ground, low crumbling walls hinting that this
of a camp, but only with one or more Success icons do once was a very different place. A fort, a town maybe. Few
they notice that it’s set up so skilfully that it can’t be the Hobbits have seen this place, and as you take your first steps
work of a child. It even has a small fire pit, hand dug and forward among the stones, stories of kings and armour-clad
ringed with stones. warriors fill your mind.
HUNTING . A success allows the Player-hero to notice that Just as you and your fellow conspirators are about to
Myrtle’s meandering set of tracks is not leading her back to explore the heather-covered ruins, a rumbling growl seems
Oatbarton. She is definitely lost. One or more Success icons to rise from the ground itself! It’s a bellowing shout bear-
allows the characters to recover a tiny scrap of a pretty yellow ing some resemblance to human speech, echoing among
dress, which Mort confirms as being a colour that matches the ancient stones. You then hear a high, panicked voice
the one Myrtle was last seen wearing. call out from nearby: “Shoo you old Troll! Go away! Go!”
SCAN . A success reveals that there is another set of tracks Breaking through a thicket of brambles, you see none other
following those of Myrtle. With one or more icons, the than Myrtle Mudfoot, who has scrambled up a ruined wall
tracks are identified as large, booted footprints that do not and is swinging a heavy wooden club at a massive creature
belong to any Hobbit. looking like the grotesque imitation of a large Man — it’s
Following this last set of tracks is easier than expected, and a Stone-Troll! Between the two of them, leaning wearily
does not require any further rolls. If the Player-heroes follow, against a wall, is a cloaked stranger, hood thrown back
after a while they even seem to be able to make out the sil- to reveal the rugged face of a Man with grey eyes, clutch-
houette of a wanderer just on the edge of their vision, always ing a large, bleeding gash across his shoulder that has all
barely in sight. Player-heroes succeeding in a roll of RIDDLE but incapacitated him as he desperately tries to keep the
realize that, given the figure’s long stride and apparent skill monster from reaching the child. The Troll is clearly angry,
at woodcraft, it is likely remaining in sight intentionally and and does not seem to have noticed you and your compan-
actually leading them. ions. Myrtle, on the other hand, sees you and immediately
cries out for help.
13
14
reasons. First, for fear that she might find true danger. Sec- a knowing smile at Bilbo, “What kind of trouble have you
ond, because she took something I was meant to guard. I cer- gotten yourself into this time, my little burglar?”
tainly didn’t expect a burglar like Myrtle, and she fooled me.”
“What Myrtle took from Kingsworthy is indeed a rare Balin, son of Fundin is now available to be chosen
relic, a token of an ancient past, best forgotten. It was hid- as a Player-hero for the next adventure. Having just
den in plain sight, and has remained safe for a long time, arrived for tea, he’s glad to help out his friend’s fel-
until today. But now I think I have found someone worthy low conspirators with whatever local trouble they get
of its safekeeping. I think that if you have it, it may be in themselves into.
better hands than mine.” He chuckles softly and his hard
eyes brighten a bit. “Now, if you would be so kind as to
see the Mudfoots home, I am certain they have a fine meal
waiting for them. I have wounds to tend to, but I hope
this will not be our last meeting.” He turns without wait-
ing for a reply, and in a matter of seconds the shadows of
the heath swallow up the Ranger as if he were one of their
own, and he is gone.
“Bilbo, you old rascal! You told me to drop by for tea any time
and here I am!” The Dwarf pauses with a grin and collects
himself before offering a polite smile. “Forgive my exuberance. Balin, son of Fundin
Balin, son of Fundin, at your service.” With a bow, he casts
15
A YALE YARN
This adventure can dispense with the H obbit walk required to
Once again, the affairs of the Shire and those of Gandalf the bring the Player-heroes to their destination, by having them
Grey seem to be entwined. To better understand the nature start the game already in the Yale. Their walk had them fol-
of the Grey Pilgrim’s wizardry — and for a bit of fun — Bilbo low the East Road all the way to Whitfurrows.
asks the conspirators to find out what became of the last of After asking for directions several times (or following
Gandalf’s fireworks, left over from the Old Took’s birthday Lobelia’s, if she’s present), they reach the Boffin family estate
parties. The conspirators must travel to the Yale and discover late in the morning, several miles south along the road that
what became of them. leads from Whitfurrows to the Stock Road and the Woody
End. It’s a large farmstead, recently renovated, composed of a
This adventure can be played at any time after the stately house surrounded by farm buildings, in the middle of
events of A Conspiracy Most Cracked, but before Invol- wheat and barley fields and orchards. There are scorch marks
untary Postmen. If played in sequence, it is now the in a couple of the fields and a larger one closer to the house.
summer of the year S.R. 1360. A rutted lane between low hedges leads to the front door.
16
Once they knock at the door, it flies open, and you see When asked about the fireworks, Bruno is initially ada-
the rather sour face of Primrose Bracegirdle greeting you. mant that he has no idea what they’re talking about. He is
“Aye, what do you want?” suspicious of anything that has to do with ‘Mad Baggins’, and
As it is immediately clear, Primrose is not terribly glad to if Lobelia is present, he reprimands her for getting involved
have visitors, not even her own daughter, especially after she’s in such ‘adventurous nonsense’.
been wandering around the Shire in questionable Company.
When asked about the fireworks, she says that her son Bruno Bruno can be coerced into revealing the truth with a
came to visit last week and was fooling around with them. successful Skill roll (AWE , PERSUADE , or RIDDLE are
After Bruno set a few off to entertain the local children, she all appropriate).
put a stop to all that nonsense and sent him back to Hardbot-
tle to store the blasted things back at her husband’s house. If On a success, he tells the Player-heroes that he passed the fire-
they reveal that they have come so far specifically to retrieve works off to one of the Hobbits working for his father Blanco
the fireworks, Primrose assures them that possession is the — one Otho Sackville-Baggins, who agreed to take them back
greater part of the law, and if they want them, they’ll have to to Hardbottle, after a stop in Scary for a pint. If the roll is
buy them properly. a failure, Bruno just says that he sent the fireworks home.
With their slowed pace on the muddy road and a brief stop
in an abandoned building to wait for the rain to cease, the
conspirators arrive in Scary about one hour after dawn.
Scary is an unwelcoming village by Hobbit standards, nes-
tled as it is on the south side of the Hills of Scary. It’s popu-
lated by hard-working, no-nonsense H obbits living in homes
made of grey stone. Most folk are terse and a bit unkind, but
if the Player-heroes ask around about other travellers from
the south, they are told that the last visitor seen coming into
town took a late bed at a building owned by some mining
officials from Dwaling.
The building is a small, single-story house, with a couple
of small bedrooms and a tiny common room containing three
tables. When they get there, the conspirators find a H obbit
from Dwaling, a mining accountant by the name of Filibert
Banks, busy scribbling in a large tome.
If questioned, Filibert seems to take for granted that the
Hobbits are on some business errand, especially if he hears
Lobelia’s family name (the Bracegirdles have a flourishing
local business in construction), and thus proves to be quite
cooperative.
17
Useful information can be extracted from Filibert with You wait for the sun to set. As you follow the rutted track that
3 successful Skill rolls, using any ability the conspira- Filibert showed you, you get closer and closer to the dark that
tors and the Loremaster deem relevant. lies at the feet of the Hills of Scary. Here, the night air makes
you shiver, as you carefully try not to stumble on the many
The Player-heroes can play the conversation freely, but any broken rocks littering the path. In time, your eyes adjust and
Player-hero who fails a roll cannot make any more rolls to the outline of the hilltops appears, contrasting against the
inquire further. night sky. On the side of the hills, you make out the many
♦ Upon a first success, Filibert reveals that he and Otho tunnels gaping like bleak mouths leading into a seemingly
had a long ‘business’ conversation while in their cups. impenetrable blackness.
Filibert told his roommate for the night that based on It’s a scary prospect to go underground at this hour of
his accounting, there was a tunnel in the quarry that the night, but you must discover what happened to Otho
proved to be very fruitful, but that no one, not even Sackville-Baggins before it’s too late.
Dwarves, had been able to penetrate it deeply, for the
rock was too hard. Exploring the mines at night with only the light of
♦ On a second success, Filibert regales the Player-heroes a few lanterns is a daunting task. As a consequence,
with ghoulish tales about ‘the lost miner’ haunting once the conspirators enter the dark beneath the hills,
that specific tunnel, stories of passages abandoned they must all pass a VALOUR roll to avoid losing 1
after flooding, and rumours of ghostly voices echoing point of Hope.
in the empty chambers.
a sought-after sackville
♦ A third and final success has Filibert relating how
Otho, inebriated with Filibert’s story of an untapped
‘treasure mine’, started blathering about how soon To find where the foolish Hobbit has gone, the Player-heroes
everyone in the Shire was going to be speaking to him must explore the branching tunnels of the ‘treasure mine’.
with proper respect, while he kept patting the large
sack he brought with him. The conspirators must choose one Player-hero as their
guide in the tunnels — the guide can make a roll of
The final revelation from Filibert about Otho is that he stum- EXPLORE once every hour.
bled off more than a bit tipsy a few hours before dawn, after
having asked Filibert for directions to reach ‘his treasure To determine whether they find Otho, the Loremaster rolls a
mine’. He left with a lantern, a tinderbox, a coil of rope, Success Die once for every successful EXPLORE Skill roll, add-
and his large sack. ing 1 to the result for each Success icon rolled by the Player-
hero. Then, the Loremaster checks the roll result against the
in the quarry
1. FORGOTTEN SUPPLIES. You find a crude map of the
mine left behind by some workers. Add 1 to the next
Having been mined by Hobbits since the days of Marcho and roll.
Blanco, the Hills of Scary are riddled with holes, tunnels, and 2. A NARROW SQUEEZE. Maybe you shouldn’t have had
all sorts of excavations. During the day, the area is bustling, that extra morsel at breakfast! Squeezing through a
with workers going in and out of their mines, or tending to particularly tight passage has led to scraped knees and
the stone pulled from the quarries. Almost as grumpy as busy torn knuckles. The guide loses 1 Endurance.
Dwarves, they have little news to offer to nosy strangers — no 3. AN ILL WIND. A chill wind seems to sweep up the
one seems to have seen Otho entering or leaving. passage from nowhere, extinguishing your lanterns.
If the Player-heroes try to reach the ‘treasure mine’ openly, Relighting them takes some time, but the long dark
possibly following directions provided by Filibert, they soon and flickering lights are disturbing and will require
discover that it’s impossible to reach — as soon as they get a VALOUR roll from everyone before the lanterns are
near, they are stopped by mining officials and sent back to relit (lose 1 Hope on a failure).
the village. After a brief investigation, it should be clear to 4. SORROWFUL SONGS BENEATH THE STONE. An indeci-
the Player-heroes that slipping in during the day is impossible. pherable and ominous lament echoes across the stone
Coming back after sunset seems to be the only way. and fades to nothing.
18
5. A HORRIBLE END. A broken pickaxe, a torn piece of On your arrival, the Hobbit turns and screeches in
cloth, and a smear of blood on the wall hint that some renewed fright. He stiffens and stammers, failing to hide his
poor Hobbit miner met a terrible end. abject panic. If the players don’t act quickly, Otho will likely
6. You have found the lost Otho Sackville-Baggins! Go to bury them all in the mine.
Mad as an Orc, below. The Orc is a very decrepit Orc veteran, who was lost long
ago, and took refuge deep in the mines and in the natural
MAD AS AN ORC caves under the Hills of Scary. Since then, he has been hiding,
A flickering flame casts jagged shadows at the end of a pas- trying to drive the H
obbits from his lair whenever they would
sage that ends in a pile of tumbled rocks. The Player-heroes come too close to discovering his presence. The players will
hear a mad cry echoing against the rock and into the dark- have to take up arms to stop him from attacking Otho, an
ness. As they round the corner, they see a lantern set upon a act that will most likely end in a quite spectacular explosion
stone, casting long shadows over a terrible sight: a terrified and the destruction of the mine.
Hobbit stands in front of a massive pile of fireworks piled up At the arrival of the Player-heroes, the Orc turns his atten-
at the blocked end of a tunnel, feebly brandishing a shovel tion to the newly arrived threat and attacks. He will fight until
at what appears to be a grey Orc. Otho is screaming madly at Wounded or reduced to half or less of his Endurance before
the creature: “It’s my treasure, ye monster! Mine! Mine! I’ll blow fleeing into the dark passages of the mine.
it to rubble before I let ye have it!”
epilogue
If Otho is saved, the Player-heroes receive little thanks from
the wayward Hobbit. Despite having his life spared by their
timely arrival, Otho fully intends to stake his claim on this
part of the mine. So, he proposes the following deal: if the
conspirators agree to serve as witnesses to the signing of con-
tracts giving Otho exclusive mining rights to the tunnel (seven
signatures in red ink, all right and proper), he will give them
half of the Wizard’s excellent fireworks. If they agree, Otho
informs them that he’ll pass the contracts on for Lobelia to
sign, and they can take half the fireworks with them to Bag
End — he’ll personally repay the Bracegirdles for the fire-
works out of his own pocket.
As for the Orc veteran, the Player-heroes can inform
the mining officials of his presence. They will then inves-
tigate the mine and eventually discover a deep passage
that was previously undiscovered, littered with bones of
small animals and remnants of an encampment, but
no signs of Orcs...
Upon their return to Bag End, Bilbo stores the
remaining fireworks in one of his cellars, under lock
and key.
19
involuntary postmen
… the offices of Postmaster and First Shirriff were attached to the mayoralty,
so that he managed both the Messenger Service and the Watch.
No trouble goes unnoticed in the Shire, and the Bounders This is intolerable! You always wanted to visit the Town Hole
have finally decided to take action against the conspirators in Michel Delving, but not like this. It appears the conspira-
and their ongoing mischief. By order of the Shirriffs, Bilbo tors have finally met one trouble they could not escape. After
Baggins’ Hobbit collaborators have been sentenced to clean- being confronted by a group of Bounders and charged with
ing the cold storage and wine cellar underneath the Town claims of disturbing the peace and on-going rowdiness, the lot
Hole at Michel Delving! But the sympathies of an overworked of you have been detained in the storage tunnels beneath the
member of the Quick Post and the promise to deliver a letter Town Hole until Mayor Pott can decide what to do with you.
clear across the Shire to Brandy Hall could earn them early While there are worse things than being locked in a stor-
release, and a new adventure to boot! age cellar beneath the Town Hole, it is an uncomfortable
place. A heavy wooden door, barred from the other side, blocks
This adventure can be played at any time after the you from freedom, and other than the occasional Bounder
events of A Conspiracy Most Cracked, immediately pre- coming by, no one has so much as brought you a seed cake to
ceding To Soothe a Savage Beast. If played in sequence, munch on for hours! When Bilbo finds out about this, they
it is now late summer, in the year S.R. 1360. will regret their actions… he will find out, right?
20
21
part two: round and round they flee into the woods, but if treated kindly or even offered
Having escaped Michel Delving, the Player-heroes now begin a bit of food by the Hobbits, they take a few bites off whatever
their journey east towards the Marish and Bamfurlong. Nor- they are offered, chitter excitedly, and flee into the woods.
mally, such a trip should take about four or five days to com- As the Player-heroes enter the Woody End itself on their
plete, and require the rules for Hobbit Walks described on third day of travelling, the Loremaster must consider how the
page 10 of The Shire. But while the Shire is a peaceful land free Player-heroes interacted with the beasts they have encoun-
of many of the troubles that plague other regions, travelling tered in their adventures so far. This includes Firework the
across its length is not without its own challenges. dog from A Conspiracy Most Cracked, Gertrude the mule and
the owl in Waymeet, and the curious squirrel couple encoun-
From your first hours on the road, you realise that what Odo tered the previous evening. Word of their actions has spread
told you seems right — more Bounders than usual are out among these creatures across the Shire, and now their rep-
making their rounds. So, you have no other choice than to utation precedes them.
stay off the roads. This means riding along well-trodden
country paths and tracks, heading east towards Whitwell, If in the majority of cases the animals were treated
and Tookland beyond. kindly and shown compassion, then the Player-heroes
But what could be little more than an extended walking find their journey in the forest light and easy, discover-
party soon proves troublesome... You have set out on your post- ing convenient berry bushes along the road, allowing
man duties across the Shire without provisions, save for a few them to eat, and finding the finch songs reaching into
bits of old and stale bread and cheese from beneath the Town their heart restoring 1 point of Hope to each of them.
Hole of Michel Delving, and this is a problem of capital import!
22
If the animals were treated poorly, the forest is oppres- Galdor is a kind but curious guest, and subtly questions the
sive: the sounds of the beasts and birds have a dour Player-heroes. This attempt goes unnoticed unless a Player-
and unwelcome note to them, and each day of travel hero succeeds in an INSIGHT roll. If they fail, he draws the
in the Woody End requires a VALOUR roll to avoid truth of their adventures from them — but he offers laugh-
losing 1 Hope. ter, a light heart, and a fair song in return for this informa-
tion. He tells them to sleep peacefully tonight, for they have
23
Farmer Maggot
“I was told you were coming, but I wasn’t sure I would have
actually seen you in the flesh. It’s quite a long road from
Michel Delving! Please, please, follow me. You must be hun-
gry, and thirsty, and quite weary by the look of you.”
epilogue
Farmer Maggot invites the conspirators to follow him to his
home, where he leads them into his kitchen. There, they see
Later that same day, the conspirators finally cross the Stock- a fine table has been laid, and none other than Bilbo Baggins
brook at a spot where it meanders shallowly and can be himself sits at it, eating a bright-coloured apple!
forded. After having asked some fishermen for directions, Bilbo smiles impishly at Maggot, and winks at the Player-
the Player-heroes arrive that afternoon at Bamfurlong in heroes.
the Marish.
Bamfurlong is a long brick farmhouse with a thatched “Oh, I see you got my letter, good Mister Maggot! Now that
roof, surrounded by great fields of vegetables in their full we’re all here, we’ll get to the business at hand!”
24
One final favour, and Bilbo will leave his beloved conspirators
in peace. He joins them for a visit with young Farmer Maggot,
freshly of Bamfurlong, as he is a shrewd farmer with much
insight into the misunderstood ways of Bucklanders. But Mag-
got has his own troubles with a terrible beast from over the
High Hay, and before long, the conspirators find themselves
in the heart of the Old Forest after dark and face to face with
the true wonder and danger that awaits when simple H obbits
move beyond the borders of the Shire.
part one: buckland bound farmlands. “Chickens,” he says suddenly as he blows out a
The adventure opens with the Player-heroes awakening once long line of blue-grey smoke. “It is because of my chickens
again in comfortable beds inside the farmhouse of Bamfur- that I sent my letter, Master Baggins.”
long to the scent of eggs and mushrooms cooking for a late Any hint of jest fades away as he leans in to you and
breakfast. The last few days have been a welcome comfort your friends. “And to be honest, I’m glad you have not come
after their long journey across the Shire. alone. When I saw that thing that night, blood in its teeth
and fire in its eyes, I knew it was something beyond the
The Loremaster should restore each character to their ken of myself or any other folk in the Eastfarthing. It was
full Endurance, as they have had a few days to rest. a beast, I tell you, and not some hungry wolf that came up
from Dunland starving. This was a black thing, as if its fur
Bilbo and Maggot both dismiss any ‘business talk’ until after had been burnt like kindling, with nothing natural about
the table has been cleared, but soon after the crockery has it, and it set chills down my spine — no easy task, mind
been cleaned and pipes have been lit, Maggot’s demeanour you. But when I heard it growl at me, we locked eyes and I
turns grim. saw naught but a lust for death in its gaze. It meant to kill
The Loremaster can read or paraphrase the following text. more than my chickens in their coop that night. I grabbed a
lantern in one hand you see, and my chopping axe. If it was
Sitting upon a long bench under the eaves of Bamfurlong, going to take me, I wasn’t going down without a fight. Before
Farmer Maggot takes a long draw from his pipe and gazes I knew what happened, it was on me, crossing the field in a
out to a small ruined building on the far side of his wide bound and pinning me to the soil, snarling and slavering.”
25
Maggot’s eyes glaze over in memory and you see him Upon finally reaching the winding road that turns east off
tremble at the recollection. “In a fit, I swung my lantern up the Causeway, they begin walking down the path towards
and it shattered, pouring oil upon its muzzle. It yelped and Bucklebury Ferry. Indeed, they can see it for themselves in
screamed as the fire blazed, and it fled into the dark. The the distance, illuminated by starlight reflected in the Brandy
last things I saw before it disappeared towards the Brandy wine River.
wine were those horrible, fiery eyes.” The Loremaster can read or paraphrase the following text.
He sets his pipe on the bench beside him. “It's still out
there. I swear I’ve seen it beyond the edges of Bamfurlong At last this uneasy night stroll reaches its destination. You
on more than one night since then, those eyes burning into see as you turn off the Causeway, further down the lane, the
me from the dark. And if the stirrings from Buckland are square floating platform that is the Bucklebury Ferry. With
any hint, it is causing no end of trouble there too. Master no ferryman tending it at night, you will have to cross on
Bilbo, sir, I was hoping that you and your friends here your own, but the water is calm, and the stars are bright.
might help me and the Buckland folk put a stop to that A sigh of released tension is prematurely interrupted when
foul thing’s hunting before it gets a taste for something you see a pair of red eyes come up from the ditch along the
more than chickens.” western side of the Causeway.
Maggot has little to offer in reward for their aid, but will give
the conspirators a bed at Bamfurlong should ever they need it
in days to come, and send them off with a basket of his mush-
rooms, which can serve as fine provender as they search for
the ‘Burnt Beast’, as he calls it, with a promise of more any
time they wish after the matter is settled.
Finally, Maggot adds that he only ever saw the beast
at night, and he believes it has somehow crossed over to
Buckland and is troubling the Brandybucks now, based on
news he’s heard from Bucklebury. They might want to begin
their search for the creature by crossing the Brandywine
at Bucklebury Ferry, and should probably depart this same
evening.
26
part two:
buckland troubles
It may have once been a dog or wolf, but its fur is burnt
and stiff, the colour of cold ashes. Fiery eyes gleam in the
night as it prowls towards you, never flinching. Its predatory After crossing the Brandywine, the Player-heroes enter Buck-
confidence grows with each step. Never once does it make a land and head towards Brandy Hall in the late hours of the
sound, not even its footfalls. Nearly as tall as a Hobbit at night. Right after leaving the ferry, they are approached by
the shoulder, its silent snarl reveals white fangs stained pink, a Bucklander watchman carrying a lantern, with his other
as it breaks into a charge towards you! hand resting on the pommel of a sheathed short sword. He is
terse with the Player-heroes, telling them that they shouldn’t
This is a true battle. The Player-heroes have little time to pre- be using the ferry at night, and that any strangers are to be
pare for it, and indeed it might be wiser for them to consider escorted to Brandy Hall for their own safety. He offers to
the option of escaping, for example using the Ferry. guide them the rest of the way. If they refuse, he insists, say-
ing it’s the Master of Buckland’s orders.
Racing down the road and leaping onto the ferry
requires an ATHLETICS roll, and the choice of whether While walking to Brandy Hall, any Player-heroes that
to stand and fight or flee must be made quickly. ask the guard what is causing the extra security mea-
sures must make a COURTESY roll to get him to open
The Loremaster should press the players, and force them up — though no roll is necessary if Rory or Primula
to make their choice swiftly. Those who fail their roll to Brandybuck are among the Player-heroes present. If
flee fall behind and become a prime target for the terrible successful, he introduces himself as Braddoc, and
black beast. reveals that there are rumours of a savage creature
threatening the locals. If they roll one or more icons,
Player-heroes who muster their courage and decide he tells them some kind of wild dog matching the
to stand and fight in hopes of delaying the creature description of the beast was seen prowling around
or protecting their friends can manage one Opening Crickhollow, terrorizing the area.
Volley before the beast is upon them. If the creature
takes 10 or more points of damage, it turns and flees, Upon arriving at Brandy Hall, the Player-heroes are given
leaping over the far side of the Causeway and disap- a chance to rest and recount their troubles. The Master of
pearing into the night. Buckland himself, Gorbadoc Brandybuck, comes to hear their
tale, for it concerns him greatly, as Rory and Primula are his
Once the characters have begun their crossing, keen eyes children and Drogo is to be his son by marriage.
gazing back upon the western bank of the Brandywine River Loremasters can read or paraphrase the following text
and succeeding in an AWARENESS roll to notice a pair of red to open the scene.
eyes watching them from the darkness, before the beast darts
to the north along the river bank. Braddoc the watchman leads you up the road and to the
main entrance of the grand Hobbit-hole that is Brandy Hall.
Much to your surprise, given the time of night, you see none
BURNT BEAST ATTRIBUTE LEVEL other than the Master of Buckland, Gorbadoc Brandybuck
himself, pacing on the front walk. Pipe clenched in his teeth
ENDURANCE PARRY ARMOUR 5 and leaning on a heavy wooden cudgel, he looks up at the
light of Braddoc’s lantern and smiles. “Glad to see you, my
20 +2 3 lads and lasses.”
COMBAT PROFICIENCIES: Fangs 4 (5/14) Trouble is visible on Gorbadoc’s face, but he waves it away
after offering Braddoc a quick thank you and asking the
FELL ABILITIES: Great Leap. The Burnt Beast can attack any group if they’d like to come in for some late-night vittles.
Player-hero, in any combat stance. Once they’ve all sat down at the table, Gorbadoc assures
Denizen of the Dark. All attack rolls made by the Burnt everyone that they’ll have proper lodging for the night. It’s
Beast are Favoured while in darkness. only then that he brings up the subject of the creature, ask-
ing anyone injured in their previous encounter with the
beast where they got their wounds. He tells them that the
27
28
that the black beast came this way, from somewhere inside THE HUNT FOR THE BURNT BEAST
the Old Forest. If they do not dare to take the hunt for the The Loremaster should ask the players which one (and
terrible creature into such a gloomy and dangerous place, it only one) of the Player-heroes will act as the scout for the
will only continue to plague the people of the Eastfarthing group. The scout is in charge of trying to maintain orien-
for countless nights to come. tation and prevent them from getting lost in the strange
and shifting Old Forest. All Player-heroes not serving as the
29
part four: burning battle Breaking through your fear and weariness, you hear a
The Player-heroes have finally cornered the Burnt Beast, strange voice rise, and the black beasts draw back from you,
and can put an end to the troubles it is bringing to the looking towards the sound. Dancing as though at a spring
Eastfarthing! festival, you see a wanderer merrily skipping about in yellow
boots. Taller than a Hobbit, though not as tall as a Man, his
The thick woodland opens ever so slightly to reveal a great face sports a careful smile, and he sweeps off his great floppy
thorn thicket that is impossibly large and twisted. From hat with a bow to you, and then again to the two beasts!
under the strangling vines, you see a familiar pair of Rising again, replacing his hat and straightening his blue
burning eyes, as the Burnt Beast slithers forth from the jacket, he speaks in a kind of sing-song rhyme.
darkness. An instant later, a chill runs down your spine,
as a second pair of eyes appears in the darkness only a “Hey ho, silly ho, tramp across the forest
moment before another of these horrid creatures comes forth, Little creatures under foot, black dogs are the sorest
intent on devouring you and your friends. It is not one Go now, silly dogs, cast away your ire
of these shadowed predators prowling the Old Forest, but Hobbits only hope to help,
a fierce mated pair that has been cornered and driven to Come now, little dogs, no need to be so dire”
defend the bramble-ridden thorn hedge they’ve taken as
home. They leap forward, prepared to finish you and your Tom prances over to the Player-heroes, and the Burnt Beasts
friends off now that there are no people of the Shire to hear break off their attack and flee from his presence. He pays
your screams. them little heed for his part, much more interested in
the Player-heroes. Instead, he sings his brief rhyme and
The Burnt Beasts, now revealed to be a pair and not a singu- then merrily bids the H obbits to follow him to his house,
lar creature, are cornered and threatened, fighting fiercely. where they can find refreshment and recover. (The Lore
More dangerous than anything the conspirators have faced master can read more about Tom Bombadil on page 51 of
so far, this seems a true life-or-death situation — the Burnt The Shire).
Beasts have drawn the Player-heroes out of the Shire and While the Player-heroes rest for the evening in the House
into their territory. of Bombadil, Tom reveals what he knows about the true
The Loremaster should refer to the stats presented on nature of the Burnt Beasts: They were once hounds owned
page 27 for both Burnt Beasts. by a lord of Men, residing long ago in a tower of stone which
rose among the hills which are now known as the Barrow-
ANCIENT SONGS AND NEW FRIENDS downs, beyond the Old Forest. In a time of terrible war, the
Fortunately, all the commotion going on in the Old Forest lord perished among the flames, and his faithful hounds with
has not gone unnoticed. Depending on how the Player-heroes him. When evil spirits descended upon the Barrow-downs,
have acted through the course of their adventures, aid may many years later, the hounds returned as dark reflections of
soon arrive to help them in this dire time. what they once were.
They are now terrible creatures, but yet, they are not
After a number of rounds of battle, Tom Bombadil entirely evil, says Tom — something of their faithful nature
arrives and chases away the beasts. The number of remains, and they seldom attempt to kill. But their malice
rounds is equal to 6, minus 1 for each instance that is growing year after year, as if the ill-will of the Old Forest
the Player-heroes have shown kindness to the animal itself is slowly taking over. Can it be that something can be
inhabitants of the Shire (including, but not limited to, done to remind them of what it means to be steadfast and
the owl at Waymeet, Firework the dog, the Squirrels true? Can they be given peace? Perhaps, Tom asks, if the
of Woody End, etc.). Player-heroes are willing to help them find their way back to
being fine companion hounds, they could be released from
If the Player-heroes defeat the Burnt Beasts before Tom’s their wretched state.
arrival, this changes little, and the situation still plays out If the Player-heroes agree, Tom tells them that the Burnt
narratively as before. They simply flee into the forest and Beasts must be again given proper names, and if the Player-
Tom arrives moments later. heroes will give them such names, the true and loyal nature
30
of their hearts can perhaps be restored. When asked why Tom epilogue
couldn’t name them himself, he says: Having released the hounds from their curse, the Player-
“Tom doesn’t fear the hounds, and the hounds leave Tom heroes make their way through the Old Forest back towards
be, my merries! Listen to Old Tom’s songs and sing them back, the Shire, and oddly enough, the woods do not seem to
recalling hearth and home. Gentle voices and kind souls will impede their travel. Once back in Buckland, the Player-heroes
cast away the doom.” are given a warm welcome by Gorbadoc, and another night
Tom teaches them several of his strange songs, as if of fine eating and resting before crossing the Brandywine
they were simple children’s rhymes, then merrily bids the back into the Marish.
characters get a good night’s rest in his home. Come dawn, The Loremaster can read or paraphrase the following text.
they can set out with a song in their hearts to restore the
Burnt Beasts. You arrive at Maggot’s house just in time for dinner, and
find the farmer intent on rebuilding his chicken coop. As
RETURN TO THE LAIR you greet Maggot, to your surprise and amazement the once-
At dawn, the Player-heroes awake to find Tom has gone out to cursed dogs appear out of nowhere and run to Maggot, bark-
collect river lilies for his wife. Goldberry tells the Player-heroes ing merrily. At first, the farmer is a bit fearful, but both dogs
that the Burnt Beasts are still prowling around their lair in tackle him and begin to lick him and play with him. Slowly,
the nearby thorny thicket. Upon returning to the thicket, the Maggot’s demeanour changes, and he begins to pet and play
Player-heroes spot the mated pair of creatures at once. They with them. In time, Maggot gently brings them to heel and
move to attack as soon as the conspirators arrive. calls you to join him for dinner.
Though the Player-heroes can kill the Burnt Beasts with As you sit at the dinner table, Maggot asks if these fine
their weapons, their death is not permanent. They will rise beasts have names. You recount what happened in the Old
again, and return to plague the Shire, unless they are slain Forest, and as you do so, you realize that the friendliness
using blades of Westernesse or similar magical weapons. of the two dogs towards Maggot must be a sort of gift from
Instead, some among the Player-heroes must hold off the Tom — could it be that they know each other?
savage beasts while others sing the songs they learned from
Bombadil. Over a hearty home-cooked meal, Maggot says that he was not
one to keep beasts around, but these dogs seem rather fond
This requires the conspirators to pass 3 SONG rolls. of him, and they might make fine breeding stock for years
Any number of Player-heroes not engaged with the to come. If any fierceness remains in their hearts, they’ll be
Burnt Beasts can sing. fine protectors for his family. He thanks the Player-heroes for
their aid and asks them if they’ll stay for the night.
If successful, the Burnt Beasts become light of heart, as all Come morning, Bilbo declares that he has had a wonder-
darkness and sorrow is washed away from their spirit. At that ful little adventure, and enough proper research has been
point, the Player-heroes can give them a name. Once the gathered for his book. He kindly thanks the Player-heroes for
power of Tom’s song and their new names have taken hold, their involvement and declares that they all shall be invited
the ashen features of the Burnt Beasts fade away, and their to the next great party he throws, and every party to come.
eyes brighten from fiery red to a gentle colour. The hounds, As time goes on, Bilbo becomes more reclusive, and the
joyful, cheerful creatures once more, run away to play on other H obbits return to their lives. Gossip regarding their
the paths of the Old Forest, running beyond the edge of the mischief fades away over the years, and life once again returns
Player-heroes’ sight. to normal in the Shire, for a few years at least...
31
This page marks the end of your adventures in the Shire for the moment! You can continue
by creating your own, using the information contained in The Shire. You can further widen
your exploration of Middle-earth with the second edition of The One Ring roleplaying game.