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TOR Starter Set The Adventures

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The document provides 5 adventures that can be played using pre-generated characters in Middle-earth. It describes the setup and locations for the adventures.

The document contains 5 adventures for a roleplaying game set in Middle-earth that can be played individually or linked together to explore different locations.

Roles like Lead Writer, Game Designers, Concept Art, Cover Art, Graphic Design, Editors, Project Managers are listed in the credits across multiple pages.

the adventures

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Teodor Mihai (order #31649151)
L E A D WRIT E R
James Michael Spahn

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

GR APH IC DESIGN B R A ND M A NA GER

Christian Granath, Dan Algstrand, Niklas Brandt Robert Hyde / Sophisticated Games

MAPS EV ENT M A NA GER

Francesco Mattioli Anna Westerling

EDITOR S PR M A NA GER

John Marron, Jacob Rodgers Boel Bermann

PR OJEC T MANAGER S ST R EA M I NG

Martin Takaichi, Tomas Härenstam Doug Shute, Matthew Jowett

SPEC I A L T HA NK S T O

Claudio Muraro and Umberto Pignatelli

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.

Teodor Mihai (order #31649151)


Teodor Mihai (order #31649151)
THE CONSPIRACY
             OF

THE RED BOOK


“Then we formed our conspiracy; and as we were serious, too,
and meant business, we have not been too scrupulous.”

Teodor Mihai (order #31649151)


ADVENTURES

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

using the pre‑generated


together, allowing the players to explore the width and

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!

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A Conspiracy Most Cracked

a conspiracy most cracked


“… we formed our conspiracy; and as we were serious, too, and meant business …”

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.

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ADVENTURES

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.

GETTING ACROSS THE WATER


The morning dawns bright and clear, perfect for a nice walk
about the Shire. The first true obstacle reveals itself soon
after they leave Overhill — the Water has become swifter with
recent rain, and the shallow ford where Bilbo told them to
cross looks a bit more treacherous.
The Player-­heroes must now consider their circumstances
and find a solution.

Crossing the Water requires an ATHLETICS roll.


Player-­heroes who pass it with one or more icons
Bilbo Baggins
swim across with flair, or can help others who find it
harder to make their way across. H
­ obbits who fail their
ATHLETICS roll return to the near bank, coughing and
spluttering, and fully soaked.

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A Conspiracy Most Cracked

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.

part two: mathoms


Avoiding inquiries as to the nature of their business

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

Teodor Mihai (order #31649151)


ADVENTURES

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.

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A Conspiracy Most Cracked

Malva Slowfoot STEALING MATHOMS


and Fireworks The Lore­master is encouraged to remind any play-
ers who bring up the idea of purloining any of
the more choice mathoms in the Mathom-­house
that such behaviour is unbecoming of a respect-
able H
­ obbit. It’s one thing to take something on a
mission sponsored by Bilbo Baggins himself, but
quite another to take advantage of the situation!
Characters that even bring up such an act should
be ashamed of themselves.

noticing a group of sneaking H ­ obbits followed by a bark-


ing dog. If the Player-­heroes are not wary on the way out, a
Bounder or two might still notice them slip away, and remem-
ber their faces in days to come.
If the dog is asleep, the Player-­heroes may search for Finally, if they were not explicitly careful, the conspirators
the map, but must do so quietly. This requires three have in all likelihood left evidence that something is missing
successful SCAN rolls — failing twice means they make from the Mathom-­house. By mid-­morning of the next day,
noise. Once three successful rolls are achieved, the the news that someone broke into the Mathom-­house is all
conspirators locate the Old Took’s map — buried over Michel Delving, and within a few more it spreads across
behind a stack of cookbooks on the bottom shelf of the Westfarthing.
one of the bookcases. It is in surprisingly good con-

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.

Teodor Mihai (order #31649151)


ADVENTURES

expert treasure hunters


Old Took’s great-granduncle Bullroarer … charged the ranks of the
goblins of Mount Gram in the Battle of the Green Fields, and knocked
their king Golfimbul’s head clean off with a wooden club.

part one: on the road again


With their efforts to purloin the Old Took’s map having been
successful, Bilbo is delighted. He invites everyone to stay for
several days as his guests at Bag End, during which time they
live in the lap of luxury. Though they never want for food and
drink, Bilbo remains locked up in his study, before eventually
coming out on the afternoon of the second day.

Popping out of his study like a cuckoo from a clock, Bilbo


rushes into the parlour where you are all relaxing after a
fine second breakfast, map still clutched in his hand. “My
wonderful friends! You won’t believe what I’ve found on
the Old Took’s map: I believe I know where the club of Ban-
dobras Took is located! Or at least the Old Took did. Or
rather he thought he did. Maybe he wasn’t sure.” He shakes
his head, as if to physically force the rambling thoughts
from his head. “Never you mind. I might need to do a bit
more research, but I was hoping for — nay, counting on
your help once again!”
“After hearing all about your little adventure in Michel
Delving, I’d like a taste of adventure myself. It says here on
the map that the club of the Bullroarer may be somewhere
around the village of Oatbarton, in a place called Kings­
worthy! Exciting, isn’t it? So, I was thinking perhaps in
return for my generous hospitality, we could take a walk
north and do a bit more investigating into the matter. Imag-
ine it, being credited with being the ­Hobbits who found the
club of Bullroarer Took! Wait right here, I’ll run and get
you the right gear to suit a proper adventure!”
And like that, Mad Baggins disappears in a flash
His passion for history reignited by recent events, Bilbo studies around the corner before returning as you all exchange
the Old Took’s map and discovers a clue concerning the where- looks of excitement and confusion. He drops a large chest
abouts of the lost club of the Bullroarer. At once, he organizes before you, and smiles. “There you are! Take what you need.
a trip into the Northfarthing, where the clue seems to point. There’s no knowing where we’ll be swept off to!” He turns
After questioning the H ­ obbits of Oatbarton, the quest leads to dash off again but turns around back to you, almost
them further into the North Moors, and deeper into danger. laughing at his own forgetfulness. “I’ve muddled my wits,
staying up all night making a copy of the Old Took’s map.
This adventure can be played at any time after the No need to damage the original, after all!” He shoves the
events of A Conspiracy Most Cracked, but before Invol- fresh copy at you before throwing open the front door to
untary Postmen. If played in sequence, it is now the Bag End and stepping out onto the road. “Come on!” he
spring of the year S.R. 1360. cries, “We’d best be off!”

10

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Expert Treasure Hunters

The conspirators can pose their questions in any way they


see fit, but any Player-­hero who fails a roll cannot make any
BILBO’S GEAR more rolls to inquire further. The Lore­master can spread
Before setting out for Oatbarton, the characters can the information described below among the Player-­heroes,
draw from the equipment contained in the old trunk so that each of them uncovers a new clue and they can piece
provided by Bilbo. It contains basic travelling gear together the information as a group.
such as cloaks, backpacks, pocket handkerchiefs, ♦ Upon a first success, the Player-­heroes learn that the
other standard supplies, and few battered weap- ‘Kings­worthy’ is an abandoned structure, about a day’s
ons. Among the weapons are three clubs which can travel into the North Moors.
also serve as walking sticks, a pair of small hunting ♦ A second success allows the Player-­heroes to learn that
bows left behind by Dwarvish visitors (with arrows), some of the rowdier local children play a game called
a short sword he had used for decoration instead “Bullroarer’s Club” that seems to involve them rough-
of warfare, a small axe for cutting wood, and one ing up one another with a stick from the field they
dagger for each of them. Sting is not among the claim to be the artefact.
weapons, as it is carried by Bilbo. ♦ A third and final success means they hear some
rumours about a ghost haunting the abandoned
Kings­worthy.

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?

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ADVENTURES

TRACKING A THIEF IN THE NIGHT


Myrtle Mudfoot
The most likely course of action for the Player-­heroes is to
set themselves to following the tracks they identified inside
Kings­worthy. Luckily for them, they are easily followed, as the
individual leaving them is moving with great haste.
Unbeknownst to the conspirators, they are following
the tracks of one Mort Mudfoot, a farmer of Oatbarton.
He is after his daughter Myrtle, who disappeared yesterday
after having heard everyone in town talking about the club
of the Bullroarer — a very competitive player of Goblin
Nocking, a game involving balls, holes and the use of clubs,
Myrtle left town with the intention of securing for herself
the ‘most famousest’ club in ­Hobbit history, before some
stranger took it. Thinking this ‘Kings­worthy’ place to be
much closer to her home, she pressed on anyway, until she
reached it, finding that a club was indeed hanging over its
mantelpiece. Having found her prize, she took it and set off
on her way home. She is now wandering across the North
Moors, her father looking for her.

The Player-­heroes can catch up with the beleaguered


father by succeeding in 3 HUNTING rolls. When they
do so, they spot the lean, brown-­haired ­Hobbit, des-
perately following the tracks of his daughter as fast
as he can find them. The Lore­master can read or paraphrase the following text.

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

part two: shadows


point for each Success icon ).

and rumours INTO THE NORTH MOORS


The quest for the club of the Bullroarer has led the Player-­ As the Player-­heroes scour the North Moors for some sign of
heroes into the North Moors, and now they are out there Myrtle, the Lore­master should ask them how they are going
at night, in search of a missing ­Hobbit girl. As they scour about doing so, and determine which skill is appropriate
the land, strange and potentially dangerous obstacles reveal based on their preferred methods.
themselves.

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Teodor Mihai (order #31649151)


Expert Treasure Hunters

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.

Fighting an angry Stone-­Troll is quite a dangerous endeavour,


as the cloaked stranger has just found out. The creature is
A FATHER’S AID large and powerful, but quite stupid. If the Player-­heroes take
Mort can help the Player-­heroes. He is sharp-­eyed on the Troll head to head, he fights ferociously, though he
— One single Player-­hero searching for evidence flees once he’s Wounded or has lost half of his Endurance.
of Myrtle gains (1d) to their rolls. If the Player-­heroes attempt to trick the Troll with some
clever stratagem, they may succeed in buying enough time
and allow the light of the dawn surprise the creature.

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Teodor Mihai (order #31649151)


ADVENTURES

To trick the Troll, the Player-­heroes need to accumu- epilogue


late at least three successful Skill rolls, using HUNT- With Myrtle rescued, she is delivered by the wanderer and
ING , RIDDLE , or SONG . The Troll hesitates, confused, the Player-­heroes back to her father Mort, who rejoices. It is
and does not attack for as long as the Player-­heroes then that the cloaked Man reveals his identity.
succeed at their rolls. Upon the first failure, the Troll The Lore­master can read or paraphrase the following text.
becomes enraged and attacks the nearest H ­ obbit with
a Favoured attack roll (no more attempts at trickery Throwing back his hood, with one arm clutching his shoul-
are allowed). der, the cloaked wanderer reveals himself. He has long grey-­
brown hair and bright, steely eyes. He smiles through the
If the Player-­heroes achieve three successful Skill rolls, the pain of the wound he suffered at the claws of the Troll. “It
Troll is surprised when the first rays of the sun hit the clouds is not often that I find myself needing protection. Less often
above — suddenly terrified, the Stone-­Troll breaks away from that it should come in the form of you little, wondrous folk.
the fight, looking for shelter. If the Skill rolls achieved two or It would seem I still have much to learn.”
more Success icons , the Troll is completely caught unawares “My name is Halbarad, and I am a Ranger, although
by the dawn, and is turned to stone on the spot! that title may not tell you much. Suffice it to know that
I, like yourselves, was searching for young Myrtle for two

JACK, THE STONE-­T ROLL ATTRIBUTE LEVEL

ENDURANCE PARRY ARMOUR 8


34 +1 3

COMBAT PROFICIENCIES: Crush 2 (6/12)

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Teodor Mihai (order #31649151)


Expert Treasure Hunters

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.

Once back at Oatbarton, Mort explains to his wife Marigold


what happened. She chastises him as only a wife worried sick
can, but prepares a grand feast for everyone as a thank you
for their efforts. After a fine meal and a long sleep, the Player-­
heroes can begin their journey back to Bag End, with the club
of the Bullroarer hidden among their gear.
To their surprise, as they come up the lane of Bagshot Row,
they see a Dwarf in a red hood peeking into the window of
Bag End. He turns at their approach and casts off the hood,
revealing a keen smile and a long white beard.

“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

THE BULLROARER’S CLUB


Bandobras “Bullroarer” Took used this massive club to
win the Battle of Greenfields and defeat the Goblin war-
lord Golfimbul. Legend has it that one blow from the
great club knocked the Goblin chief’s head off and sent
it sailing into a far-­off rabbit hole — winning the battle
and inventing the game of golf at the same time! At the
end of the adventure, Bilbo will keep the club at Bag End
for study, and he will later donate it to the Mathom-­house
of Michel Delving, for everyone to admire.

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ADVENTURES

most excellent fireworks


The fireworks were by Gandalf: they were not only brought by him, but designed and made by him;
and the special effects, set pieces, and flights of rockets were let off by him.

part one: unexpected


party favours
The conspirators are gathered in Bag End for yet another
fine dinner on the lawn beside the Hill, when the horizon
to the south-­east suddenly lights up with a display of dazzling
colours! You can see thin tendrils of smoke curling up in
the darkening sky. Bilbo bolts upright and snaps his fingers.

“Those have to be Gandalf’s old fireworks! What are they


doing with them?” Before you can say so much as ‘pop and
hop,’ Master Baggins is already planning a new mission, to
set off and retrieve what he calls ‘the last of Gandalf’s party
favours.’ He informs you that years ago, Gandalf entrusted
the remainder of his fireworks to none other than Primrose
Boffin, now Bracegirdle, Lobelia’s own mother. Primrose, who
went to live in Hardbottle after her marriage, recently moved
back to the Yale, where she was born, setting off all sorts of
gossip. Now, judging by where those dazzling lights seemed
to come from, someone in the Yale must have tried to put
those fireworks to use again and may have set a fire going
with them. Bilbo continues: “Fireworks are not things to be
handled carelessly. And if they won’t be responsible then I
know a safe place for them!”
Balin, who has turned a visit for tea into a stay of sev-
eral days, offers to join the Company as he’d like to get to
know the Shire a bit more.

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.

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Most Excellent Fireworks

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.

WALKS AND WANDERINGS STORMS IN SCARY


IN WHITFURROWS Setting off north out of Whitfurrows and Budgeford, the
The trip back to Whitfurrows is an easy walk, but by the time Player-­heroes begin their journey towards Scary late in the
the Player-­heroes arrive, it is late afternoon, and most of the evening. If they want to catch up with Otho, they must press
trading is done for the day. After a bit of looking and asking on for at least a few hours in the dark. Before long, the sky
around among the throng of traders, they find Bruno drink- clouds over, and a heavy rain begins to fall.
ing in the company of a Dwarf mason. Bruno is about fifty,
and looks very much like a meaner and larger version of his Slogging through the rain, even in a place as gentle
younger sister Lobelia. as the Shire, is no comfortable task, and each of the
Player-­heroes will need to make a TRAVEL roll to stave
off the weariness of a wet and cheerless evening, with
failure resulting in gaining 2 Fatigue points.

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.

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ADVENTURES

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

part two: quest


following entries.

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.

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Most Excellent Fireworks

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!”

ORC VETERAN ATTRIBUTE LEVEL

ENDURANCE PARRY ARMOUR 4


16 +2 3

COMBAT PROFICIENCIES: Jagged spear 3 (3/14)

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.

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ADVENTURES

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?

OUT OF THE CELLAR


part one: captive
conspirators
The incarcerated conspirators take a few moments to investi-
gate the storage cellar: they see a number of sealed beer bar-
This adventure opens with the Player-­heroes (not including rels and several cuts of salted meat, inedible without prepa-
Bilbo or Balin) having already been rounded up by several ration, and several large loaves of crusty bread and wheels of
local Bounders after news of their troublesome misadven- hard cheese (the Loremaster should note if any Player-heroes
tures have turned the Shire into a buzz of concern and gos- take some of the foodstuffs as it may become relevant later
sip. As time passed while they were wandering about, several in the adventure).
­Hobbits for whom they’ve caused trouble have reported on The ground here is packed dirt, and the walls are the
their misdeeds. This can include custodian Malva Slowfoot, same, save for a few support beams. A single, weak lantern is
Bounder Ada Burrows, Primrose and Bruno Bracegirdle, set on one of the barrels for light (using it to start a fire in
and any other busybodies they have disturbed during their the middle of Michel Delving is probably not the best idea).
adventures. Their troublesome ways have finally caught up Their usual possessions and any weapons have naturally been
with them! taken from them by the Bounders, and have been stored in

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If he receives a positive response, he and Mayor Pott


step within the chamber. He leaves the door open, allowing
the characters to see their gear stacked up neatly against
the wall. Odo explains that the Quick Post is short-handed
and he has a letter that needs delivering to Bamfurlong,
Odo Proudfoot
in the Marish.
He has no one to send and got the impression from the
tall, hooded figure that accosted him outside town with the
letter that the message was urgent. Furthermore, there’s a lot
of traffic on the main road – Dwarves mostly, heading west or
east as the case may be, trying to get home before the year
grows too long.
The Mayor speaks up, saying that the conspirators owe
community service for their transgressions and that they have
been volunteered to deliver the letter, ‘unless you’d rather
stay here.’
If they accept, then Odo hands them the sealed letter,
instructing them to take it to Bamfurlong, staying off the East
Road and taking the Stock Road instead, thus cutting across
the Green Hills and going through the Woody End.
Before he lets them go, Odo adds that he promised the
hooded figure that the letter would stay sealed — only to be
opened by Farmer Maggot, to whom it is addressed.

LEAVING MICHEL DELVING


Once the characters gather up the gear, Mayor Pott leads
them back upstairs and out through the Mathom-house. Play-
the corridor outside the cellar door (the gear can be easily er-heroes who mention that they are scouting for anything of
retrieved if they find a way to get out). use notice that a series of strange, two-wheeled contraptions
The conspirators remain here without news from out- made of wood and metal have been lined up against the wall
side long enough to make them despair about their fate. Just of the Mathom-house — certainly some newly-delivered acqui-
when they are getting too restless, a soft knock is heard at sitions of the museum. Malva Slowfoot has labeled them with
the door and a reluctant voice hisses out. Awkwardly, the a tag, identifying each one as a ‘velocipede’.
voice introduces itself as Odo Proudfoot. They recognize the Whether they’re a strange creation by some eccentric
name as belonging to someone working for the Quick Post Shire craftsman or a Dwarven smith, these velocipedes look
in Michel Delving. Odo asks if he can come in, which will like vehicles that can be ridden at some speed! Mayor Pott
likely seem strange to the company, seeing as the door han- harrumphs if the player-heroes ask to use the velocipedes; he
dle is on his side. reminds them that they are doing community service and he
expects them to suffer, at least a little bit.

If the Player-­heroes ‘borrow’ the velocipedes to leave


Michel Delving in a hurry, they must pass a roll of
THE LETTER TO BAMFURLONG ATHLETICS to master the strange contraptions without
­ obbits have a great respect for propriety and
H anyone noticing their clumsy attempt. A failure indi-
privacy, and that includes matters of the Quick cates that some local takes notice of the Player-­heroes’
Post. The letter is sealed by wax, but has no sym- suspicious activities, and the theft of the velocipedes
bol set into the seal. Player-­heroes would know is added to the conspirators list of misdeeds!
that opening the letter would be a most improper
invasion of privacy, and the misdeed would cost If the Player-heroes leave Michel Delving riding the veloci-
them 1 point of Hope pedes, whenever they must make a roll of TRAVEL they gain (1d).

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ADVENTURES

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!

The first day of travel brings the Player-­heroes to the outskirts


of Tookbank — they may consider the possibility of sneaking
into town and purloining something to eat — but that is a FINDING FOOD TO GO
risky business. Alternatively, they can search for wild fruits The Lore­master can resolve any foraging action
and berries growing in the open land, or even attempt to attempted by the Player-­heroes as follows (each
‘borrow’ carrots or other choice vegetables from one of the player has one Skill roll attempt each day of travel):
many farms of Tookland. Hunting small game is right out, ♦ Player-­heroes attempting to sneak into a vil-
given that the tiny creatures found in the region are not likely lage to steal food must make a STEALTH roll,
to make more than a mouthful even if they could be snared. but they lose 1 Hope when they do so!
On their second day of travel, dawn comes bright and ♦ Those searching the wilderness for wild fruit
clear, with all indications that it will be a perfectly fine day can make an EXPLORE roll.
for walking. However, as midday draws near, the sky turns ♦ Anyone looking for a vegetable field to pluck a
grey, and heavy clouds roll in. By the time lunch has passed, cabbage or two from can make a SCAN roll, but
a heavy rainstorm has released its fury, and the Player-­heroes they lose (1d) as they must cover large areas.
find themselves trudging through muddy terrain as they head
towards the Green Hill Country. Success means they have found enough food for
themselves for one day. Each Success icon yields
Each Player-­hero gains 2 additional points of Fatigue enough food to feed themselves for an additional
as the weight of hard travel begins to press down upon day — or to feed themselves and another ­Hobbit.
them, body and soul (a roll of TRAVEL can reduce the
amount of points gained, as usual). Any Player-­hero who goes to bed each
day with an empty belly gains 1 point of
The rain subsides at sunset, and soon the night sky clears. Fatigue, in addition to whatever is gained
Plodding in the dark on hilly terrain is not a wise idea, and for travelling, and must make a WISDOM
while the Player-­heroes might press on into the Woody End roll to avoid losing 1 Hope as they suf-
that evening, it is probably best that they bed down for the fer the incomprehensible fate of going to
night. Just as they are about to sleep for the evening, a pair bed with no supper.
of red squirrels wander curiously into their camp, and try to
steal some food from the travellers. If shooed away rudely,

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Involuntary Postmen

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

part three: enchantment


nothing to fear.

in the woody end


When the H ­ obbits wake in the morning, they find fresh
fruit and nuts to serve as breakfast, and Galdor is already
As the Player-­heroes reach the eastern edge of the Woody awake. He tells them that he has an errand to attend to, and
End and they hear the babbling waters of the Stock-­brook, a must now depart. He offers them blessings and cautions
new enchantment reveals itself. regarding further adventures. Moments later, he vanishes
into the forest of the Woody End.
The stars burn bright and free tonight, in spite of your wea-
riness and the hunger you have faced along your journey.
A lightness enters your heart as you rest upon the banks of
Galdor of the Havens
the Stock-­brook. Then, as if the starlight were given form
and voice, you see a being from legend step out of the soft
embrace of night to shine upon you. A voice like music says
“Elen síla lúmenn’ omentielvo.”
As if given form by that song, you see an Elf, clad in blue
raiment with hair as fair as gold. He smiles at you and your
companions, “Whether it be a merry chance or some greater
will that has brought us together, I am glad for it. I am Gal-
dor of the Havens, and I have long been curious about the
mischievous H ­ obbits that have been going about causing all
manner of stories to be spun by birds and beasts across the
Shire. Why, I spoke only a few days ago to Badger-­brock of
the Withywindle, and he told me of your company, each by
name, as he had heard it from a finch, who heard it from a
fox. I suspect that by now, even Iarwain in the Old Forest
has heard of your merry mishaps. But I am forgetting myself,
adopting rustic ways for these rustic realms. May I trade
some simple Elvish travelling fare in exchange for sharing
your Company and your camp this evening?”

If the Player-­heroes accept Galdor’s Company, he does indeed


provide them with loaves of fair white bread and a light,
golden beverage.

The Elvish provisions restore both heart and spirit,


restoring each Player-­hero to their full Endurance,
cancelling all accumulated Fatigue, and restoring 1
point of Hope each, as they fill bellies and lift spirits.

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ADVENTURES

Farmer Maggot

bloom of the season which run up to a high wall with a gate


that marks the entrance upon the lane. It is located approx-
imately halfway between Stock and Rushey.
As the Player-­heroes approach, they see a young but
broad ­Hobbit in his tweens working the fields, and stop-
ping to watch them closely as he leans upon a shovel. Upon
spotting the Player-­heroes, he shoulders the shovel, saun-
ters towards them, and tersely asks them their business. He
regards them cautiously, one by one. He offers them noth-
ing but a stern look and his name, Farmer Maggot, dismiss-
ing them out of hand unless they mention that they carry
a letter for him. He asks them to produce the letter, which
he snatches from them and tears open on the spot. After
reading a few lines, he lets out a deep laugh, and seems to
relax into an amiable H­ obbit.

“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!”

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To Soothe a Savage Beast

to soothe a savage beast


There was victory and defeat; and towers fell,
fortresses were burned, and flames went up into the sky.

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.

This adventure should be played as the last one taken


from this volume. If played in sequence, summer is
now waning, in the year S.R. 1360.

Having arrived before the others at Bamfurlong, Bilbo


returns as a playable Player-­hero available to the play-
ers. If they need to swap out an existing character it is
recommended that Lobelia be the one to leave the con-
spirators — clearly having had more than enough of
this nonsense, and quite infuriated to have anything to
do with Bucklanders and any business beyond the Shire
proper, she returns to her mother’s home in the Yale.

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.”

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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.

UP THE CAUSEWAY TO BUCKLE­B URY FERRY


The trip up the Causeway to reach Buckle­bury Ferry is an
easy one, but the evening air feels strangely still. No ­Hobbits
are seen relaxing out of doors on their farms in the Marish,
and no children are found catching fireflies.
One hour later, about halfway to the Ferry, the Player-­
heroes feel a growing sense of dread creeping over them, as
if a rabbit were sensing a nearby predator. It’s a disheartening
feeling, seeping into their very bones.

As they continue on, any Player-­hero who states that


they are looking around for a source of the dread can
attempt an AWARENESS roll. Failure means they are
unable to spot something specific that is causing their
unease, but those who are successful see a pair of red
eyes here and there. Once behind a fence, another
time obscured by a row of hedges, and again slipping
away behind a small house.

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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

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ADVENTURES

snarling at his very window. Saradas tells the Player-­heroes


that Gorbadoc is asleep, and he didn’t want to wake the old
Master, so he came and got them instead.
Saradas leads them to a parlour in Brandy Hall where
the newly arrived Rollo is sitting with shaking hands, nurs-
ing a cup of tea. Fearfully, and with stumbling words, Rollo
describes the beast he saw, with fur burnt black and red
fiery eyes, stalking back and forth near the edge of his
property. He panicked and fled, running as fast as he could
until he reached Brandy Hall. He begs the conspirators
to help him.
When Rollo’s story ends, the players turn to see Gorbadoc
who has been standing in the doorway listening quietly. With
a reluctant look upon his face, he nods, saying Rollo is right.
He needs to keep the watchmen here and it's only proper
that the Player-­heroes investigate since they’ve encountered
the creature before. Once all is agreed upon, if Drogo is in
the Company, then Gorbadoc puts a hand on his shoulder
and tells him “Thank you, son. For what you’re doing for my
family and my daughter. You and your family will always have
a room at Brandy Hall.”
The characters arrive at Crickhollow after a brief early
morning walk from Brandy Hall a few miles away, but find no
damage to the house itself. Anyone who searches the prop-
Gorbadoc Brandybuck
erty discovers signs of disturbance — trampled flower beds,
bark ripped from trees as if by animal claws, the carcasses of
a few dead rabbits, and most disturbing of all, great gouges
beast has been prowling about Buckland as well, and it trou- in the rear door of Rollo Boffin’s house.
bles him to hear it's somehow crossed the Brandy­wine —
such a thing makes no sense to him, as the creature was Anyone who makes a SCAN roll spots a small trail
only spotted last night, and he finds it hard to believe that leading towards the eastern end of the property
the beast swam the length of the Brandy­wine and then back that appears to dip and run to the very High Hay
again to trouble Farmer Maggot. itself. Once they get near it, the Player-­heroes get the
The beast, Gorbadoc tells them, has been taking livestock uncanny sense that they are being watched.
from Newbury, and just last night Rollo Boffin sounded the
alarm, claiming he saw the beast on the edge of his property It is then that the beast strikes again! Leaping from a long
at Crickhollow. He fears it's only a matter of time before the shadow cast by the rising sun against the High Hay, the horrid
creature hurts someone. creature lunges at the nearest Player-­hero! But the creature
Before going to bed, Gorbadoc adds that even as Master is not moving in for the kill — after a single successful attack
of Buckland, he’s got no right to tell others how to live, but or after being hit, the beast runs down the narrow path to
if they’re going to stick their nose into this matter they’d the end of the property and disappears.
best be careful. The path from Crickhollow to the High Hay dips very
low as it goes on for some time, eventually coming to a brick
CRISIS AT CRICKHOLLOW lined gap in the Hedge where it ends in a set of thick iron
An hour before dawn Saradas Brandybuck (brother of Rory bars. Though once forming a sturdy barrier, the gate appears
and Primula) wakes the Player-­heroes, and tells them that to have been bent and twisted by some creature from the Old
there’s been another attack. Rollo Boffin came running from Forest trying to get in.
Crickhollow all the way to Brandy Hall, screaming that he’d Careful examination of the gate via a HUNTING or SCAN
seen the beast again, and that this time the thing had been roll reveals a few tufts of black fur caught in a hinge. It is clear

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To Soothe a Savage Beast

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

part three: the old forest


scout are instead searching for signs of the beast's passage
as hunters. This could include tufts of fur, blood, or paw
The Player-­heroes have now truly passed beyond the safety of prints. There is no limit to the number of Player-­heroes
the Shire. After slipping through the tiny iron gate beneath attempting to track the beast, though no character can be
the High Hay and into the Old Forest proper, they catch their both scout and hunter.
first full look at this strange and legendary wood.
The scout must make a single EXPLORE roll, while
The Old Forest. Countless tales are told, from Buckland to the hunters must accumulate 3 successful HUNTING
the White Downs, about the strange affairs of this untamed rolls. If the EXPLORE roll fails, the HUNTING rolls
wild. To your surprise, the forest itself does not immediately lose (1d); if it succeeds with one or more icons, they
leap out and attack you as soon as you step past the bent gain (1d) instead.
iron gate and fully into the woods.
Instead, a thin collection of trees, bent and gnarled, sur- On any failed HUNTING roll, the Lore­master must roll
rounds you, just out of reach, their full branches not quite a Feat Die to determine what type of strange encoun-
touching you. A wide path, barely visible from the gate, runs ter occurs, using the table found on page 49 of The
east and slightly to the north, over a low rise where you see Shire. Likewise, for every couple of hours of searching,
a break in the trees. After a brief walk through moss-­covered if the Player-­heroes have not rolled 3 successes, the
trees growing in countless shapes and sizes, you come to a Lore­master rolls on the table again.
wide, bare space where no trees grow. It forms a wide circle,
and the sun reaches down, unobscured by the thick canopy Once the required HUNTING successes have been reached,
of reaching branches and wide leaves. the Company finds the Burnt Beast, which prowls near the
Beyond this, the Old Forest grows thick and free. Trees, banks of the Withywindle, prepared to ambush the charac-
gnarled and twisted, with great roots sticking up from the ters. Go to Part Four.
ground and dipping back down again, grow freely, and
there is little in the way of a path as the ground continues a
slow ascent, and the sense that you are an unwanted visitor
and are being watched grows in your mind. In this wild and
twisted place, it is clear that the Burnt Beast will have the
advantage, and your hunt will be most difficult.
ANGERING THE OLD FOREST
Player-­heroes asking the Lore­master what they know Player-­heroes who brandish axes or speak ill of
about tales of the Old Forest may make a LORE roll. the forest may find the trees treat them with even
With a success, they learn that rumour has it that the more contempt and malice than before. Insults
forest is alive and actively dislikes visitors, with some and threats spoken aloud in the Old Forest can
believing that the trees themselves actually move to make this journey even more dangerous, and the
obstruct travellers with twisting roots and tangling Lore­master should consider increasing the num-
branches. Long ago some ­Hobbits actually drove the ber of HUNTING rolls required by 1 if they speak
Old Forest back when the wood itself moved and tried so foolishly.
to attack the hedge. Bucklanders travelled beyond the
High Hay and drove it away with fire. One or more
icons include knowledge that the Old Forest is said to
be the home of a wandering spirit that speaks to trees
and bends the beasts that live in it to his will.

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Teodor Mihai (order #31649151)


ADVENTURES

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

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Teodor Mihai (order #31649151)


To Soothe a Savage Beast

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

Teodor Mihai (order #31649151)


He looked at maps, and wondered what lay beyond their edges:
maps made in the Shire showed mostly white spaces beyond its borders.

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.

Teodor Mihai (order #31649151)


Teodor Mihai (order #31649151)
Teodor Mihai (order #31649151)

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