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Forsaken Hope PDF
Forsaken Hope PDF
NARRATER NOTE: In this module the After a few encounters with the folks that are at the
word goblin is used. At this time and inn currently, the party is introduced (or re-
place in Middle Earth, orcs are called introduced) to Dronic Heathertoes. This minstrel is
goblins. They are the same as an orc very beat up and can only utter several words.
These are to the north and "Save him.
and the same stats are used. The name
is used only for historical accuracy. What is going on is that Dronic has been searching
for Seth Sandybanks, a hobbit he wronged. He is
Summer has come to the North of Middle Earth. searching the outlying farms around the Forsaken
The heroes are spending some much-needed Inn. In his travels he came across a group of
down time in the village of Bree. Here they are Noldor Exiles. He traveled with them for a while.
lodging at the Prancing Pony. They came to a cave in a hill, and were set upon
by goblins.
There are rumors of attacks on the East-West
road. As of yet these are just rumors. Dwarves Dronic escaped, but wishes to send help. Slipping
and the like bring tales of a darkness spreading and falling during the battle injured him. He has a
out from Southern Mirkwood over the Misty concussion and is incoherent.
Mountains.
If the party goes to rescue, who ever He is, a
But in the Pony, these things are soon forgotten. map found on Dronic aids them. It gives the
The ale is excellent, the food good and the location of the cave, and landmarks to find it. If
minstrels seem to keep the patrons happy. But they use the track skill they can gather some
everyone knows heroes cannot rest too long. information on what they can expect on the road
there.
As the party is enjoying a nice dinner they will see
the owner, Old Butterburr, talking with two men. Just before you reach the caves, you come across
One of these men is very agitated. The party a battle between a dwarven party and a group of
cannot hear what is said over the crowd, but if they goblins. Going to help the dwarves, the party
enquire they are told that the two men are drovers meets Kali, son of Bali, from the Blue Mountains.
hired by Butterburr to make a delivery. He is searching for a piece of art. If the party
haggles with him he will offer 30 silver pieces for
The delivery is four very large casks of ale. And it its return. (He will go to 60, but only when bidding
is to go to the Forsaken Inn, a days travel east of with Valdor).
Bree. The owner of the Forsaken Inn, Tom
Ivybush, is Butterburrs cousin and has bought the The party then enters the cave complex. This is
ale. very straightforward. They can track the goblins,
or search out the entire complex. They will need to
Agreeing to move the ale for Butterburr the party use lights in the complex. This will cause no
has taken the first step into danger. The two issues, due to the goblins being otherwise
drovers are Hal and Burt Fife. Hal is a tall skinny occupied.
man and very nervious. Burt is short and heavy
and is in a constant foul mood, perhaps from being The party could come across a group of Elves that
around Hal. were slaughtered by the goblins. There is a sole
survivor. This is Valdor, of the House of
Late in the afternoon, the party comes across a Celebrimbor. He is also searching for the piece of
burned out wagon. Investigations show that there art. He will tell the party it is a necklace.
were dwarven tools in it when it burned. And that
goblin tracks are around the wagon. If the party Continuing into the final chamber you encounter a
tries to track the goblins they lose them quickly in a goblin war party. It is lead by a very nasty goblin
stony area. warrior. When the party is attacked, they will also
The party is toasted at the Forsaken Inn, and they If the party lets this scene play out read the
wonder what is happening in Bafsted. following:
If they have not done so yet this would be a good If the party accepts the job, they can move to the
time for the members of the party to introduce next scene. If not, then the adventure stops here.
themselves. At a minimum they should give a
physical description of themselves, their race, and Rymen Butterburr Owner of the Prancing Pony
if they wish, any orders to which they belong. in Bree (also known as Old Butterburr)
The rumors of trouble seem to be even nearer Attributes: Bearing 8 (+1), Nimbleness 6 (+0),
than they seemed yesterday. Over the last few Perception 11 (+2), Strength 7 (+1), Vitality 8 (+1),
weeks there have been raids on the Old east- Wits 10 (+2)
West Road. A few farmers coming into town to
Burt is short, balding and heavy set. He seems No one has seen these attackers. Normally all
to be in a perpetual foul mood. Or maybe that of the people in the wagons are killed.
is just the influence of Hal.
Last week Bill Culver saw trolls on the East-
The trip out to the Forsaken Inn takes all day. This West road out past Staddle. Three nasty looking
is interrupted by Hal jumping at every shadow. ones, they was!.
From time to time he will shoot an arrow into a
particularly vicious looking bush. He will jump off Let the players interact with the two drivers as they
of the wagon and retrieve his arrow and climb back wish. When this has ended you can tell the party
on the wagon. Burt seems to be somewhat the following.
immune to the young man, but every once in a
while he will utter what seems to be the only word At about 3 in the afternoon, you come across
he knows, Shaddup! the remains of a recent attack. A small burned
out wagon lays off to the side of the road. The
The stats for the two drivers are as follows: attack was at least yesterday, because the
ashes are cold.
Hal Fife Drover/Coward
The party can barge in or knock on the house. All the party can get out of him are the words, to
Either way they will find out that the farmers (father the north and Save him. If the party looks
and son) came across Dronic in the fields north of though his pockets they will find a crude map.
the house. The recognized him as the minstrel (Narrators Aid #1 and Player handout #1).
that played at the Inn and decided to se if they What has happened here is that Dronic has been
could get some money from Tom Ivybush to return searching the outlying farms for Seth Sandybanks.
him. He does this during the day and at night does the
entertainment at the Forsaken Inn.
Only under duress will they tell why they wanted
the money. They will let Vann, Sharis sister, think This morning he came across a group of Noldor
they were trying to get ale money. The truth is they Exiles. Looking to expand his knowledge of them
were getting money to flee to Bree and begin a he asked to join them. They consented and he
new life. followed them. He discovered that this group was
following one of their members, Valdor, looking for
Bill Cornflower, the farmer, will try to get the money a necklace. The stones in the necklace were made
from the party. He will tell of how they found and in Valinor in the First Age.
cared for Dronic. All the time Vanna will keep up a
stream of insults to her husband. Bill will settle for They were attacked by goblins outside of a cave
40 silver pennies (30 if Vanna is not hearing the complex. Dronic slipped and struck his head. He
transaction). is suffering from a concussion and is quite
incoherent. When he came to, the battle had
If a party member tries to calm down Vanna they moved on. He is fearful for Valdor, but knew he
can do it by telling her they love the delicious was in no shape to help him.
smell, coming from her cooking. She will then
become the happy Homemaker. She will insist He decided to return to the Forsaken Inn to get
that the party member sample her specialty, help. As he did so Bill and Ian Cornflower found
Haggis. him in a potato patch.
If the party member samples the Haggis they must Bill Cornflower Local Farmer
then make a test verses poison. The rules for
handling poisons are found on page 246 of the Attributes: Bearing 6 (+/-0), Nimbleness 6 (+/-0),
Core rules. This is an ingested poison with an Perception 7 (+/-0), Strength 9 (+1), Vitality 8 (+1),
immediate effect. The stamina test is against a Wits 6 (+/-0)
TN10. If the character fails they will be ill for 4 Reactions: Stamina +1, Swiftness +0, Willpower
hours. During their illness they are at 2 to all +/-0, Wisdom +/-0
rolls. If they fail exceptionally, they must run to the HEALTH: 9
door or vomit in the middle of the farmhouse. DEFENSE: 10
Skills: Armed Combat: Clubs (Club) +3, Craft:
Bill will allow the party to leave with Dronic even if Sheep Ranching +4, Jump +1, Observe (Hear) +2,
they do not pay. Bill does not want to kidnap Observe (Spot) +2, Run +2
Dronic, he only wishes to leave Vanna. Any
threats of violence will result in Bill screaming to Bill is a poor farmer that lives just north of Th
take the man. Of course, he will spread the tale Forsaken Inn. The bane of his life is his wife,
and many in the area will look on the character(s) Vanna.
with distain. This will result in a 1 renowned
penalty on any Social interaction tests in the area Ian Cornflower Local Farmer
around the Forsaken Inn.
Attributes: Bearing 6 (+/-0), Nimbleness 6 (+/-0),
This is Dronic Heathertoes, the minstrel that Tom Perception 7 (+/-0), Strength 9 (+1), Vitality 8 (+1),
has hired to enterntain his customers. But Dronic Wits 6 (+/-0)
Vanna Cornflower Wife of Bill Cornflower and Once they pass all he can say is
local shrew Donteatthe Haggis!
Attributes: Bearing 6 (+/-0), Nimbleness 6 (+/-0), This is Dronic Heathertoes, the minstrel that Tom
Perception 7 (+/-0), Strength 6 (+/-0), Vitality 6 (+/- has hired to enterntain his customers. Any
0), Wits 6 (+/-0) characters that have played the module Bad
Reactions: Stamina +1, Swiftness +0, Willpower Times in Bafsted, they can make a normal
+/-0, Wisdom +/-0 Memory check (this is a check at TN10, adding the
HEALTH: 7 Wits modifier to the roll) to see if they recognize
DEFENSE: 10 him. But Dronic is here for his own reasons. He
Skills: Armed Combat: Clubs (Frying Pan) +1, has been looking around the farms in the
Craft: Sheep Ranching +4, Jump +1, Observe surrounding area and was jumped earlier in the
(Hear) +2, Observe (Spot) +2, Run +2 night. He escaped, but did see a running battle
between some elves and goblins to the north.
Vanna is the wife of Bill Cornflower. She is a hatful
and spiteful woman. She married Cornflower All the party can get out of him are the words, to
because he was the only person near her age that the north and Save him. If the party looks
asked. She hates her sister, Shara, who is though his pockets they will find a crude map.
married to Tom Ivybush. Since tome married (Narrators Aid #1 and Player Handout #1).
Shara and not her, Vanna has made Bills life a
living hell. What has happened here is that Dronic has been
searching the outlying farms for Seth Sandybanks.
Dronic (Heathertoes) Down and out Minstrel He does this during the day and at night does the
entertainment at the Forsaken Inn.
Attributes: Bearing 9 (+1), Nimbleness 7 (+/-0),
Perception 7 (+/-0), Strength 7 (+/-0), Vitality 8 This morning he came across a group of Noldor
(+1), Wits 8 (+1) Exiles. Looking to expand his knowledge of them
Reactions: Stamina +1, Swiftness +0, Willpower he asked to join them. They consented and he
+/-0, Wisdom +/-0 followed them. He discovered that this group was
HEALTH: 9 following one of their members, Valdor, looking for
DEFENSE: 10 a necklace. The stones in the necklace were made
Skills: Armed Combat: Blades (Dagger) +2, in Valinor in the First Age.
Perform (Sing) +6, Perform (Tale Telling) +5,
Jump +1, Observe (Hear) +2, Observe (Spot) +2, They were attacked by goblins outside of a cave
Ride: Horse +4, Run +2 complex. Dronic slipped and struck his head. He
is suffering from a concussion and is quite
Scene Four Just a Late incoherent. When he came to, the battle had
moved on. He is fearful for Valdor, but knew he
Minstrel, Period was in no shape to help him.
If the party rescued Dronic at the Cornflower farm He decided to return to the Forsaken Inn to get
this scene is skipped. help. As he did so, Bill and Ian Cornflower found
him in a potato patch. In an attempt to make
Tom and Shara will take the injured Minstrel If the party continues north they will find the track
upstairs to recover. ends a few miles north of the crossroads. This will
take them almost 2 hours to get from the
Dronic (Heathertoes) Down and out Minstrel crossroads to the end of the track and back.
As you approach you can easily see that this If the party has a light source they can try to track
entrance is not natural. In the far past then the goblins. A successful Tracking test (TN10)
were probably doorposts on either side of the shows that the goblins have passed down the main
entrance. But all that is left is a stub of the one corridor and left this passage alone. If they do not
that was on the right side of the door. have a light source they can try to track by feel, but
this is almost impossible (TN25). They can try to
track by scent, and this lowers the difficulty to a
If the party wishes to track around the entrance
reasonable level (TN10).
they can easily see many goblin tracks entering
and leaving the cave (TN 5). Looking around the
If the enter the right hand passage read the
entryway you will find the remains of several
following passage.
goblins tossed into the bushes on the left side of
the entrance. The bodies have been striped of
everything of value, but have not laid here more The right hand passage slopes slightly
than a day or two. A closer investigation might downward. It is smooth, but seems to twist
reveal that a party of elves entered the cave and turn as if the miners were following a vein
several days back. This is much harder to detect of ore. After 15 yards the passage makes a
due to the passage of so many goblins. But with a sharp turn and ends in a cave-in.
difficult tracking test (TN18), one can see prints off
to the side of the main track. If the party tries to investigate the cave-in there is a
change that they disturb the ceiling and walls.
Every time the move some of the debris there is a
chance that another cavein happens. This
chance is 10% (a 12 on 2d6) with increasing
Scene Nine - Into the Tunnels percentage as each piece of rubble is moved.
This is represented by adding one to the die roll for
You look into the cave and see that it is each piece of rubble moved (the first piece is +1,
actually an old mine. But the floor shows that then +2, etc until the number of 12 is reached).
it has been time out of mind since this was Each time a piece of rubble is moved the party can
worked. Over five inches of dirt and dust have hear creaking and groaning as the walls shift.
blown into the tunnel and now lay on the floor.
If the party escapes the right hand passage, or If there is a cave-in all characters in a 2-yard
continues on and does not enter the side tunnel radius (up to all 6) will take 3d6+6 damage. They
read the following passage. may make a TN15 Swiftness test to reduce this
damage by half. If the character takes damage
As you continue down the main passage there they must make a TN10 Stamina test or fall
is and opening to the left. This is 3 yards from unconscious for 2d6 minutes.
the right hand side passage.
Conclusion II (Party gives Bali bows and lays back. He is too spent to argue
the necklace to Valdor) and knows that trying to take the Necklace by force
is something beyond his power.
If the party bypassed Valdor on their way to get the
goblins that escaped them at the battle, have then You return to the Forsaken Inn. Here you tell
meet up with him on the way out. Letting a party your tale, and it is confirmed by Bali. Over the
member hear Elvish down the branch of the tunnel next few days it seems that the attacks on the
they did not go in, or even having Valdor crawl to road have stopped. You are treated like
the tunnel intersection could accomplish this task. heroes. Dronic Heathertoes even makes up a
Once the party meets up with him, have them go song about it. But for you it is nice to rest for
through Scene Eleven To the Left. now.
You exit the foul tunnel complex and feel the The End
sun once again on your face. The battle has
exhausted you and left you weak. A quick
search for the escaping hobbit proves nothing.
Conclusion III (Party keeps
the Necklace of the Noldor)
Valdor is very weak and needs support just to
walk. You move from the cave entrance to the If the party bypassed Valdor on their way to get the
draw where Bali waits for you. goblins that escaped them at the battle, have then
meet up with him on the way out. Letting a party
Bali looks with suspicion at the Elf. He then member hear Elvish down the branch of the tunnel
turns to the party. Hail, have you found the they did not go in, or even having Valdor crawl to
Artifact? I am ready to reward you for its the tunnel intersection could accomplish this task.
recovery. Once the party meets up with him, have them go
through Scene Eleven To the Left.
Valdor stands shakily and says, Wait, the
jewels in the necklace were made by members You exit the foul tunnel complex and feel the
of my house in Valinor. The piece should go to sun once again on your face. The battle has
me to restore it to my family. exhausted you and left you weak. A quick
search for the escaping hobbit proves nothing.
This starts a bidding war between the two
adventurers. Both sides want a peaceful outcome Valdor is very weak and needs support just to
of the conflict. Once a party is chosen the others walk. You move from the cave entrance to the
will leave peacefully. draw where Bali waits for you.
After you chose Valdor read or paraphrase the Bali looks with suspicion at the Elf. He then
following: turns to the party. Hail, have you found the
Both Bali and Valdor lay back on the grass. They Scene Nine
are too spent to argue and know that trying to take Overcome Lothan and his minions 130 xp
the Necklace by force is something beyond their
power. Total experience for objectives 300 xp
Discretionary roleplaying award 0-50 xp
You return to the Forsaken Inn. Here you tell
your tale, omitting the part of the Necklace, Total possible experience 350 xp
because you are afraid it could be stolen.
Without confirmation the farmers seem
reluctant to accept your word. But as a few
day pass it seems that the attacks on the road
have actually stopped. You receive some Treasure Summary
grudging thanks. Why can you not stop Player characters may keep items from the
thinking of the Necklace in the bottom of your scenario that are listed on the treasure list below or
pack, well that is for another time. which meet the following conditions:
Scene Two
Twelve (12) silver pennies
A broach with a mounted blue stone, worth 15
silver pennies
Scene Six
Maximum of six wolf hides, if sold to the
hamlets tanner these are worth 60 copper
pennies.
Scene Nine
Axe, Battle worth 9 SP, 3 sp
Dagger - worth 7 SP, 3 sp
Conclusion
Maximum of thirty (30) silver pennies from
Brontus Bellweather for freeing the hamlet
form the wolf menace.
Thirty (30) silver pennies found in Lothan
Brooktoes desk.
Note:
The chamber in the upper right is dimensioned as 30 yards long by 20 yards wide.
Attributes: Bearing 8 (+1), Nimbleness 6 (+0), Perception 11 (+2), Strength 7 (+1), Vitality 8 (+1), Wits 10
(+2)
Reactions: Stamina +1, Swiftness +2, Willpower +4, Wisdom +2
HEATH: 9
DEFENSE: 10
Skills: Appraise (Customers, Beer, Pipeweed) +3, Craft: Innkeeping +8, Craft: Brewing +6, Craft: Cooking
+3, Debate (Bargain) +3, Games +3, Inquire (Converse) +2, Language: Westron +5, Lore: Local Gossip &
Lore +4, Lore: Realms (Breelands, Shire) +5, Lore: History (Breelands, Shire) +5, Lore: Famous Inns +2,
Observe (Listen) +2, Perform +4, Persuade +2, Ride +2, Run +1, Teamster +2, Unarmed Combat:
Wrestling +2
The owner of the Prancing Pony is Rymen Butterburr, who most just call Old Butterburr since his son
Othan started working there too. He is a serious man with graying hair and a salt-and-pepper mustache.
He stands nearly a head shorter than most of his customers, and he's developed a considerable paunch
from taste-testing too many batches of beer. The man is soft-spoken but commands respect and rarely
has to raise his voice to be heard in the Common Room of the Prancing Pony.
Attributes: Bearing 6 (+/-0), Nimbleness 9 (+1), Perception 6 (+/-0), Strength 6 (+/-0), Vitality 9 (+1), Wits
12 (+3)
Reactions: Stamina +1, Swiftness +2, Willpower +3, Wisdom +3
HEALTH: 8
DEFENSE: 11
Skills: Armed Combat: Blades (Dagger) +2, Healing +3, Smithcraft +4, Jump +1, Observe (Hear) +2,
Observe (Spot) +2, Ranged Combat: Bows +2, Run +2
Hal is the younger of the two drovers that Old Butterburr hired to cart a shipment of ale to the Forsaken
Inn. He is a taller man (511), but rail thin. He is also extremely jumpy. He will look from side to side
nervously as he speaks to people. He also keeps up a constant stream of chatter as he goes about every
task. On the road he will jump at every sound and shoot arrows into various suspicious bushes.
Attributes: Bearing 6 (+/-0), Nimbleness 9 (+1), Perception 6 (+/-0), Strength 8 (+1), Vitality 9 (+1), Wits 6
(+/-0)
Reactions: Stamina +1, Swiftness +2, Willpower +3, Wisdom +3
HEALTH: 8
DEFENSE: 11
Skills: Armed Combat: Blades (Dagger) +2, Healing +3, Smithcraft +4, Jump +1, Observe (Hear) +2,
Observe (Spot) +2, Ranged Combat: Bows +2, Run +2
Burt is the older of the two drovers that Old Butterburr hired to cart a shipment of ale to the Forsaken Inn.
He is shorter than Hal (58), and heavier. While Hal is a chatterbox, Burt is a gloomy sort and rarely
speaks. When he does it is normally to cuff Hals head and to utter a single word Shaddap!.
Attributes: Bearing 8 (+1), Nimbleness 6 (+0), Perception 11 (+2), Strength 7 (+1), Vitality 8 (+1), Wits 10
(+2)
Reactions: Stamina +1, Swiftness +2, Willpower +4, Wisdom +2
HEATH: 9
DEFENSE: 10
Skills: Appraise (Customers, Beer) +3, Craft: Innkeeping +6, Craft: Brewing +4, Craft: Cooking +3, Debate
(Bargain) +3, Games +3, Inquire (Converse) +2, Language: Westron +5, Lore: Local Gossip & Lore +4,
Lore: Realms (Breelands, Shire) +5, Lore: History (Breelands, Shire) +5, Lore: Famous Inns +2, Observe
(Listen) +2, Perform +4, Persuade +2, Ride +2, Run +1, Teamster +2, Unarmed Combat: Wrestling +2
Tom Ivybush is the owner of the Forsaken Inn. He took over from his father 5 years ago when the older
man passed on. He is a tall man that might have some Dunedain blood in him. He runs the Inn with a
good-natured attitude. To him serving his customers comes first, and most of his customers are repeat
business. He is married to Shara, a tall slender woman with a bit of a hawk nose. They have been
married a few years, and have no children yet.
Attributes: Bearing 9 (+1), Nimbleness 9 (+1), Perception 6 (+/-0), Strength 12 (+3), Vitality 11 (+2), Wits
5 (+/-0)
Reactions: Stamina +3, Swiftness +1, Willpower +1, Wisdom +1
HEALTH: 14
DEFENSE: 11
Skills: Armed Combat: Axes (Battleaxe) +6, Armed Combat: Clubs (Hammer) +4, Healing +3, Smithcraft
(Armorsmith) +4, Smithcraft (Weaponsmith) +3, Smithcraft (Blacksmithing) +6, Jump +1, Observe (Hear)
+4, Observe (Spot) +4, Run +2
Doni Silverhand is a dwarven merchant that travels between the old dwarf mansions in the Blue Mountians
and the newer ones in the Iron Hills. He moves iron, steel, and other raw materials between the two
places. As such he stays in the Forsaken Inn at least once or twice a year. He is not a bad sort, but has a
tendency to pick on Elves when he can.
Attributes: Bearing 6 (+/-0), Nimbleness 6 (+/-0), Perception 7 (+/-0), Strength 9 (+1), Vitality 8 (+1), Wits
6 (+/-0)
Reactions: Stamina +1, Swiftness +0, Willpower +/-0, Wisdom +/-0
HEALTH: 9
DEFENSE: 10
Skills: Armed Combat: Clubs (Club) +3, Craft: Sheep Ranching +4, Jump +1, Observe (Hear) +2,
Observe (Spot) +2, Run +2
Bill is a poor farmer that lives just north of The Forsaken Inn. The bane of his life is his wife, Vanna. They
have been married for seventeen years, and for sixteen Bill has looked for a way to get out. Bill is a lazy,
shiftless lay about, who would rather do anything besides work. His biggest problem with Vanna is that
she makes him work.
Attributes: Bearing 6 (+/-0), Nimbleness 6 (+/-0), Perception 7 (+/-0), Strength 9 (+1), Vitality 8 (+1), Wits
6 (+/-0)
Reactions: Stamina +1, Swiftness +0, Willpower +/-0, Wisdom +/-0
HEALTH: 9
DEFENSE: 10
Ian is the son of Bill Cornflower. He is 17 years old. He lives in fear of his mother and would do most
anything to get out of the hamlet around the Forsaken Inn. Ian is not a bad fellow and would be much
better off away from his parents. He longs for the day he can run away and never come back. All he lacks
is the money and courage to do it.
Attributes: Bearing 6 (+/-0), Nimbleness 6 (+/-0), Perception 7 (+/-0), Strength 6 (+/-0), Vitality 6 (+/-0),
Wits 6 (+/-0)
Reactions: Stamina +1, Swiftness +0, Willpower +/-0, Wisdom +/-0
HEALTH: 7
DEFENSE: 10
Skills: Armed Combat: Clubs (Frying Pan) +1, Craft: Sheep Ranching +4, Jump +1, Observe (Hear) +2,
Observe (Spot) +2, Run +2
Vanna is the wife of Bill Cornflower. She is a hatful and spiteful woman. She married Cornflower because
he was the only person near her age that asked. She hates her sister, Shara, who is married to Tom
Ivybush. Since Tom married Shara and not her, Vanna has made Bills life a living hell. But it was not any
better than that before then. She heaps ridicule on both her husband and her son. She is one of the
worse cooks in the county, but thinks she is a culinary gift to the world. He haggis is just this side of fatal.
Attributes: Bearing 9 (+1), Nimbleness 7 (+/-0), Perception 7 (+/-0), Strength 7 (+/-0), Vitality 8 (+1), Wits
8 (+1)
Reactions: Stamina +1, Swiftness +0, Willpower +/-0, Wisdom +/-0
HEALTH: 9
DEFENSE: 10
Skills: Armed Combat: Blades (Dagger) +2, Perform (Sing) +6, Perform (Tale Telling) +5, Jump +1,
Observe (Hear) +2, Observe (Spot) +2, Ride: Horse +4, Run +2
Dronic is the nephew of Harv Heathertoes from Bafsted. His parents died some years before in the town
of Straddle. He set out to make his fortune as a Minstrel. He proved to be a very good minstrel, but a
very bad businessman. After a few years on the road, broke, and down on his luck he traveled to the
hamlet of Bafsted.
His uncle welcomed him and gave him a job performing at the Inn. Dronic considered these folks to be
backcountry rubes and looked down on them. He decided to teach then a lesson, and joined a card
game run by the son of a local rancher, Tessfeld Grondman. At first he won several large hand, but was
soon loosing more and more to Tessfeld. To cover his debts Dronic stole 5 Gold Pieces from his uncle to
cover his debts. This was as an excuse by an evil person in town to rid himself of a hobbit named Seth
Sandybanks. (See Bad Times in Bafsted)
Dronic left Bafsted after confessing and has been searching for Seth Sandybanks ever since. He came
here looking for him and has become embroiled in a plot to stop shipment too and from Bree.
Attributes: Bearing 9 (+1), Nimbleness 9 (+1), Perception 6 (+/-0), Strength 12 (+3), Vitality 11 (+2), Wits
5 (+/-0)
Reactions: Stamina +3, Swiftness +1, Willpower +1, Wisdom +1
HEALTH: 14
DEFENSE: 11
Kali is a younger dwarf of 80 years. He is a red haired and has a solid disposition. He is the third son of a
well-known craftsman. Since his chance of inheriting anything from the estate was slim, he chose a life of
adventure. Over the last 5 years he has made the trip between the Iron Hill and the Blue Mountains as a
part of Doni Silverhands caravan. This year he took a few days off to check out something he had
learned while wintering over in the Blue Mountains. He learned of a practice piece for the fabled
Nauglamir. It was rumored to have been in the possesion of a dwarf who founded a silver mine in the
area of the Weather Hills.
Attributes: Bearing 9 (+1), Nimbleness 9 (+1), Perception 6 (+/-0), Strength 12 (+3), Vitality 11 (+2), Wits
5 (+/-0)
Reactions: Stamina +3, Swiftness +1, Willpower +1, Wisdom +1
HEALTH: 14
DEFENSE: 11
Skills: Armed Combat: Axes (Battleaxe) +6, Armed Combat: Clubs (Hammer) +4, Healing +3, Smithcraft
(Armorsmith) +4, Smithcraft (Weaponsmith) +3, Smithcraft (Blacksmithing) +6, Jump +1, Observe (Hear)
+4, Observe (Spot) +4, Run +2
Valdor is part of one of the few remaining Wandering Companies. He was born in Erigon around the time
the Rings of Power were forged. His father and mother were killed during the ensuing war with Sauron.
He lived in Imladris for most of his life, and has only been wandering Middle Earth for the last 200 years.
To date he has yet to see the Sea.
He is now looking for a Heirloom of his House. He was born to the son of Celbrimbor, the forger of the
Elven Rings. He thinks if he can return this to his House many will see there are still good things to do in
Middle Earth and stop fleeing to the Havens.
Tactics: The goblins are there to take out the Dwarves. They are broken out into ground units supported
by archery. The ground pounders will keep attacking until they are all slain. They recently ran from a
battle with some Elves in the Tunnels and are afraid of what Lothan will do if they fail again.
The archers feel they are the elite force. The ground pounders are there to cover their escape if
necessary. They will concentrate fire on whoever looks to be the biggest threat. If a number of them fall
the rest will break and run to the Tunnels.
Attributes: Bearing 8 (+1), Nimbleness 10 (+1), Perception 6 (+/-0), Strength 12 (+3), Vitality 10 (+2), Wits
5 (+/-0)
Reactions: Stamina +3, Swiftness +1, Willpower +1, Wisdom +1
HEALTH: 14
DEFENSE: 11
Skills: Armed Combat: Axes (Battleaxe) +5, Armed Combat: Blades (Scimitar) +4, Healing +3,
Smithcraft +4, Jump +1, Observe (Hear) +2, Observe (Spot) +2, Run +2
Weapon Damage: 2d6+5
Attributes: Bearing 12 (+3), Nimbleness 7 (+/-0), Perception 6 (+/-0), Strength 6 (+/-0), Vitality 9 (+1), Wits
12 (+3)
Reactions: Stamina +1, Swiftness +2, Willpower +3, Wisdom +3
HEALTH: 8
DEFENSE: 10
Skills: Armed Combat: Axes (Battleaxe) +5, Armed Combat: Clubs (Hammer) +4, Healing +3, Smithcraft
+4, Jump +1, Observe (Hear) +2, Observe (Spot) +2, Run +2
Spells: Bladeshattering [S], Blast of Sorcery [S], Blinding Flash, Burning Sparks, Calling, Command [S]
Create Light, Dumbness [S], Evoke Fear [S], Farseeing, Lightning, Kindle Fire, Shadows and Phantoms
[S], Veiling Shadow [S], Voice of Command [S], Wizards Guise
Tactics:
As the combat begins the goblins will rush forward, covered by archery fire from their archers. Gruna will
choose the character that looks the most dangerous. If a character shows he is a Magician, on the third
round of combat Lothan will cut loose with a Lightning Bolt. He already has Shadows and Phantoms
running, this will cause him to become Winded. If it looks like the party is overcoming the goblins Lothan
will cast his last spell at the party member who is the most dangerous (the magician first, then the biggest
fighter). This will either be Forgetfulness or Lightning Bolt. After this he will flee out one of several
boltholes he has prepared. The goblins will fight to the death.
This scrap of paper found on Dronic Heathertoes, it is a very crude map of the area North west of the
Forsaken Inn.
This is a rough translation of the speech given by Lothan Brooktoes in the chamber.
And those that stand against us and Our Dark Master shall fall. Have we not
found the Shining Rocks? Have we not brought it here and hidden it from the
other bright shinings? Our Master is pleased, here in the Dark the thing shall stay
and it shall dim the world of Men a bit more. So be glad in your attacks and kill,
kill, kill!
May 21, 2941 I have received the latest group of goblins. By the Darkness these seem to be even more
stupid than those that followed Grukna. The leader a brute named Gruna started off by attacking Grukna.
I was able to stop it and get them to settle down.
May 25, 2941 I have sent Grukna ahead. I will return to Bafsted to carry out the will of my Master. I will
see Bellweather destroyed and all those who stand with him will die. All shall worship the Darkness that is
the Void. The Giver of Gifts shall make me the leader of Bafsted to carry out his will.
May 27, 2941 I will leave soon for Bafsted. None too soon for me!