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ARCHET
RUMOR With fewer than twenty or so cabins and
“There’s wolves... and then there’s wolves. The households built in along the southern boughs of
Chetwood’s an old forest, though mayhaps not as the Chetwood, the small and sleepy town of
great as the Mirkwood beyond the Misty Archet makes their living off of the forest that
Mountains. It’s always had its share of wolves – gives them Shelter. The first person they should
and when the times are lean or the weather hard, encounter is Fitch Talltree, the town’s Forrester
they’ll make trouble for us that live near the eaves and de-facto leader.
of the forest. But mark my words, there’s All the way from Bree and into Archet, your walk was
something foul and mysterious about the beasts uneventful – small, but maintained paths helped mark the
that have been prowling as of late. I heard there’s way, or elsewise you’d never have guessed there was a town
a warg, as tall as a Bull and twice as fierce, come here at the edge of the Wood. As you approach, you see a
down from the mountains to create his kingdom man dressed in rough leather armor nailing a notice to a post
here. We caught one of his lieutenants in a by the town’s gate.
hunter’s snare and were able to draw out the
beast’s name before the trapped thing snapped its The notice is a bounty for the head of the
own neck, trying to escape: Hrulfnir, the Bull.” Warg known as Hrulfnir – and the man nailing up
the notice is the Forrester himself. This is a fine
time to introduce the party with a Council
challenge against the Forrester.
OLD LORE
“Wolves were not always driven to evil – though
they have always been a violent race. But when a
pack gets taken over by one of those Shadow-
touched wargs from the mountains, there’s no
telling what end of mischief and mayhem they
might cause. Wargs possess a low-cunning and a
hatred of men – sometimes they work with goblins
and their kind when it suits them, and when their
bellies grumble for the taste of man-flesh.”
v
FITCH TALLTREE, FORRESTER OF
ARCHET
Fitch Talltree is a tall, sturdy man. His father’s line
have all been Forresters of Archet and he took
over after his father died saving his life from a troll.
He is a serious, no-nonsense fellow with little time
LOCATIONS for pleasantries and formalities. His biggest
This series of adventures take place in and around priority is the protection of his town and he’s wary
the Chetwood, Archet, Bree, and the surrounding of strangers that bring ill-omens and bad news
areas. Because of the relative short distances from outside.
between locations, the party is not likely to get
drawn into many lengthy journey segments – so I
advise using shorter journeys and asking for a Hold it right there, if you please. I’m Forrester Talltree, and
check each day, to set the proper pacing and keep I protect Archet. I’ve not seen any of you around these parts
the players wary and weary of the dangers of this before – so you’ll be explaining yourselves and your presence
old woodland realm. here before you go another step. Well? Out with it!
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OVERVIEW
INTERACTIONS
Allow the players to be creative in their use of
skills to help plead their case before Talltree. All of
the examples on p 107 could be useful, but here
are some others that might also be effective:
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GOADED TO WAR
A TENSE NEGOTIATION
The local bandits, known as the Blackwolds, are
engaged in a heated debate with some wolves from
Hrulfnir’s fell pack. The two groups have managed
to chase and tree a merchant that was along the
East Road on his way from Bree. The wolves want
to eat the man, but the bandits want him alive to COUNCIL OF WOLVES
be able to rob him again later. The players could If the players successfully track the Warg to its lair
rush in and start a combat – or they could cause – or if the Warg stalks the Players through their
more mischief playing the sides against each other. failures – they will find themselves surrounded by
30 or more fierce wolves. Out from the crowd will
step Hrulfnir, speaking in a twisted, hateful tongue.
GOBLINS AND GUBBINS Set this up as a Council - the Warg wants to
The Blackwolds have been getting supplies from destroy Archet and the heroes – but he will
some “Friends” up north. A handful of goblins entertain parley with the party if they are clever
and orcs are trudging through the wood pulling a and strong. He will not let the players escape
cart covered with a tarp to disguise their cargo. without them making some sort of precious
Inside the cart is a shipment of foul, dangerous sacrifice – or without afight. He’d accept a trial of
weapons meant to help the Blackwolds in their bid combat in accordance with the laws of the pack –
to overrun Archet – it’d be a real shame if the cart single combat, wolf vs. player – winner would live,
never arrived. the loser would die.
If single-combat is taken, encourage the other
players to come up with ways of supporting their
friend – and allow them to spend hope and actions
during the combat that set up their friend for
success, but punish Sauron’s and failures harshly.
For Hrulfnir, I used the stats of a Wolf
Chieftan, but gave him 2 wounds before he passed
and hideous strength. I also allowed the wolves
surrounding the combat to howl and sing terrible
songs that helped Hrulfnir recover hate points, to
make the fight a bit more dangerous – and allowed
the players a chance to do similar for their friend.
HUNTERS, HUNTED
Sometime during their hunting and tracking the
wolves, the party’s lookout notices that they’re
being stalked. A successful AWARENESS check
will thwart the ambush and set the party aware
before the strike comes. Either way, 2 wolves per
party member come at them and try to deal with
the heroes quickly. If the battle goes badly, the
wolves will retreat to tell Hrulfnir of their failure –
which will enrage the warg into attacking Archet
directly.