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The Ruins at Deadmans Dike

Joe Mandala, July 2002

Introduction
Deadmans Dike is the common name for the ruins of Fornost Erain. Fornost was the
military capital of Arthedain during the long and brutal wars with Angmar. When it was
overrun and destroyed by the Witch King in Third Age 1974, the evil sorcerer cursed the
ruins and caused them to become haunted. The Witch King was then destroyed by a
comined army of the remnants of the Arthedanian military, Elves from Lindon, and a
large force from Gondor. This is all a thousand years before our present story, which
occurs in T.A. 2989, the same year that Balin re-enters Moria.
Surrounding Fornost were many small keeps and manors belonging to the Greater and
Lesser Houses of Arthedain. These were also overrun in the Witch Kings initial victory,
and many were subsequently haunted just as the city was. Many of these manors were
defended to the last by their inhabitants, and many of the landowners were able to hide
their treasures before being overtaken. Our story takes place in one of these Manors, to
the south of Fornost Erain (Deadmans Dike).

The Story
North of Bree lived an old Hermit, who many in the area thought a bit daft. He was, in
fact, the last heir of a Lesser House of Arthedain. Once a member of the Rangers of the
North, he had decided to spend his time studying the history of the kingdom, and has
written many scrolls about it. At the time of our story, he has died, but had given a map
of his familys estate to an old friend of his a farmer in Bree. Now the old farmer has
passed on, giving the map to his grandson (Harry Milkvine). He told Harry it was an old
treasure map, and the young man has decided to go treasure hunting. Harry didnt keep
his map a secret, and had soon gathered a group of people to accompany him on his
venture folks from in and around Bree.
NOTE: If there are not enough players for the characters, then Tom, followed by Rory, and then Darim
can be omitted. No others should be omitted. It would be preferable to have them run as NPCs.

Meanwhile, the Rangers had heard of this map, and have decided to send along one of
their own one who is experienced in recovering old treasures, and knows much about
the history of Arthedain. This is the Ranger Feredir, who also has asked a Dwarf warrior
(Darim) to accompany them. Feredir has left Harry little choice in the matter, and Harry
was easily convinced to bring along the self-invited chaperone. This is mainly because
nobody in Bree really knows how to read Sindarin all that well, and the map is written in
this language. Feredir, being a Dunadan, knows Sindarin and is able to read the map
easily. The map is titled Keep at Little Hill and has two annotations on it. To the
northwest of the keep is stony land, and to the southeast is a barrow. The road to
Bree and Fornost Erain is also labeled.
At the old manor, things are a bit different than the map shows. The farmland is all
woods now, and the manor completely ruined. A group of Orcs from Angmar (a land
still infested with much evil) has come this far south in search of easy plunder. The
Rangers are as yet unaware of this small threat, but there is little chance that the Orcs
would make it far once the Rangers know of them. The orcs have encamped themselves
in a cave near the manor. They have approached the manor, but are afraid to enter, for
they can sense that there is something more powerful than themselves there.

In fact, the manor is haunted by a minor wight, who is tied to both the long-dessicated
body of the manors former owner, and the cache of weapons and treasure hidden there.
The wight will assail the party if they discover and disturb either the bones or the
treasure. The orcs will not approach the manor, but if they notice the intruders they will
attack them on their way out.

Enemies
There are several potential enemies on this trip. The first is a member of the party, Bert
Cowleaf. Bert is somewhat of a ruffian, and may take advantage of any weakness in the
party to make off with what he can. Bert is not really that bad of a person, though, and
will relent if confronted (see character sheet for Bert). Things may get interesting just
before the party returns to Bree, however, as Berts henchmen will become a factor.
The natural dangers of the wilderness could also be considered an enemy. The party will
encounter a bear and her cub on the journey up. If they do something foolish they could
very well have some serious trouble on their hands.
The orcs, of course, are the most obvious and normal of the enemies on this trip. They
are a small band (5 of them), and not terribly dangerous as the denizens of evil go. If
they manage an ambush, of course, things could get very bad very quickly for our heroes.
Finally, there is the wight which haunts the manor. This is a dangerous foe, and should
be described in a very spooky and creepy way (there are suggestions later). Wights can
only be affected by magical weapons (which none in the party will have until they disturb
the cache of treasure). They are, however, chased away by the sunlight. A successful
Willpower check against the wights Bearing will allow free actions one of which
should be to somehow expose the wight to sunlight. Fighting the thing is a dangerous
and likely futile course of action.

The Adventure
After getting themselves equipped, the party sets off north along the old Greenway (the
North Road). It will take them approximately 5 days to reach the manor.
As you travel north, the weather is pleasant and warm (but not hot). The trees sway
softly in the breeze, and you hear the sounds of the wilderness all around you birds and
small animals living their small lives. The old road is level and easy to travel, and you
make good time.
On the third day, however, something of interest occurs. As the party comes around a
bend in the road (which is overgrown and surrounded by stands of trees), they are
confronted by a large and surprised bear.
As your round a bend in the road, you are surprised to see a large bear in the center of
your path. The bear also seems a bit surprised, and rears itself up, roaring a challenge.
It is a large bear, and seems not the least bit intimidated by your presence. It shuffles
forward a bit, refusing to back away.

Have the players make Observe:spot rolls with a TN of 10. If anyone succeeds, they will
see a cub standing off to the side of the road on the right. The mother bear will insert
herself between the party and the cub. If the party simply goes around the bears on the
side opposite the cub, they will have no problem (have them make a Lore: Fauna roll
with a TN of only 5 to realize this if they dont on their own).

Black Bear
Attributes
Bearing 7 (+0), Nimbleness 9 (+1), Perception 10 (+2), Strength 11 (+2), Vitality 10 (+2), Wits 2 (-2).
Reactions
Stamina +2, Swiftness +2, Willpower +0, Wisdom +0
Skills
A.Combat: Fangs +2, A.Combat: Claws +5, Indimidate: Fear (roar) +4, Observe: smell (+8), Run +3
Special Abilities
Fangs: the bear does 1d6+2 damage with its fangs, Claws: the bear does 1d6+3 damage with its claws
Health: 12

Following the encounter with the bear, the party makes it with little trouble to the area of
the Manor. Only Feredir has a good idea of exactly where theyre going he has been
through this area many times before. Turning east off of the Old North Road, the party
travels for the remainder of the fifth day before they spot the hill with its ruins crowning
it. Nearby is the ruined foundation of the inn that sat at these crossroads, and several
ruined buildings that are indistinguishable from the natural rocky outcroppings in the
area.
The hill upon which lie barely visible jumbled ruins pokes up through the treetops to your
east. The road youve been following is at this point little more than an unused track
that plunges down to the banks of a stream below. Just off the path are the ruined
foundations of a fairly large building completely overgrown and almost invisible. It is
growing darker, and as the sun sets in the west an eerie hush falls over the woods.
The party is only 1/8 of a mile or so from the ruins, but will need to camp here for the
night rather than risk crossing the stream in the dark. The night is unusually quiet, but
nothing really happens. The next morning when they awaken and make their trek to the
ruins, nothing interesting happens. They all get a bit wet crossing the stream, and Darim
(the Dwarf) is probably not all that happy. As they approach the top of the hill, they
notice that there dont seem to be any small animals around.
Approaching the top of the hill, you see scattered foundations and ruined buildings here
and there. You reach the sparsely wooded hilltop and you see the remains of a large
building which is half-surrounded by a monstrously overgrown hedge, and small building
just to its west which has a tree growing through the center of it. What once must have
been an impressive building is completely ruined. There are piles of stone all around,
and the only thing left of the keep is the foundation wall. The northwest and northeast
corners of the keep are the only areas where this wall is higher than two feet. You still
notice no small animals, and the hilltop seems strangely quiet.
There is nothing really of interest in the outbuilding, but nearby are the tracks of the orcs
who came to investigate when they arrived three days ago. Have Feredir make a Track

roll with a TN of 12. If he succeeds by 5, he will note that the tracks are three days old.
If he succeeds by 8, he will also note that there were 3 orcs, and that they turned
immediately around and left the hill going eastward. If he succeeds by 10 he will in
addition gather the information that they were joined by two other orcs at the bottom of
the hill before they left the area and that one of the orcs is larger than the rest.
If the party decides to track the orcs before entering the ruins, go to the Orcs section.
In the ruins of the keep, though, there is a trap door in the northwest corner buried under
rubble and overgrowth. Have the characters make Search rolls with a TN of 10 to find
the trapdoor. If they do not succeed, then give them hints that something seems not right
in the NW corner, and have them try again with a TN of 8.

THE RUINS
This trap door (or whats left of it) opens into the remnants of the first basement of the
old keep. When the characters open it, or even mess with it much at all, it will collapse,
spilling debris and rubble down a dark black hole.
As you stand over the hole, a strange mildewy smell wafts upward. The air is stale and
dank, and you cannot see far. There is a floor below around 10 down. As the trapped
air escapes, it makes a sighing, almost mournful, sound. Off in the far distance you hear
the howl of a wolf.
When the characters lower themselves into the hole and get some light down there, they
will see a fairly large room (around 50 on a side) strewn with rubble. The walls are
buckled and have collapsed in several places. The weight of the earth above seems to be
pressing down on the very air in the chamber. On the east and south wall are collapsed
doorways. A successful search roll (TN: 7) will reveal that the rubble in the south wall
almost completely covers a skeleton, and that there may be a way to clear some of the
rubble and get to what looks like a room beyond.
Buried under the rubble of the collapsed wall are the bones of a man. His belongings are
rotted away, but as you uncover the corpse you see that his helmet is intact and not even
rusted. He clutches in his right hand a long dagger, the blade of which is covered in
runes. You can see an empty space beyond the rubble perhaps a room beyond this one.
The helmet and dagger are magical. The helmet will increase the wearers Bearing by +1
while it is worn. The dagger is of Numenorian make, and gives its wielder a +1 Armed
Combat when used. It will also deal +2 damage to orcs, goblins, and their ilk. The party
would do well to safely inter this body before they leave the site so that the wight will not
return. The next room is small (15x15 or so), and better preserved than the first room.
Only the SE corner is collapsed, and beyond this rubble there is only more rubble. A
successful search roll (TN: 10) will reveal an alcove on the west wall some of the
stones meant to hide it are on the floor in small piles. Inside the alcove is a treasure
cache. There are two unblemished longswords (both give a +1 and are magical), a chain
shirt (which is also magical and will absorb 3 extra damage), two daggers identical to the
one the corpse was clutching, and a beautiful ring. The ring is the signet ring of this
manors House Seal. There are also two piles of metal one is an almost completely

corroded pile of silver (from which can be recovered around 10 silver pieces worth of
wealth), and a pile of gold coins (40 gold pieces of ancient Arthedainian mint). Soon
after the items are disturbed (minutes), things get very strange in the ruins (this affects the
entire basement area, but not the ruins above).
It suddenly seems darker in the room, as if the torchlight was coming from far off. You
begin hearing strange sounds as if shouts coming from far away, or maybe from up
above and other places in this basement. You hear the clanging of metal, and the
guttural voices of orcs. Screams of terror and pain are coming from all around you, and
the torches sputter and go out.
As the torch goes out, the wight will come forth and attempt to draw the characters into
the shadow realm. If it manages to touch them and draw them into slumber, they will
dream of the Angmarean assault on this keep. The wight will begin with those that are
nearest the treasure alcove, and work its way toward the trap door. There are two ways to
defeat the wight. If anyone makes it back to the entrance, they will notice that the trap
door is closed and seems to suddenly be in perfect shape. They are seeing the shadowrealm version of the door. All they need to do is open this door and light will come
streaming into the basement. The wight will wail and fade away when exposed to the
sunlight. The other way to defeat the wight is to battle it with the newly acquired magic
swords. This will not be easy in the dark.

Lesser Wight
Attributes
Bearing 11 (+2), Nimbleness 8 (+1), Perception 8 (+1), Strength 10 (+2), Vitality 8 (+1), Wits 7 (+0)
Reactions
Stamina +2, Swiftness +1, Willpower +2, Wisdom +2
Skills
A.Combat: longsword +5, Indimidate: Fear +5, Observe:spot +4, Stealth: hide +7
Special Abilities
BURNED BY DAYLIGHT: exposed to sunlight causes 2d6 damage every round
ICY TOUCH: every round of contact, victim loses 2 points of STR and VIT, when either reaches zero,
victim is unconscious for 2d6x10 minutes recover 1 in each attribute every 10 minutes
SPELLS: see book (p 294?)
Health: 13

After (hopefully) defeating the wight and resting a bit, the party can choose to track down
the orcs. This might also happen before they even enter the ruins.

THE ORCS
The orcs should be a relatively simple challenge after the horror of the wight. There are 5
of them, and they are all fairly identical except for their leader. They have made their
temporary home in a cave to the east of the ruins, and should be relatively easy to track
there (TN: 5). If the characters arrive there during they day, the orcs will not come out to
fight in the sunlight. They will remain in the back of the cave (which is protected from
the sun). If the characters enter, there will be a short and bloody fight. The orcs hold no
treasure, and only have the standard orcish trappings, which are usless to the characters
and worth nothing.

Orc Leader
Attributes
Bearing 8 (+1), Nimbleness 7 (+0), Perception 8 (+1), Strength 10 (+2), Vitality 10 (+2), Wits 8 (+1)
Reactions
Stamina +2, Swiftness +1, Willpower +1, Wisdom +1
Skills
A.Combat: scimitar +6, Indimidate: fear +4, Observe: spot +5, R.Combat: shortbow +3
Run +3, Stealth: sneak +4, Track:scent +1
Health: 12

Orcs (4)
Attributes
Bearing 6 (+0), Nimbleness 7 (+0), Perception 8 (+1), Strength 8 (+1), Vitality 8 (+1), Wits 5 (+0)
Reactions
Stamina +2, Swiftness +1, Willpower +0, Wisdom +0
Skills
A.Combat: scimitar +4, Intimidate: fear +2, Observe: spot +4, R.Combat: shortbow +2
Run +3, Stealth: sneak +4, Track:scent +1
Health: 9

If the characters do not track the orcs down and kill them, then the orcs will attempt to
ambush the characters near the ruins of the old inn (down by the stream) at night. That
would be a much more difficult fight.

THE TRIP HOME, CONCLUSION


The trip home will be mostly uneventful, until they get near Bree. There they will be
confronted by Berts ruffians. They will not fight, but will only demand that they turn
over the treasure. If the party attacks them, they will flee (and Feredir will hold the PCs
back if this happens). If the party refuses, they will strut a bit, then give up. They really
dont want to fight Feredir and Darim, as heavily armed and armored as they are. If they
are shamed they will be conspicuously absent when the party returns to Bree and
everyone turns out at the Prancing Pony to hear the story (and perhaps a song composed
by Tom).
Feredir will ask Harry to let him have the magical items, but will not want any of the
money. If Harry doesnt want to give up the weapons, then Feredir will ask for at least
the two (or even one) longswords but he will not insist. Some moral pressure should be
placed on Harry (and the others) for this, since Feredir wants them for the fight against
the Enemy.
Willie (the innkeep and Rorys boss) will be happy to see Rory, and will want to put him
back to work as soon as possible. Harrys father will be happy to see him, but will want
to know what he gained from the adventure. Tom will no doubt immediately start
singing to the crowd. Depending on the denoument of the adventure, Bert will probably
not be present. Feredir will quietly slip out of the crowd and disappear. Darim will
likely get ready to leave Bree and head back to the Blue Mountains within a day or two.
The townsfolk will be amazed at the stories and want to hear them over and over again.
They will be the topic of conversation for some time, and eventually the stories will
become a small local legend.

Appendix A
Maps

Appendix B
Characters

Bert Cowleaf
Race:: Man of Bree (Middle Man)
Racial Abilities::
Adaptable: +2 Stamina
The Dominion of Man: extra point of Courage
Skilled: +2 Legerdemain: open locks
Attributes::
Bearing 10 (+2)
Nimbleness 12 (+3)
Perception 9 (+1)
Reactions::
Stamina +4
Swiftness +3
Order:: Rogue

Strength 10 (+2)
Vitality 10 (+2)
Wits 9 (+1)
Willpower +2
Wisdom +2

Order Abilities::
Lurking in Shadows: +5 instead of +3 when use courage on stealth
Advancements:: 3

Skills::

SKILL

TEST
CATEGORY

ATTRIBUTE

ATTRIBUTE
MODIFIER

SKILL
RANK

MISC.
MODIFIER

TOTAL
BONUS

Craft: Farming
Debate: Bargain
Games: Wrestling
Run
Appraise: Crops
A.Combat: shortsword
Climb
Conceal: treasure
Inquire: Converse
Jump
Legerdemain: open lock
Observe: Spot
Stealth: Hide
Stealth: Sneak
Stealth: Surveil
Stealth: Shadow
R.Combat: throw knife
Search
Survival: Forests

Physical
Social
Physical
Physical
Academic
Physical
Physical
Physical
Social
Physical
Physical
Physical
Physical
Physical
Physical
Physical
Physical
Physical
Physical

Nimbleness
Wits
Nimbleness
Strength
Wits
Nimbleness
Strength
Wits
Bearing
Strength
Nimbleness
Perception
Nimbleness
Nimbleness
Nimbleness
Nimbleness
Nimbleness
Perception
Perception

+3
+1
+1
+2
+1
+3
+2
+1
+2
+2
+3
+1
+3
+3
+3
+3
+3
+1
+1

+2
+1
+1
+1
+1
+3
+2
+2
+1
+2
+3
+2
+3
+2
+2
+1
+4
+3
+1

+0
+0
+0
+0
+0
+0
+0
+1
+0
+0
+1
+0
+1
+1
+1
+1
+0
+0
+0

+5
+2
+2
+3
+2
+6
+4
+4
+3
+4
+7
+3
+7
+6
+6
+5
+7
+4
+2

Edges::
Friends: +4 to Inquire tests in Bree
Furtive: +1 to Conceal, Legerdemain, and Stealth tests
Wary: +3 to swiftness tests involving initiative
Flaws::
Health:: 12
Courage:: 4
Gear:: Shortsword, throwing knives (3), lock picks, bedroll, leather armor

Backstory: Bert has had a hard life. His father died while he was young, and he and
his mother (he was an only child) were turned out of the family farm and forced to live
with relatives. Bert took to stealing to help pay his way, and found that he was quite
good at it. He never has done anything big, but he leads what small underground there is
in Bree some ten or so disaffected men who find it easier to prey than to work. He has
ingratiated himself to Harry, and the nave young farmer looks up to Bert, thinking of
him as an experienced and world-wise person. If given an easy opportunity, Bert will
have no problem with making off with a goodly portion of the gain from the expedition.
He has instructed his ruffians to be waiting for them a little way outside of Bree in case of
trouble, though he doesnt plan any sort of ambush now that the Ranger Feredir is coming
along. Bert does not like Feredir, and Feredir mistrusts Bert.
Description: Bert has brown hair and eyes, and a face marked by scars of a fever he
had as a youngster. His normal expression is a scowl, and he rarely smiles. When he
does, it is a wolfish smile that generally makes the recipient a bit nervous. He is short
(just over 5 feet), but wiry and deceptively strong.
Notes:________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
Weapons:
Name

Shortsword
Throwing Knives

Ranges

Damage

Parry
Bonus

Size

Attack
Bonus

n/a
5/10/20/40

2d6+3
2d6+2

+0
+0

M
S

+6
+7

Wealth:
Copper pennies: ___
Silver pennies: ___ Silver pieces: ___
Gold pennies: ___ Gold pieces: ___
Health:
Healthy
Dazed
Injured
Wounded
Incapacitated

(-0)
(-1)
(-3)
(-5)
(-7)

___/12
___/12
___/12
___/12
___/12

Weariness:
Hale
Winded
Tired
Weary
Spent
Exhausted

(-0)
(-1)
(-2)
(-4)
(-8)
(**)

Darim
Race:: Dwarf of the Blue Mountains
Racial Abilities::
Animal Aversion: -2 ride and all other animal tests
Craftsmanship: +2 smithcraft and stonecraft
Firestarting: +2 to all survival test when starting a fire
Hardiness of Body: +2 to Stamina rolls to resist losing Weariness levels
Hardness of Mind: +2 to Willpower tests against intimidations and domination
Healthy: +6 to stamina or other tests against disease
Stout: though small, still have 5 wound levels

Attributes::
Bearing 7 (+0)
Nimbleness 7 (+0)
Perception 6 (+0)
Reactions::
Stamina +3
Swiftness +0
Order:: Warrior

Strength 12 (+3)
Vitality 11 (+2)
Wits 5 (+0)
Willpower +0
Wisdom +0

Order Abilities:: Favored weapon: Battleaxe, develops at 2x normal rate, but all other armed
combat weapons are at -4
Advancements:: 4

Skills::

SKILL

TEST
CATEGORY

ATTRIBUTE

ATTRIBUTE
MODIFIER

SKILL
RANK

MISC.
MODIFIER

TOTAL
BONUS

A.Combat: battleaxe
Smithcraft: armorsmith
Stonecraft: fortification
Survival: mountains
Language: Khuzdul
Language: Westron
Lore: Ered Luin Geog.
Intimidate: Fear
Observe: Spot
R.Combat: shortbow
Ride: ponies
Run
Siegecraft: Defence
U.Combat: brawling

Physical
Physical
Physical
Physical
Academic
Academic
Academic
Social
Physical
Physical
Physical
Physical
Physical
Physical

Nimbleness
Strength
Strength
Perception
Wits
Wits
Wits
Bearing
Perception
Nimbleness
Bearing
Strength
Wits
Nimbleness

+0
+3
+3
+0
+0
+0
+0
+0
+0
+0
+0
+3
+0
+0

+6
+2
+2
+1
+6
+6
+3
+4
+3
+6
+1
+2
+3
+2

+3
+2
+2
+0
+0
+0
+0
+0
+0
+0
-2
+0
+0
+0

+9
+7
+7
+1
+6
+6
+3
+4
+3
+6
-1
+5
+3
+2

Edges::
Weapon Mastery: +3 Armed Combat: Battleaxe
Hardy: Reduce all injury penalties by 2

Flaws:: None.
Health:: 14
Defense: 10
Courage:: 3
Gear:: Battle-axe, Dwarven chainmail, short horn bow, camping gear, pack pony,
knife, 50 rope, cooking gear, torches (3), tinderbox, armor repair tools

Backstory: Darim is a doughty warrior of the Blue Mountains. He is well-known


among his kin as a fierce warrior. He is returning there from Erebor after seeking news
of his cousin who traveled there on a trading expedition. His cousin never arrived, and it
is assumed that he was waylaid by orcs in the mountains. Darim was asked to
accompany the expedition to Deadmans Dike by the Ranger Feredir. He readily
assented when Feredir explained that there might be weapons against the Enemy in any
hidden cache that might be there. Darim has vengeance strongly in his mind. He
considers all of the companions useless except Feredir.
Description: Darim is, like all Dwarves, short and stocky. His bushy black beard is
not that long, for he is not a very old Dwarf. His beetling black eyes glare from beneath
bushy black brows. He wears a full hauberk of Dwarven chain armor, and a helmet of
strong steel. His battle-axe has seen much use, and he wears it lightly on his back.
Notes:________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
Weapons:
Name

Battle axe
Short bow

Ranges

Damage

Parry
Bonus

Size

Attack
Bonus

n/a
5/25/50/100

2d6+5
2d6+2

+0
n/a

M
n/a

+9
+6

Wealth:
Copper pennies: ___
Silver pennies: ___ Silver pieces: ___
Gold pennies: ___ Gold pieces: ___
Health:
Healthy
Dazed
Injured
Wounded
Incapacitated

(-0)
(-1)
(-3)
(-5)
(-7)

___/14
___/14
___/14
___/14
___/14

Weariness:
Hale
Winded
Tired
Weary
Spent
Exhausted

(-0)
(-1)
(-2)
(-4)
(-8)
(**)

Feredir
Race:: Man (Dunadan)
Racial Abilities::
Adaptable: +2 Swiftness
The Dominion of Man: extra point of Courage
Skilled: +2 Lore: Artifacts
Attributes::
Bearing 8 (+1)
Nimbleness 10 (+2)
Perception 8 (+1)
Reactions::
Stamina +3
Swiftness +4
Order:: Warrior/Ranger

Strength 10 (+2)
Vitality 12 (+3)
Wits 10 (+2)
Willpower +2
Wisdom +1

Order Abilities::
Evasion: dodge action gets 3 dice: keep highest two
Hard March: can travel through hills as though normal ground
Advancements:: 5

Skills::

SKILL

TEST
CATEGORY

ATTRIBUTE

ATTRIBUTE
MODIFIER

SKILL
RANK

MISC.
MODIFIER

TOTAL
BONUS

A.Combat: Longsword
R.Combat: Longbow
Stealth: Hide
Track: Humans
Stealth: Sneak
Healing: Treat Wounds
Observe: Spot
Ride: Horse
Climb
Survival: Forest
Stealth: Surveil
Swim
Weather-sense
Language: Westron
Language: Sindarin
Lore: Arthedain Geog.
Lore: Arthedain History
Lore: Artifacts

Physical
Physical
Physical
Physical
Physical
Physical
Physical
Physical
Physical
Physical
Physical
Physical
Physical
Academic
Academic
Academic
Academic
Academic

Nimbleness
Nimbleness
Nimbleness
Perception
Nimbleness
Wits
Perception
Bearing
Strength
Perception
Nimbleness
Strength
Perception
Wits
Wits
Wits
Wits
Wits

+2
+2
+2
+1
+2
+2
+1
+1
+2
+1
+2
+2
+1
+2
+2
+2
+2
+2

+6
+5
+2
+7
+5
+3
+3
+2
+2
+7
+2
+2
+2
+6
+6
+6
+5
+4

+0
+0
+0
+1
+0
+0
+0
+0
+0
+1
+0
+0
+1
+0
+0
+0
+0
+2

+8
+7
+4
+9
+7
+5
+4
+3
+4
+9
+4
+4
+4
+8
+8
+8
+7
+8

Edges::
Night-eyed: penalties for seeing in dark reduced from -5 to -3
Woodcrafty: +1 to all wilderness skills and stealth in wilderness
Travel-sense: never get lost in place youve been, and never lose N/S/E/W
Flaws:: None.
Health:: 14
Courage:: 6
Gear:: longbow, longsword, camping gear, pipe and weed, chain armor

Backstory: Feredir is somewhat of a specialist among the Rangers. He has long


been enamoured of ancient things especially those things that can be used as weapons
against the Enemy. Most of his time is spent searching throughout ancient Arthedain for
the Heirlooms of the Great Houses. He has heard of Harrys map, and has basically
invited himself along. He knows that they are traveling to the ruined manor of a minor
house of Arthedain, and also knows that this House did hold some weapons of worth that
were not recovered after Arthedains fall. He suspects that Bert is up to no good, but is
not interested in a confrontation. He has discovered that the old hermit who gave Harrys
grandfather the map was actually the only known heir of this minor House. He will
therefore not insist on claiming any of the treasure, but will request that Harry give him
anything useful against the Enemy to be used by the Rangers. Feredir requested that
Darim accompany them on the quest, because he respect Darims reputation and has
consulted with the Dwarves occasionally on matters dealing with the artifacts he hunts.
Description: Feredir has black hair and steel-grey eyes. He has a hard face, but not
an unhandsome one. He is tall and stern, much like the rest of his kin. His face and
hands hold many scars. He is not entirely dour and serious, however, as he is quick to
laugh at a good jest, and his laugh is deep and heartfelt. Those around him find it hard to
resist joining Feredir when he laughs good and well.
Notes:________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
Weapons:
Name

Longsword
Longbow

Ranges

Damage

Parry
Bonus

Size

Attack
Bonus

n/a
5/30/60/150

2d6+5
2d6+2

+1
n/a

M
n/a

+8
+7

Wealth:
Copper pennies: ___
Silver pennies: ___ Silver pieces: ___
Gold pennies: ___ Gold pieces: ___
Health:
Healthy
Dazed
Injured
Wounded
Incapacitated

(-0)
(-1)
(-3)
(-5)
(-7)

___/14
___/14
___/14
___/14
___/14

Weariness:
Hale
Winded
Tired
Weary
Spent
Exhausted

(-0)
(-1)
(-2)
(-4)
(-8)
(**)

Harry Milkvine
Race:: Man of Bree (Middle Man)
Racial Abilities::
Adaptable: +2 Swiftness
The Dominion of Man: extra point of Courage
Skilled: +1 Persuade, +1 Games:Wrestling
Attributes::
Bearing 8 (+1)
Nimbleness 9 (+1)
Perception 6 (+0)
Reactions::
Stamina +1
Swiftness +3
Order:: Craftsman (farmer)

Strength 7 (+0)
Vitality 7 (+0)
Wits 5 (+0)
Willpower -2
Wisdom +1

Order Abilities:: Place of Trade: 1d6 silver piece income per month from farm
Advancements:: 2

Skills::

SKILL

Appraise: fruit/veg.
Craft: Farming
Craft: Blacksmith
Games: Wrestling
Lore: Herbs
Lore: Breeland Flora
Pursuade: Fast Talk
Observe: Spot
Healing: Herbal
Ride: Horses
A.Combat: woodaxe
Language: Westron
Lore: Breeland Fauna
Lore: Breeland Myths
Weather-sense

TEST
CATEGORY

ATTRIBUTE

ATTRIBUTE
MODIFIER

SKILL
RANK

MISC.
MODIFIER

TOTAL
BONUS

Academic
Physical
Physical
Physical
Academic
Academic
Social
Physical
Physical
Physical
Physical
Academic
Academic
Academic
Physical

Wits
Nimbleness
Nimbleness
Nimbleness
Wits
Wits
Bearing
Perception
Wits
Bearing
Nimbleness
Wits
Wits
Wits
Perception

+0
+1
+1
+1
+0
+0
+1
+0
+0
+1
+1
+0
+0
+0
+0

+1
+4
+2
+2
+6
+1
+2
+2
+1
+1
+2
+6
+4
+1
+2

+0
+2
+2
+1
+0
+0
+1
+0
+0
+0
+0
+0
+0
+0
+1

+1
+7
+5
+4
+6
+1
+4
+2
+1
+2
+3
+6
+4
+1
+3

Edges::
Craftmaster: +2 to all Craft, Smithcraft, Stonecraft tests
Travel Sense: never get lost in area thats been visited, never lose N/S/E/W
Woodcrafty: +1 to all wilderness-based skills
Dodge: +3 Swiftness for Dodge actions
Flaws::
Weak-willed: -2 to Willpower Tests
Health:: 7
Defense: 11
Courage:: 4
Gear:: Wood axe, leather armor, billowy white shirt with leather vest, pallet, knife, 50
rope, old treasure map

Backstory: Harry Milkvine is the young son (21 years of age) of a local farmer who
lives just south of Bree. When his grandfather died just a few months ago, the old man
gave him what he claimed was a treasure map. Old Man Milkvine insisted that hed
gotten the map from a grizzled old hermit up nort summat, and nearn ta thDeadmns
Dike. Harrys father is convinced the old man was crazy, and heartily disapproves of
his sons plan to find the treasure revealed on the map especially because none of them
can read fancy lettersn all that ELVISH rubbish. Harry is a bit nave, and has made no
secret of his map, or of his plans to retrieve the treasure. He has gathered a group of
folks willing to help him (mostly from patrons of the Prancing Pony where his claims
were heard loudest after a good pint or so of ale), and plans to set out soon.
Description: Harry is a fairly non-descript young man. He doesnt really have the
strapping build his father does, and doesnt relish doing farm work for the rest of his
days. His hair is brown, as are his eyes. He has a distinctive scar running from the back
of his wrist to the inside of his elbow where he was kicked by a new-shod horse. He rubs
the scar when hes nervous or lying.
Notes:________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
Weapons:
Name

Ranges

Damage

Parry
Bonus

Size

Attack
Bonus

n/a
n/a

2d6+1
2d6+3

+0
+0

S
M

+1
+3

Skinning knife
Wood axe
Wealth:

Copper pennies: ___


Silver pennies: ___ Silver pieces: ___
Gold pennies: ___ Gold pieces: ___
Health:
Healthy
Dazed
Injured
Wounded
Incapacitated

(-0)
(-1)
(-3)
(-5)
(-7)

___/7
___/7
___/7
___/7
___/7

Weariness:
Hale
Winded
Tired
Weary
Spent
Exhausted

(-0)
(-1)
(-2)
(-4)
(-8)
(**)

Rory Hedgehill
Race:: Hobbit (Fallohide)
Racial Abilities:
Six Meals a Day: +3 to Craft:Cooking Skill
Small Folk: size is small, only 4 wound levels
Soft-footed: +4 to stealth tests, and any who track him get -2 penalty to track
Sure at the Mark: +2 Ranged Combat skill bonus
Tough as Old Tree Roots: +2 Willpower versus corruption
Attributes:
Bearing 11 (+2)
Strength 4 (+0)
Nimbleness 10 (+2)
Vitality 7 (+0)
Perception 8 (+1)
Wits 10 (+2)
Reactions:
Stamina +0
Willpower +2
Swiftness +2
Wisdom +1
Order:: Craftsman (Innkeeper)
Order Abilities:: Speedy Work: create item in required time if spend Courage point
Advancements:: 1

Skills::
SKILL

TEST
CATEGORY

ATTRIBUTE

ATTRIBUTE
MODIFIER

SKILL
RANK

MISC.
MODIFIER

TOTAL
BONUS

Games: Gambling
Debate: Bargain
Language: Westron
Lore: Breeland Geog.
Lore: family geneolog.
Lore: Breeland fauna
Lore: Breeland flora
Lore: Local Gossip
Lore: Breeland History
Appraise: alcohol
Craft: Innkeeping
Craft: Brewing
Craft: Cooking
Observe: Spot
Persuade: Charm
R.Combat: shortbow

Social
Social
Academic
Academic
Academic
Academic
Academic
Social
Academic
Academic
Social
Academic
Academic
Physical
Social
Physical

Wits
Wits
Wits
Wits
Wits
Wits
Wits
Wits
Wits
Wits
Bearing
Wits
Wits
Perception
Bearing
Nimbleness

+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
+1
+2
+2

+2
+2
+6
+6
+5
+6
+5
+2
+5
+2
+3
+2
+1
+1
+2
+1

+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+3
+2
+0
+2

+4
+4
+8
+8
+7
+8
+7
+4
+7
+4
+5
+4
+6
+4
+4
+5

Edges::
Friends (Bree) x2: +6 to Inquire tests in Bree
Ambidextrous: penalty for off-hand use reduced from -8 to -4
Keen-eyed: +2 to Observe:Spot tests
Curious: +5 bonus instead of +3 when using Courage point on Lore or Search test
Flaws:: None.
Health:: 8
Defense: 12
Courage:: 3
Gear:: Knife, Shortbow, Leather armor, Cooking gear, Pipe and weed, 50 rope, pallet

Backstory: Rory Hedgehill serves Willie Butterbur, the owner and proprietor of The
Prancing Pony Inn at Bree. He is quite an accomplished cook, specializing in creating
dishes for the Hobbit patrons at the Inn. He would much rather be a customer, however,
and can often be found enjoying a fine ale (or three) with those he is supposed to serve
(much to Willies annoyance). He is a great friend of Harry Milkvine, a young farmers
son from south of town. When Harry came to the Inn talking of a great adventure to
recover a huge pile of treasure, Rory was captivated mostly by the idea of having
enough money to open his own brewery and tavern where he could chat with his friends
all the day long. Willie Butterbur has reluctantly agreed to let Rory take some time off
(after much cajoling), which is not a popular decision with the regulars at the Prancing
Pony. They have come to love Rorys mutton stew and charming banter.
Description: Rory is a bit tall for a Hobbit (over 4 and a half feet tall!), and
winsome according to the lasses. A bright shock of yellow hair tumbles around his face,
which is marked by dark brown eyes and boyish freckles. Like all Hobbits, hes a bit
pudgy around the middle, but is still young (in his tweens) and hasnt developed the
respectable rotundity of his elders. The quick flash of his smile and a witty comment are
often remembered fondly by folks who meet him.
Notes:________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
Weapons:
Name

Knife
Short Bow

Ranges

Damage

Parry
Bonus

Size

Attack
Bonus

n/a
5/15/50/100

1d6+1
2d6+2

+0
n/a

S
n/a

+2
+5

Wealth:
Copper pennies: ___
Silver pennies: ___ Silver pieces: ___
Gold pennies: ___ Gold pieces: ___
Health:
Healthy
Dazed
Injured
Wounded
Incapacitated

(-0)
(-1)
(-3)
(-5)
(-7)

___/8
___/8
___/8
___/8
___/8

Weariness:
Hale
Winded
Tired
Weary
Spent
Exhausted

(-0)
(-1)
(-2)
(-4)
(-8)
(**)

Tom Oakroot
Race:: Man of Bree (Middle Man)
Racial Abilities::
Adaptable: +2 Swiftness
The Dominion of Man: extra point of Courage
Skilled: +2 Acrobatics:Tumble
Attributes::
Bearing 10 (+2)
Nimbleness 9 (+1)
Perception 8 (+1)
Reactions::
Stamina +1
Swiftness +3
Order:: Minstrel

Strength 8 (+1)
Vitality 7 (+0)
Wits 9 (+1)
Willpower +2
Wisdom +2

Order Abilities:: Jugglery: +2 Acrobatics, Games, Legerdemain, and R.Combat:Thrown


Advancements:: 3

Skills::

SKILL

TEST
CATEGORY

ATTRIBUTE

ATTRIBUTE
MODIFIER

SKILL
RANK

MISC.
MODIFIER

TOTAL
BONUS

Perform: sing
Observe: spot
A.Combat: longsword
Debate: bargain
Persuade: Oratory
Language: Westron
Lore: Breeland songs
Lore: Breeland history
Lore: Breeland myths
Lore: Shire myths
Lore: Shire songs
Acrobatics: Tumbling
Games: Gambling
Legerdemain: Prestidig.
Mimicry: Voices
Perform: tambor
R.Combat: Thr.knife
Stealth: hide
Language: Sindarin

Social
Physical
Physical
Social
Social
Academic
Academic
Academic
Academic
Academic
Academic
Physical
Physical
Physical
Physical
Social
Physical
Physical
Academic

Bearing
Perception
Nimbleness
Wits
Bearing
Wits
Wits
Wits
Wits
Wits
Wits
Nimbleness
Wits
Nimbleness
Bearing
Bearing
Nimbleness
Nimbleness
Wits

+2
+1
+1
+1
+2
+1
+1
+1
+1
+1
+1
+1
+1
+1
+2
+2
+1
+1
+1

+2
+2
+2
+1
+3
+6
+5
+5
+5
+5
+2
+2
+2
+3
+1
+2
+4
+3
+1

+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+4
+0
+2
+0
+0
+2
+0
+0

+4
+3
+3
+2
+5
+7
+6
+6
+6
+6
+3
+7
+3
+6
+3
+4
+7
+4
+2

Edges::
Travel Sense: never get lost in area youve been, never lose N/S/E/W
Honey Tongued: +2 social skills when pleasant speech is involved
Quickdraw: drawing weapon is one free action per round
Flaws:: None.
Health:: 8
Courage:: 4
Gear:: Tambor, throwing knives (5), longsword, pony, camping gear, several costumes,
tumbling paraphernalia, cooking gear, pipe and weed, pallet

Backstory: Tom Oakroot is a rarity in these times a traveling performer, though


he hails from right here in Bree. He most commonly travels between Bree and the Shire,
but has made some trips farther afield even as far as Dunland on one occasion where he
was received poorly. He arrived in Bree only a week or two ago, and has been
performing at the Prancing Pony, where he is given free room and board for a fortnight.
He loves stories of heroism and adventure, a mainstay of his act, and practically begged
Harry to let him accompany the expedition to Deadmans Dike it only took two pints of
ale. Tom wants to write a song about the great adventure they are about to embark upon.
Description: Tom is a fairly tall man (nearly 6 foot!), and is lithe and quick. His
hair is a shocking red and he has pale blue eyes and freckles. He is very good with
people, and can insert himself almost effortlessly into any conversation (which he often
does).
Notes:________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
Weapons:
Name

Longsword
Throwing Knives

Ranges

Damage

Parry
Bonus

Size

Attack
Bonus

n/a
5/10/20/40

2d6+5
2d6+2

+1
n/a

M
S

+3
+7

Wealth:
Copper pennies: ___
Silver pennies: ___ Silver pieces: ___
Gold pennies: ___ Gold pieces: ___
Health:
Healthy
Dazed
Injured
Wounded
Incapacitated

(-0)
(-1)
(-3)
(-5)
(-7)

___/8
___/8
___/8
___/8
___/8

Weariness:
Hale
Winded
Tired
Weary
Spent
Exhausted

(-0)
(-1)
(-2)
(-4)
(-8)
(**)

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