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Haunted

Homecoming

Looking for a lost caravan the party comes upon a small hamlet in trouble.
Can they once again prove to be heroes of Middle Earth? Or will the Shadow once again
find a new place to thrive?
the ambushing Warg Riders, they find Dillman
Harriman alive and captive in the Warg Riders
Adventure Summary and camp. If they do go around the ambush, Dill man
Background is not lost, once the party defeats Lothan an entry
in his journal tells them that Dillman is in the
woods. If the party searches the Warg Riders
This is the third module in the Bafsted Trilogy. The camp they find a small blue elfstone.
first two being Bad Times in Bafsted and
Forsaken Hope. It is recommended that the The party finds Bafsted in a state of siege.
players have played the first two, but it is not Everyone is terrified on a rumored plague in Bree,
required. so they have not tried to leave. But an internal
problem, a ghost is assailing at the same time. All
High summer has come to the North. The party is who have seen the ghost have died.
in the town of Staddle in the Bree-lands. They are
resting in the tavern named the Red Rooster. Several of the town leaders have fallen to the
Over the course of the evening they are informed plague. These are Harv Heathertoes, Brontus
of a missing caravan. This caravan was headed to Bellweather, and Boras Bracegirdle. Actually,
the hamlet of Bafsted. Anualda Bellweather has poisoned them. She is
acting under the influence of Lothan Brooktoes.
They are told that the owner of the caravan Varn
Harriman is looking for someone to find it. He also In an act of desperation, the town tanner, Rethan
informs them that the caravan was lead by his son, Nimbletoes, has attempted to set out to Bree for
Dillman. The caravan was filled with trade good help. Unfortunately he trusted Anualda
and headed to Bafsted to trade for wool. A hobbit Bellweather with the secret. He was ambushed in
merchant from Bree, Dustor Proudfoot, the woods. But saved by Brontus old healer.
commissioned this.
Investigation in town leads the party to Rondel
The party has to go to Bree to get to Bafsted. So Rushlight. His news is seeing a light in the woods
they can either call on Dustor or not. He informs to the south of his farm. Investigating this the party
them that no wool has been shipped from Bafsted come upon Anthelia, Brontus healer. He has
all year. He would like to buy the wool to mill and found Rethan and patched him up enough to keep
dye. him from dying.
Whether the party speaks to Dustor or not they are Anthelia begs the party to take a cure to Brontus.
approached by a hobbit named Seth Sandbanks. It seems he has discovered that the plague is
He is looking for an escort home. In Bad Times in actually an alkaline poison. He has concocted an
Bafsted, his tale was told. He had been exiled for antidote.
a theft he did not commit. A group of heroes
proved his innocence. A minstrel Drones He party should then go to Brontus Bellweathers
Heathertoes, had committed the crime, but under home north west of town. Here they find Anualda.
duress. Dronic then vowed to find Seth and return She is against them seeing her father. If they tell
him to Bafsted. He has found him. her of the cure she will invite them in. But if they
tell her of the source of the cure, Anthelia, she will
With Seth and an injured Dronic in tow the party throw them out.
heads to Bafsted. A few miles outside of town they
come across the ruined wagons of the caravan. If the party tires to bully their way past her, she will
Searching they find it was days ago since the break down. She will either attack the party or
attack. break into sobs. Either way she will attempt
suicide, unless the party stops her.
If they play smart they can send scouts into the
woods that forma belt just north of the hamlet of Giving the cure to Brontus snaps him out of it in a
Bafsted. Doing so reveals an ambush set to catch few hours. He asks the party to investigate the
all traveling the road. The party can fight this ghost of Holdman Hardbrace and why it has
ambush or go around it. something to do with his daughters malady.
If they do not send out a scout they will blunder
into the ambush ad be attacked. If the party fights

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Returning to town the party comes on the ghost
of Holdman Hardbrace. It is none other that At one table a group of farmers seem to be
Lothan Brooktoes using a spell to frighten the enjoying a tale at the expense of one of their
towns folk. He unleashes his minions upon the mates. The tale is about a local farmers son,
party. an attempted late night renedvouz, and a flock
of sheep. But no everyone is having a good
The battle looks to be hopeless. But during the time. The door closes on a large man, and
battle as the party begins to turn the tide Lothan is several folks call out that they hope he can
betrayed. His master, a shadowy figure on bounce back.
horseback, pulls support from Lothan. Left to his
own devices, Lothan falls to the might of the party. A hobbit in clothes that have seen better days
comes up and smiles, ello, there, Guvnor.
Can I elp ya? I noticed ya lookin at ol
With the death of Lothan his hold over Anualda is arriman. Sad business dat.
broken. She grieves for her deed, but is forgiven
by the town. Dronic is also forgiven his misdeeds, This is Alfred P. Brandybuck, a common dustman.
and the party basks in the adulation of Bafsted. He is not a bad sort, just one that sees a chance
to turn a quick coin, without work and is taking it.
He is not bathed and has been drinking heavily.
Introduction His breath smells like the run off of the local
brewery. If the party asks what business he is
The summer of 2941 has become one of the speaking of he will continue.
best that anyone can remember. The spring
had the right amount of rain, and the summer Aye, and I am just the Hobbit that could tell
the right amount of sunshine without being too ye. But what is in it for me? You want the
hot. information, and I have the information, but
what do I get. Can ye see it in yer heart to
In the small town of Staddle there is a nice pub come across with 5 silver pennies? I could use
called the Red Rooster. It is here that the a drink.
locals meet and discuss events over a pint of
nice ale. The news is mixed. The local folks If the party pays Alfred he will start in on his tale:
seem to be more interested in the fact of a
Twas nigh on three weeks ago, arriman sent
potentially good harvest and ignore the dark
out a caravan. His son, Dilman, was put in
tidings from over the mountains.
charge. They was to go north, on some errand
for that cloth merchant down in Bree. Why he
Even closer to home there are events that
canna find a drover in all of Bree I dont know.
would darken the outlook of even the most
Well, the caravan loaded up, three wagons full,
optimistic farmer. But they are mostly ignored
left in the bright morningand was gone.
by the simple folk of these Northern lands.
Neer been seen again.

Scene One One of Our If the party refuses to pay Alfred right up front he
will keep lowering his price until it is no more than
Caravans is Missing a mug of beer. He will cajole and pled until the
party more or less gives the beer to get rid of him.
If they have not done so yet this would be a good
time for the members of the party to introduce Either way once he has imparted his gossip and
themselves. At a minimum they should give a been paid he will go off toward the bar singing
physical description of themselves, their race, and Beer, beer, glorious beer!
if they wish, any orders they belong to.
If the party asks about to find out more about
The mood at the Red Rooster is pleasant. Harriman, they will find that his name is Varn
While it is not as large as the Pony in Bree, the Harriman. Varn Harriman is the owner of
meal was good and the ale is fine. A group of Harrimans Transport Service, a company that
minstrels have just stopped playing a local provides carts, horses, and drovers to farmers,
favorite and have moved to the bar for a drink. ranchers and merchants all over Bree-Land. Varn

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lives in Staddle to get away from the hustle and The other was a human. Tall, but thin. He was
bustle of Bree. He has a small livery here and the also in pain. Walked stooped over.
main livery in Bree. They can give you directions
to the home of Varn Harriman. Didnt say what they wanted the wagon for, just
left. The man said something about Bree.
Asking around about the cloth merchant down in
Bree, they will be told to check into the Horburry They were not mad or anything, so I kinda left it
Lane district, most of the cloth merchants are in at that.
that area.
If the party goes across the lane to the house read
the following:
Scene Two - Harrimans The house across the way is a typical human
house found in Bree-Land. It is two story,
The directions you get for Harrimans
made of timbers from the Chetwood and
Transport Service lead you to the southern part
thatched. If is in good repair and has a bit of
of Staddle. There is a large barn, which has
yard in front.
been turned into a livery stable. Ponies and
horse are stables on the right side of the barn
As you approach, you notice the door is ajar.
and the doors are open. You can hear a
Pushing the door open you find yourself in a
hammer ringing on an anvil within.
short hallway. A door to your right opens into
an office. Varn Harriman sits in there
As you enter the livery the darkness inside
brooding.
takes a few moments for your eyes to adjust.
In the back corner is a small forge where a
He looks up and snarls, We are closed! No
human male is repairing a wagon hasp.
transport for today. Now good day!
Looking up he stops his work, Were closed.
Varn is obviously worried about his son, Dilman. If
Master Harriman is not shipping anything for at
the party tells him they will investigate the
least a week Just like I told those other
disappearance he will offer 20 Silver Pieces for
fellows.
information, and 30 if the party can find the
caravan and return it intact.
The man working the forge is Mallus Oakhand, the
wheelwright. He has worked for Harriman for over
Varn knows the following things:
6 years. He is just a worried as Harriman is about
Dilman being overdue.
A hobbit cloth merchant from Bree hired him to
run a caravan to the hamlet of Bafsted.
If the party members mention they are looking to
help, he will point them to the house across the
lane. It is the home of Varn Harriman. The merchants name was Dustor Proudfoot.

If the ask who else was looking to hire transport Proudfoot paid 40 silver pennies per wagon for
they are told the transport. He bought all of the gear that was in
the wagons.
Earlier tday two fellas came in. They wanted a
wagon and a drover. Were all quiet about their Proudfoot was distressed that the wool from
business. Told them the same as ye, were Bafsted was not coming south. He decided that
closed. the caravan might be the best way for him to get
the wool.
Asking about the two fellas Mallus will tell them
the following: His son, Dilman, has made several trips like this
before. And with the caravan raids and wolf
There were two of them. attacks that happened earlier in the year having
stopped they did not roll heavily armed.
One was a hobbit. Chipper and spry, he was.

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He had not heard of the hobbit and man trying to while up the street a small mill turns making
get transport. cloth out of raw wool.

The caravan should have returned 10 days ago, A small home and shop sit off the road slightly.
even with time spent dickering over the cost of the The sign at the shop proclaims Dustor
goods. Proudfoot, Cloth and Dying. There is a light
on in the hallway. Answering you knock is a
Varn Harriman Drover small nervous looking hobbit.

Attributes: Bearing 6 (+/-0), Nimbleness 9 (+1), Yes, m-m-may I h-h-help you?


Perception 6 (+/-0), Strength 6 (+/-0), Vitality 9
(+1), Wits 12 (+3) This is Dustor Proudfoot, a local merchant. He
Reactions: Stamina +1, Swiftness +2, Willpower specializes in the dying of cloth, but is also a very
+3, Wisdom +3 good weaver. He commissioned the caravan to
HEALTH: 8 Bafsted to obtain wool. They normally bring it into
DEFENSE: 11 town by this time, either as cloth or raw wool.
Skills: Armed Combat: Blades (Dagger) +2,
Healing +3, Smithcraft +4, Jump +1, Observe Dustor can tell the party the following things about
(Hear) +2, Observe (Spot) +2, Ranged Combat: the caravan:
Bows +2, Run +2
Mallus Oakhand - Wheelwright Normally the cloth or raw wool is brought to Bree
by this time. Normally it was brought by a fellow
Attributes: Bearing 6 (+/-0), Nimbleness 9 (+1), named Sandybanks.
Perception 6 (+/-0), Strength 6 (+/-0), Vitality 9
(+1), Wits 12 (+3) He has used Harrimans Transport Service
Reactions: Stamina +1, Swiftness +2, Willpower before, and never had a problem.
+3, Wisdom +3
HEALTH: 8 He does not know if Dillman has actually made
DEFENSE: 11 the trip to Bafsted before. And he thinks the young
Skills: Armed Combat: Blades (Dagger) +2, man is totally reliable.
Healing +3, Smithcraft +4, Jump +1, Observe
(Hear) +2, Observe (Spot) +2, Ranged Combat: The wagons were full of trade goods; food, iron,
Bows +2, Run +2 farm implements, and the like.

Scene Three Back to Bree If pressed he will confide that he did give Varn
Harriman 80 Silver Pieces in case the trade good
did not work. Dustor is very concerned that this
If the party decides to check out Dustor Proudfoot
could nearly ruin him.
they can travel to Bree. It is on the way since to
get to the Greenway you have to travel down the
Dustor knows very little outside of his trade. He
East-West Road to the south gate of Bree, and
does not make it his business to pry into the affairs
then through Bree to the Greenway.
of others. If you want you can try to see if his
cousin, Weldon, is home and not off on one of his
Traveling back to the town of Bree you pass
stupid adventures.
farmers and local craftsmen coming and going.
The air is light and most folks seem to be Weldon, who lives at #6 Horburry Lane, is not at
enjoying the summer. No one seems to be in home. A recently repaired door is locked and the
the least concerned with the lost caravan. In house dark. No one responds no matter how hard
fact, everyone seems to be blissfully ignorant you pound on the door. If the party searches the
of the fact. area, they will find a note on a successful search
test (TN10). (Players Handout #1) It reads,
You wind through the streets of Bree and head
toward the area around Horburry Lane. Here Baldo,
the shops seem to be mostly dedicated to
sloth work. Tailors and seamstresses work
behind small windows completing garments,

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Had to run off on some business. Will be back in a room off the parlor is Dronic Heathertoes.
around Mid-Summers Day. Please keep up the He has been beaten and looks in bad shape.
yard and garden, and stop the milk delivery. But he smiles and tells Seth, We are going
home.
Weldon
Seth will work with the owners of the hole, the
Scene Three Many Bottlebrushes, to fix a meal. Dronic even
wants to sing a bit, but Seth tells him to save
Meetings his strength. The next morning you are ready
to leave Bree.
Have the party make Observe (Spot) tests. If one
of the party makes a successful difficult test Seth and Dronic have ponies. Seth says this is so
(TN15), then read or paraphrase the following: they will not slow the passage of the company.
Dronic is very stiff and sore. He does not talk of
As you leave the Horburry Lane district you the incident, and the only info you can get on this is
notice a shadow detach itself from a wall and word of mouth by Seth.
approach you. As it approaches it is a small
figure, which resolves itself into a young male Seth is talkative and if the party talks with him you
hobbit. will learn the following bits of information:

If none of the party succeeds at the Observe After being banished from Bafsted Seth traveled.
(Spot) test, then read or paraphrase the following: But being the height of winter he only got as far a
As you leave the Horburry Lane district to are Buckland. He found the hobbits there friendly, if a
startled by a high voice behind youHey, I bit provincial. And youd think they neer saw a
have a job for ya! Spinning around you see a pint of ale before!
small, young male hobbit in dark clothing.
Early in the spring Seth left Buckland and
This is Seth Sandybanks. He has been looking for traveled to the Forsaken Inn. There he was
the party since they left Staddle. He needs help in looking at going over the Misty Mountain, but he
getting home, and has heard of a group of stout decided to settle around Bree. Aye, I thought it
fellows going to Bafsted. would be better ta live amongst decent folk.
Might even be able to get Ma and Blossom to
Well met, Fellows. Might I introduce myself? move outa Bafsted, if I got some roots.
I a Seth Sandybanks. I am looking for a group
of stout folk to escort me and a friend He has been working for a farmer over in
someplace. Might ye be interested? We could Combe for a fellow named Tobias Underhill.
pay ye! Nice fella, Ol Tobby. And Nita, his daughter is
easy on the eyes too.
Seth wants to go home. The friend he mentions is
Dronic Heathertoes. The two have patched up He is anxious to return to Bafsted and to set
their relationship and Seth wants to take him home things right. He is still undecided if he will stay in
too. Dronic tracked him down to a farm outside of Bafsted. But he wants to return so his name can
Combe. Some ruffians had attacked Dronic and be cleared and Ma will not have to hide her face in
Seth helped out. Dronic has three broken ribs, shame.
and cannot fight, so Seth is looking for adventurers
to help out. He hold no grudge against any of the three
judges. Dronic has given him some of the
If the party does not agree to help him, he will keep information that was uncovered after a group of
raising the stakes until he reaches 60 Silver Pieces adventurers smashed Lothan Brooktoes plot.
or they agree. He even tells them he will follow
them if they dont agree. He is a true pest. If any of the party mention that they were
involved in this action, and if Dronic collaborated
He will walk with you as you discuss the their story, Seth will be overjoyed and keep asking
upcoming journey. He then leads you to a questions about their story and telling Dronic he
hobbit hole not far from the Prancing Pony. He NEEDS to write a song of this.
opens the door and leads you in. On the floor

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If the matter of Lothan Brooktoes is brought up Around Noon you turn to the west and begin
Seth will turn quiet. Then he will say, Someone moving down the track to Bafsted. As you
needs to deal with Mr. Brooktoes someday. travel along you can see where turn off
serviced other villages and hamlets in the past.
Seth Sandybanks Hobbit Rascal These have all dies and none wander them no
but memories, and shadows.
Attributes: Bearing 6 (+/-0), Nimbleness 6 (+/-0),
Perception 7 (+/-0), Strength 6 (+/-0), Vitality 6 (+/- The path is severely overgrown. There is little
0), Wits 6 (+/-0) evidence of anyone traveling it since the last
Reactions: Stamina +1, Swiftness +0, Willpower snows. But you will find evidence here and there.
+/-0, Wisdom +/-0 If a Challenging Track test (TN15) is made at the
HEALTH: 7 last crossroads you will find a series of tracks
DEFENSE: 10 showing several heavily laden wagons have
Skills: Armed Combat: Clubs (Frying Pan) +1, passed here. These must be the wagons of
Craft: Sheep Ranching +4, Jump +1, Observe Dillman Harriman.
(Hear) +2, Observe (Spot) +2, Run +2
If a character moves off the road and tracks out in
Seth is a young Hobbit from the hamlet of Bafsted. the wilds surrounding it, they will find that as they
He his inherited his fathers look at life. He works move close to Bafsted the wildlife patterns change.
when he has too and love life the rest of the time. Around most farms wildlife thrive on the wheat
He has a way with small mechanical items, such and corn. Here there is a steady, but gradual
as locks and the like. decrease in wildlife as you approach Bafsted.

Over the last 6 months he has been exiled from To detect this pattern, the character must make
Bafsted. He has traveled a bit and ended up three different Challenging Track tests (TN15) off
working in Combe. the road. If they succeed at two of them they will
notice that the wildlife seem to be les, but not put
Dronic (Heathertoes) Down and out Minstrel the pattern together.

Attributes: Bearing 9 (+1), Nimbleness 7 (+/-0), If they make all three tests successfully, they get a
Perception 7 (+/-0), Strength 7 (+/-0), Vitality 8 +1 bonus to their rolls to detect the ambush in
(+1), Wits 8 (+1) Scene Six.
Reactions: Stamina +1, Swiftness +0, Willpower
+/-0, Wisdom +/-0
HEALTH: 9
Scene Five Kacked Caravan
DEFENSE: 10
A few miles down the road from the Bafsted
Skills: Armed Combat: Blades (Dagger) +2,
turn off toy begin to meet some hills. These
Perform (Sing) +6, Perform (Tale Telling) +5,
hills surround Bafsted and shield it from the
Jump +1, Observe (Hear) +2, Observe (Spot) +2,
fierce winter winds. They also allow for some
Ride: Horse +4, Run +2
copse of tress to form.

Scene Four Going Along Cresting a small hillock you come upon the
remains of the caravan you have been tracking.
the Greenway All three wagons have been destroyed and
burned. The trade goods are scattered about
The morning is spent traveling up the and have been ruined.
Greenway. There is no sign of any other
travelers on this road. It is now only used for On a successful Observe (Spot) test (TN10), the
the few hamlets and villages that are just north party will notice that there is some movement in
of Bree. The terror of Deadmans Dike is and among the burned wagons. But if it is due to
spreading south. Once this was the main debris being moved in the northwestern wind, or
Highway here in the North. But that was years someone hiding in ambush they cannot tell.
ago, out of remembrance. Circling the wagons from hiding could give them
more information.

Forsaken Hope Page 7


Narrators Note: There is no one to hide from at wagons. Not much can
this time. But dont let on to this fact. As they be told from them
character moves around the wreck you may ask, though since many
Are you hiding? As they rolls come in nod and animals have walked
smile, as if there is some point to this. over the area since the
attack. They look like
Circling the wagons give a person a better view. bear tracks.
The movement seems to be from wreckage being 25 Orome must favor you.
blown by the wind. The only noise that can be After a half hour of
heard is the sigh of the wind over the grasses. searching you find a
single undisturbed print.
The wagons have been burned and almost all of This looks to be a
the contents of them scattered over the ground. Warg print.
Two of the pony bodies have been left in harness
and have begun to decay. The rest of the pony
bodies are not present. A successful Tracking test
(TN10) will prove that the bodies were dragged off
Scene Six Wargs, and
to the south (towards Bafsted). Goblins, and AmbushesOh
Amongst the wagons are four human bodies. My!
They have been hacked and slashed to the point
of being unrecognizable. A successful routine Leaving the scene of the caravans destruction
Leachcraft test (TN10) will show all have wounds you head on toward Bafsted. The sight of the
of both a slashing weapon and several puncture destroyed wagons seems to put a damper on
wounds. Decay and scavengers have left little for the spirits of Seth and Dronic. They ride along
the party to determine who each of these folk are. with heads down and dont talk. You notice
that Dronic is pale, probably from the pain of
Searching the contents of the wagons shows that his ribs.
the foodstuff and potables (ale and wine) were
taken, the rest left to rot. In one of the wagons You have almost reached the belt of woods
there are 10 bars of iron, slightly rusted. These just to the north of Bafsted. All seems quiet;
are about all that can be recovered from the you can hear the bees in the flowers off the
wagon and would be worth 10 silver pennies road, but not much else.
apiece. Each bar weighs 5 pounds.
If the party wishes to approach the woods in a
Searching around the wagons will give the stealthy manner use the chart below to determine
following results: their success. Remember to add the +1 if the
party has determined that something is wrong from
TN Discovery Scene Four.
5 There are three burned TN Discovery
wagons. And there are 5 You slip on some dry
no signs of horse or twigs and while you are
ponies were used in the stumbling around you
attack. The grass run right into the arms
around the wagons is of a dozen Warg riders.
not torn up. And they get a free
10 Several arrowheads are attack round. Have fun!
found in the wagons. 10 You have moved away
Seems like fire arrows from the party and tried
were used. to enter the woods with
15 Goblin tracks are found stealth, but the Warg
under some of the Riders hear that twig
wreckage. And there is snap and are ready for
20 Several partial tracks you.
are found in the grass 15 Moving into the woods
area around the you smell smoke and

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are able to track it to a WARG (Variable)
camp just inside the
edge of the woods. Attributes: Bearing 8 (+1), Nimbleness 8 (+1),
Over a dozen Warg Perception 9 (+1), Strength 10 (+2), Vitality 10
Riders are here. (+2), Wits 4 (+/-0)
20 You find the Warg Reactions: Stamina +4, Swiftness +3, Willpower
riders camp. Coming +1, Wisdom +/-0
up down wind you are HEALTH: 12
sure you could pass DEFENSE: 11
them by. Looking into Skills: Armed Combat, Natural Weapon (Fangs)
the camp you see two +6, Intimidate (Fear) +5, Jump +5, Language:
human bodies. One is Warg-Speak +4, Observe (Smell) +6, Run +9,
moving slightly and Stealth (Sneak) +9, Survival (Mountains) +5, Track
moaning. (Scent) +4
25 You are nothing but a BITE DAMAGE: 2d6+1
shadow. You think you
could slip in and slip out Goblin Warriors (Variable)
of the camp and never
be seen. You get close Attributes: Bearing 6 (+/-0), Nimbleness 7 (+/-0),
enough to recognize Perception 8 (+1), Strength 8 (+1), Vitality 8 (+1),
that the human that is Wits 5 (+/-0)
still moving looks like a Reactions: Stamina +2, Swiftness +1, Willpower
younger Varn Harriman. +/-0, Wisdom +/-0
HEALTH: 9
Depending on the outcome of the stealth mission DEFENSE: 10
(or if the party even thinks of it) they will either go Skills: Armed Combat, Blades (Scimitar) +4,
to Scene Seven A My What Big Teeth You Have! Intimidate (Fear) +2, Language: Black Speech +4,
Or to Scene Seven B Going Round About. Language: Common +2, Language: Orkish +4,
Lore: Race (Orc) +4, Observe (Smell, Spot) +4,
Ranged Combat: Bow +2, Ride (Wolf) +3, Run +3,
Scene Seven A My, What Seigecraft +2, Stealth (Sneak) +4, Track (Scent)
+1
Big Teeth You Have! Weapon Damage: 2d6+4

If the party did not send a scout into the wood, or Tactics: the rules for mounted combat at in the
the scout failed to be stealthy enough to avoid Core Rule Book on pages 236-237. When the
detection, they will be ambushed by the Warg party is attacked the Warg riders will coordinate
Riders as the near the Woods. These riders have their attacks so that each member of the party will
been placed here to cut Bafsted off from the rest of take two attacks initially (one down each side).
the world. This will give a 2 penalty to any dodge or parry
attempts a party member makes, due to hemming
As you approach the woods, you hear howling them in. Any Warg Riders that are not needed in
and screams. Looking up you see over a the initial attack will attack the party member who
dozen large shaped burst for the edge of the looks to be the largest threat (i.e., any member in
woods and ride down upon you. It is legend heavy armor with a big sword). Once this initial
come to life, these are goblin Warg Riders out charge is done it will be a free for all.
of the old tales.

If the party has less than one advancement


average, then there are 12 Warg Riders. If the
party has more than one advancement average,
then there are 15 Warg Riders.

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The Riders will need to start making Ride tests You are able to keep behind the hills and move
once the Wargs start taking wounds. The chart along hidden from the woods. A few miles to
below lets you know the Ride check necessary to the north you can turn back to the west and
control the mount as the animal takes wounds: finally back to the south.

Wound Level Ride test TN The group must make Stealth (Hide) checks as
Healthy N/A they move off the road and to the north. The TN
Dazed N/A for these checks is 10. If someone fails with a
Injured 5 number below a 5 they are spotted and the Wargs
Wounded 10 attack. This means revert to Scene Seven A.
Incapacitated 15
Near Death 20 Moving around the woods takes time. But this is
time that would be lost during the battle and
If a rider fails to control his mount he may not subsequent searching of the woods for the victors.
attack that round. If he fails by more than 10 he is
thrown from the mount. Scene Eight Back in
If a rider is thrown from his mount he will take 1d6 Bafsted Again
damage from the fall. Once on the ground the
Rider will attack on foot. Also, if the mount is A map of the hamlet of Bafsted is enclosed as
riderless it can attack using its normal attacks. Narrators Aid #1. And a listing of all of the NPCs
in town is included as Narrators Aid #2.
Remember, to give the superior height advantage
to the Wargs for any targets that are shorter. This Entering the town of Bafsted you notice that it
is covered on Pages 236-237 of the Core Rule is unusually quiet. Even at this time of the
Book. Also, during the charge attacks the target evening there should be some traffic on the
must make a strength attribute test (TN12) or be streets, but the place it deathly still.
knocked to the ground.
As you make your way toward the only inn in
Once the Warg Riders are defeated you may town, The White Plow, you can see that the
search their camp. In doing so you find young windows of the homes you pass are shuddered
Dillman Harriman. He is bound and gagged, and and dark. The mill in the northwest part of
suffering from exposure as well as dehydration. If town stands deserted.
you tend to him he will revive enough to ride one of
the ponies to Bafsted. Seth stops out in front of his mothers shop,
the local soap maker. Eres where I will take
In a pack near Dillman you will also find a blue my leave of ye! Ill be by the Plow later to
gem. This is an elf stone. It is superbly fashioned settle up. Thank ye fer seein us ome
and crafted. It is an inch in diameter. There are
marks near some of the facets that suggest it was Dronic keeps riding toward the Plow. His head
once mounted in something. is down and he is not calling attention to
himself. The quiet on the streets seems to
Scene Seven B Going have driven him into a dark mood.
Round About Entering the Inn you might just as well stepped
into a funeral. Everyone is quiet and more or
If the party is warned of the ambush and wishes to less hiding in their own thoughts. Everyone in
go around the Warg Riders read or paraphrase the the Common Room will draw away from you as
following. you enter, giving you evil looks. A young girl
approaches you, Good evening, strangers.
Being alerted to the ambush waiting in the Might I ask how you arrived here?
woods, you have decided to go around it. This
means turning north and following the line of This is Dawnalla, Harv Heathertoes eldest
hills to remain out of sight. daughter. She is a short chubby girl of 18 years.
She is working the Common Room during her

Forsaken Hope Page 10


fathers illness. She is surprised to see the party Ulmec: Ulmec is the candle maker. He is a
because Bafsted has been cut off for the last few refugee from Dunland. He is a dark man who
weeks from the outside. keeps somewhat to his self. He works to turn the
tallow collected from the slaughter of sheep into
If the party speaks with her she knows the candles. There are many to buy here, he sells
following information: them singly, in a box, scented or unscented. He
will offer them to the characters for the prices listed
The town has been cutoff due to the Plague that in Narrators Aid #2.
struck Bree.
Ulmec has barricaded himself in his home at night
Even with the self-imposed quarantine, several and will only open up during the day. He lives in
citizens of Bafsted have fallen ill. First it was Harv, fear of the ghosts that walk the town. His door and
then Brontus Bellweather and then Boras windows are festooned with charms and the like as
Bracegirdle. And just last week it was Tom protection from them.
Sandheaver.
The spirit of Holdman Hardbrace is restless
Most of the town folk believe this is more than a because his body was never found and buried
plague. They believe that the spirit of Holdman
Hardbrace, come back to reap vengeance on the Tom Sandheaver said he saw his uncle,
town. Harv said this is so much wind. But many Holdman, a few days back. Sandheaver will die.
believe it, since he fell ill.
Ulmec will not help in any other way. He has
Two farm hands have died of the plague. Both special candles he will sell the party (See
claimed to have seen the ghost of Holdman Narrators Aid #2).
Hardbrace a few days before they died.
Rethan Nimblewick: Rethan is the local tanner.
Dawnalla is very upset. First, her father fell ill. He is a boisterous man. Small and thick set, he
Then Rethan Nimbletoes, the local tanner, can often be heard laughing at a joke or singing off
volunteered to go to Bree for help. He took off key in the Plow. His house is on the eastern side
overland and disappeared 4 days ago. of the hamlet. It is there due to the prevailing wind
being from the west. This prevents the stench of
If the party wishes to try to convince the folk in the his shop from affecting his neighbors.
Inn that there is no plague, they can try various
methods. Some of the folk will nod and agree, that Rethan has tried to get to Bree for help. He did
there is no plague. It is the ghost of Hardbrace. leave a letter on his table addressed to Dawnalla
Others will staunchly refuse to agree and believe Heathertoes, in case he did not return. The shop,
that the party are carriers of the plague. tannery and house are neat and well cared for.
Nothing is out of order. It looks as if Rethan just
The party can stay at The White Plow for 70 cp per went out for a stroll.
night per person. This includes the evening meal.
Some locals will grumble about this, but will just Forsti Fireaxe: Forsti is the blacksmith in the
stay away from the party. village. He is perhaps the only dwarf in 100 miles
of Bafsted. He has the temper and gruff attitude of
Scene Nine Looking around his people. He is a retired adventurer, mostly
because he has lost his right leg half way down the
Bafsted calf. He will tell folks it was lost during a run in with
a pack of Wargs. The townsfolk just smile, but it is
The party can investigate the town, as they will. actually a true story. The injury prevents him from
Below is a listing of all of the NPCs that they can riding, marching a long distance, or as he might
speak to, or the status of major NPCs from Bad grudgingly remarkfrom running. But it has not
Times in Bafsted. marred his skill with a forge.

Keep an eye on time. Let then spend a few Forsti has a few items for sale, all for agricultural
minutes looking around town, and finding out what purposes.
is going on, then move on to the next encounter.

Forsaken Hope Page 11


When asked about the happening of the hamlet he wake him that morning and found him dead. All
will grunt and then tell the party, somewhat gruffly, white he was, like he done seen the ghost
that it is None o my business. What a person again. And a look of horror on is face. Terrible
does is their business and none o mine. it was!

If a party member has knowledge enough to She has heard howling in the woods when she
engage the dwarf in conversation about smith craft has been looking for herbs and flowers for her
(Smithcraft test TN 8), he will brighten and they soaps. But no one listens to her.
can find out the following things:
Holdmans place gives her the shudders just
Holdmans ghost seems to appear only to people looking at it. As, I done said all along, bad
walking around the place at night. It has never things will come of it if we dinna find his
sought out anyone. body.

He does not know if Brontus Bellweather, Boras Rondel Rushlight has seen a light to the south of
Bracegriddle, or Harv Heathertoes saw the ghost. his farm a few nights in a row. Its a Corpse
All he knows is that they all have come down sick. candle. I knows it! Rondel will be joinin Hap
They are in their beds and out of their minds with soon enough.
a fever.
Boras Bracegirdle: Boras is a local hobbit sheep
The first fellow to die was hand on Boras rancher. His place is just north of the town. He
Bracegriddles farm. He was heading to the Plow has a small herd of sheep that his three sons herd
one night and came in screamin that Holdman and keep track of. He was a member of the court
Hardbrace had risen from the grave and chased that found Seth Sandybanks guilty.
him all the way to the Plow.
He is an easygoing gent, getting on in years. His
Forsti has heard that Rondel Rushlight has been eldest son mostly runs the farm now. He has three
seeing a light to the south of his farm. What it sons and two daughters. Since it is spring only his
means he does not know. daughters are home. By the look of them the farm
keeps then well fed.
Ma Sandybanks: Ma is the mother to Seth
Sandybanks. She makes her money by making Boras has taken ill with the Plague. He is in his
the best soap in the area. While most families can room and out of his mind with fever. His eldest
make their own they usually trade Ma for son, Bratman, will speak with the party.
something she need for a few bars of soap.
Hap Hardbottle did mention the incident with Ol
Ma (actually Daisy) is an elderly hobbit woman Holdmans ghost, but they all just laughed at him.
hunched with age. She has lived a hard life. It was late that day that he took ill and he was
Widowed with two young children she raised them dead two days later.
as best she could. It has been many years since
her husband disappeared. Seth says he was an His Pa came down sick a few days back. He
adventurer and was lost during an adventure, but was all right in the morning, but when they came
most in the hamlet think he just ran off to Bree or home to lunch he was out of his mind with fever.
Hobbiton. Ma is overjoyed at the return of Seth.
She was always convinced of his innocence. If they specifically ask what Boras was doing the
night before he got sick, Bratman will tell them that
He is a good boy, he is! He never took nothin he was at Bellweathers place. He goes over once
that was not his own. Now everyone knows it, a week to play cards. This is so natural he has
too! forgotten it. Nah, Pa dinna do anything special
around that time. Just went oer ta
She knows the following: Bellweathers like normal. Ta play cards.

Mary Hardbottle, is taking the death of her son, He was with Rethan Nimbletoes the evening
Hap, very hard. She was the one that found Hap he decided to head to Bree for help. Aye, we
in bed. He had taken sick a few days before, but made the plan, Rethan, Anualda, and myself.
she did not think he was going to die. She went to

Forsaken Hope Page 12


Rethan and I threw dice and he won the right ta there. Seen it now more than three nights. I
go. I hope he is alright.. aint gonin out there to see what it was
though.
If the party asks to see Boras, Bratman will
refuse. If one of the party says that he is a skilled
healer, then he will let that member in to see
Scene Ten Hermit Healer
Boras. The elderly hobbit tossed and turn on his
bed and rants. On a successful Very Difficult Heal Moving into the woods south of Rondel
test (TN20), the person can detect that Boras was Rushlights ranch you come on a small cave.
poisoned. Tracks around the cave entry show that this
cave is occupied.
Andar Grondman: Andar was the prosecutor on
the trail of Seth Sandybanks. He is a rough man As you come near a cackling laugh comes
of medium height. His temper is quick and some from the cave and a high-pitched voice calls
say violent. He took the job because he wanted out, Come, come, I have been waiting for
justice to be done. Andar has disowned his son, you.
Tessfeld. This happened not long after it was
found out that Tessfeld cheated Dronic An old man steps from the cave. He is dressed
Heathertoes, and then extorted money out of him. in clothes that were once fine, but exposure
and wear have turned them to rags. He is in
Tessfeld left Bafsted around the first of May. good shape despite the place he lives.
Last Andar heard he was headed to Bree.
Entering the cave you find he has tried to live
Andar paid back Harv the gold that Tessfeld in a modicum of comfort. A small pot over the
cheated Dronic out of. fire warms a tea or some such. On a cot
against the far wall lays a man. He is covered
He has stayed on his farm since the rumors of in bandages and seems to be near death. It is
the plague started. One of his men came down Rethan Nimblewick, the man who went for
with the plague and died. Although folks said he help.
say Holdmans ghost.
I saw them attack, but I stayed hidden. I was
If you want to know more about Tad Rondfelds out looking for Moonshade, an herb. They
death you would have to speak with his wife, Barta. rode him down in the woods and left him for
She sometimes works for Harv Heathertoes in the dead. Would have been too, if I had not been
Plow. there.

Andar thinks Seth returning is a good thing. He This is Anthelia, an old man of almost pure
was innocent and they should welcome him back. Dunedain blood. He is over 120 year old and has
much knowledge of healing and herbs. The
He knows Rondel Rushlight is claiming to see healers healing skill is +18. He has been living
lights in the woods south of his farm. here since Anualda tossed him out of her fathers
house. He has been waiting for someone to find
Rondel Rushlight: Rondel Rushlight is a human him.
sheep rancher that lives south of town. He also
raises a few head of milk cattle. He was looking into the plague when he was
forced out into the wilds.
Rondel has kept to himself since the plague
came. And has not heard much of anything. He was trying to treat Brontus with an herb
infusion. It seemed to be working. The strange
He knows Rethan Nimbletoes left for Bree, thing is that this infusion is usually used for alkali
because Rethan crossed his land trying to sneak poisoning.
out of town. Rondel has told no one of this.
Anualda was in a rage since her father was not
He has seen a light in the woods to the south getting any better. That night she threw Anthelia
of his place a few nights now. If asked he will point out of the house.
out where the light was seen. Aye, twas right

Forsaken Hope Page 13


One night when he went into Bafsted to scrounge This is Anualda, Brontus daughter. She is 18
food. He was near the home of Holdman years old and over the last few weeks she has
Hardbrace. While he was there he saw a small taken over the running of the estate. She is
form exit the house. He was misty like. Hard to worried over Brontus illness and is in a foul mood.
see. At first I thought it was the ghost of
Holdman Hardbrace. But he was carrying a She will not be willing to let the party into to see
lamp. And I though to myself, Why does a Brontus. She will allow them in the house if they
ghost need a lamp? I was not able to get any tell her they have a potential cure. This will require
closer before he disappeared. a Challenging (TN15) influence or Intimidate Test.

Rethan is near death and unable to even speak. She will ask them where the got it. If the party is
His wounds are being treated, but he came close honest and tells her that it is from Anthelia she will
to dying in the attack. fly into a rage and tell the party to leave. She
believes that Anthelia is a quack and nothing he
Once the party has finished speaking with can do will help.
Anthelia, he will ask them to do something for him.
Actually Anuada is torn. She is under Lothans
You must go to Brontus Bellweather. You influence. He cast Command on her when he
must give him this infusion. It will heal him. returned. She has been slowly poisoning Brontus.
Of this I am sure. Somehow he has developed She is terrified that she will be found out. If a
an alkali poisoning. Please do this. character uses Insight on her they will find out the
following:
Anthelia will give the party a few earthenware jugs.
In each is an herbal infusion. If the party thinks TN Results
that Anthelia is trying to poison Brontus he will 10 Anualda is in a rage,
drink a bit from each of the jugs. and she seems to be
ready to do violence if
Anthelia Dunedain Healer the party does not
leave.
Attributes: Bearing 11 (+3), Nimbleness 7 (+/-0), 15 There is something that
Perception 6 (+/-0), Strength 6 (+/-0), Vitality 9 is behind her rage. She
(+1), Wits 12 (+3) seems o be hiding
Reactions: Stamina +1, Swiftness +2, Willpower something.
+3, Wisdom +3 20 Her rage is caused by
HEALTH: 8 fear. She is terrified of
DEFENSE: 10 something.
Skills: Armed Combat: Blades (Dagger) +3,
Healing +18, Jump +1, Observe (Hear) +2, If the party presses Anualda she will either become
Observe (Spot) +2, Run +2 violent and attack them with a small poisoned
dagger or break down sobbing. This depends on
an opposed test between the characters Intimidate
and Anualdas Willpower. Follow the chart below
Scene Eleven Brontus for resolution:
Bedside
Agreeing to do as Anthelia asks you head
north to the home of Brontus Bellweather.
Test Result Action
The house is a large three-story affair. Two
Failure (Character Fails Anualda calls for
lanterns light the doorway. As you approach
to Intimidate Anualda) servants to eject the
the door opens and out steps a young woman.
characters, and
She is tall and dark haired. Looking at you
demands they be
she asks, What do you want here. Can you
beaten too.
not leave us in peace?
Marginal Success Anualda will see the
character as a threat to
herself. She will attack

Forsaken Hope Page 14


with the dagger. and talk. My man Valturn joined us that night.
Success and Above Anualda will break down Anualda was not herself. She spilled wine on
and start sobbing. She Harv and her hands were shaking. I asked her
will then attempt to what was wrong and she said she was not
commit suicide, unless feeling well. She retired early.
stopped.
Boras was telling me of Haps encounter with
If the party seems too strong Anualda will attempt Holdmans ghost. Harv said it was so much
to plunge the dagger into her own breast. She is bull dung. But Boras said Hap was convinced.
terrified of what Lothan will do to her. The party We were going to see him the next morning.
may try to stop her suicide. Let them be creative.
But the next morning I was feverish. The time
Once Anualda is no longer a threat to them or to from there to now is a jumble. I remember
herself, the party may go up stairs to Brontus seeing many things. Holdman himself came to
room. Brontus is thrashing in restraints. He is me and told me I would die. That I was the
nearly out of his mind with a fever. If the party cause of the darkness coming on Bafsted. He
administers a dose of Anthelias infusion he will made no sense, kept mumbling something
quiet. The infusion counter acts the poison. It will about his Master.
take several hours before Brontus revives enough
to speak. Brontus will not believe that Anualda was involved.
If the party has found the poison and Valturns
If the party searches the kitchen they will find two body he will have to admit that she is involved. He
things. First, a stench will lead them to a pantry off will beg the party to find out why.
the kitchen. There they will make a grisly
discovery, Valturns body. He was stabbed in the Why would she do this? And what does it
back, and has been dead at least a week. Also in have to do with Holdmans ghost? Please find
the pantry they will find a small jar of a blue out.
powder. A Heal test (TN15) will determine that this
is an alkali powder that Anualda has been using to
poison Brontus. Scene Thirteen Great
Anualda Dunedain Heiress
Holdmans Ghost
Night has fallen by the time you reach Bafsted.
Attributes: Bearing 11 (+3), Nimbleness 7 (+/-0), Heading toward the deserted home of
Perception 6 (+/-0), Strength 6 (+/-0), Vitality 9 Holdman Hardbrace you fell a sense of dread
(+1), Wits 12 (+3) come upon you. What will you find? Why is
Reactions: Stamina +1, Swiftness +2, Willpower this place a source of dread and fear?
+3, Wisdom +3
HEALTH: 8 As you near the house a sight that chills your
DEFENSE: 10 bones greets you. The form of Holdman
Skills: Armed Combat: Blades (Dagger) +3, himself rises from the very ground. His dead
Healing +18, Jump +1, Observe (Hear) +2, eyes looks upon you and says, Fools! You
Observe (Spot) +2, Run +2 have disturbed me and prevented my rest.
Die!

As soon as he finishes speaking, all of the


Scene Twelve Brontus Tale members in the party must make an opposed test
against Lothans Intimidate (Fear) skill (+8), this
bonus is due to this being a place of evil. Follow
After several hours Brontus eyes open. He is the chart on the bottom of page 233 of the Core
awake and lucid. He will ask the party what Rule book for resolving this test. Even Elves must
has been going on. He will then tell them what make this check, this should be a clue this is not a
he remembers. ghost.
We met to play cards, Boras, Harv and myself. If the party makes a Sense Power test, they can
Mostly this was a time for old friends to meet detect an active spell in the area (TN5), and the

Forsaken Hope Page 15


source (TN10). The source is Lothan hiding in the Skills: Armed Combat, Blades (Scimitar) +4,
shadows of the doorway. The ghost is actually his Intimidate (Fear) +2, Language: Black Speech +4,
favorite spell, Shadows and Phantoms. Language: Common +2, Language: Orkish +4,
Lore: Race (Orc) +4, Observe (Smell, Spot) +4,
Also, very soon after the ghost finishes his Ranged Combat: Bow +2, Ride (Wolf) +3, Run +3,
speech, goblins begin to emerge from the Seigecraft +2, Stealth (Sneak) +4, Track (Scent)
shadows at the back of the house. Read or +1
paraphrase the following: Weapon Damage: 2d6+4

As the wraith finish speaking goblins begin to


emerge from the shadows at the rear of the Bradelus Human Poisoner
house. There are a full dozen, lead by a huge
goblin carrying a sword. Attributes: Bearing 12 (+3), Nimbleness 7 (+/-0),
Perception 6 (+/-0), Strength 6 (+/-0), Vitality 9
If that is not enough, the sound of howls splits (+1), Wits 12 (+3)
the night and wargs and their riders rush into Reactions: Stamina +1, Swiftness +2, Willpower
town from the north. +3, Wisdom +3
HEALTH: 8
The number of Warg Riders is dependant on DEFENSE: 10
whether or not the party fought them in Scene Skills: Armed Combat: Axes (Battleaxe) +5,
Seven. If the party defeated the ambush set on Armed Combat: Clubs (Hammer) +4, Healing +3,
the road in Scene Seven A, then there are only six Smithcraft +4, Jump +1, Observe (Hear) +2,
(6) Wargs and Riders. If they snuck around the Observe (Spot) +2, Run +2
ambush, then there is a full eighteen (18).
WARG (Variable)
The party should have a sense of hopelessness at Attributes: Bearing 8 (+1), Nimbleness 8 (+1),
this point. The battle seems overwhelming. And Perception 9 (+1), Strength 10 (+2), Vitality 10
more or less is. The forces arrayed against them (+2), Wits 4 (+/-0)
are more than a match for them. As the battle Reactions: Stamina +4, Swiftness +3, Willpower
develops, the goblins on foot attack to the death. +1, Wisdom +/-0
But the Wargs Riders are only going to make a few HEALTH: 12
passes. Once the party has taken down 10 of the DEFENSE: 11
goblins on foot, shift to Scene Fourteen Betrayal. Skills: Armed Combat, Natural Weapon (Fangs)
+6, Intimidate (Fear) +5, Jump +5, Language:
Grukna Goblin Leader Warg-Speak +4, Observe (Smell) +6, Run +9,
Stealth (Sneak) +9, Survival (Mountains) +5, Track
Attributes: Bearing 8 (+1), Nimbleness 10 (+1), (Scent) +4
Perception 6 (+/-0), Strength 12 (+3), Vitality 10 BITE DAMAGE: 2d6+1
(+2), Wits 5 (+/-0)
Reactions: Stamina +3, Swiftness +1, Willpower Goblin Warriors {Warg Riders} (Variable)
+1, Wisdom +1 Attributes: Bearing 6 (+/-0), Nimbleness 7 (+/-0),
HEALTH: 14 Perception 8 (+1), Strength 8 (+1), Vitality 8 (+1),
DEFENSE: 11 Wits 5 (+/-0)
Skills: Armed Combat: Axes (Battleaxe) +5, Reactions: Stamina +2, Swiftness +1, Willpower
Armed Combat: Clubs (Hammer) +4, Healing +3, +/-0, Wisdom +/-0
Smithcraft +4, Jump +1, Observe (Hear) +2, HEALTH: 9
Observe (Spot) +2, Run +2 DEFENSE: 10
Skills: Armed Combat, Blades (Scimitar) +4,
Goblin Warriors {Foot Soldiers} (12) Intimidate (Fear) +2, Language: Black Speech +4,
Attributes: Bearing 6 (+/-0), Nimbleness 7 (+/-0), Language: Common +2, Language: Orkish +4,
Perception 8 (+1), Strength 8 (+1), Vitality 8 (+1), Lore: Race (Orc) +4, Observe (Smell, Spot) +4,
Wits 5 (+/-0) Ranged Combat: Bow +2, Ride (Wolf) +3, Run +3,
Reactions: Stamina +2, Swiftness +1, Willpower Seigecraft +2, Stealth (Sneak) +4, Track (Scent)
+/-0, Wisdom +/-0 +1
HEALTH: 9 Weapon Damage: 2d6+4
DEFENSE: 10

Forsaken Hope Page 16


Lothan Brooktoes - Miller/Baker/Sorcerer
Holdmans house after standing in disrepair for
Attributes: Bearing 12 (+3), Nimbleness 7 (+/-0), so many months cannot take the spell. The
Perception 6 (+/-0), Strength 6 (+/-0), Vitality 9 northwest corner of the roof begins to
(+1), Wits 12 (+3) collapse. As this happens a high pitches
Reactions: Stamina +1, Swiftness +2, Willpower whistle or cry splits the night. The figure
+3, Wisdom +3 wheels his horse and rides off to the North.
HEALTH: 8 The remaining Warg Riders wheel and attempt
DEFENSE: 10 to disengage combat to rider after the figure.
Skills: Armed Combat: Axes (Battleaxe) +5,
Armed Combat: Clubs (Hammer) +4, Healing +3, Lothan stand there in disbelief. He calls
Smithcraft +4, Jump +1, Observe (Hear) +2, pleadingly and impotently into the night,
Observe (Spot) +2, Run +2 Maasssterrrr!

Tactics: The battle resumes after its brief lull. The


goblins now know there is no reprieve. They
As the combat begins Grukna and his goblin foot must fight their way free to survive. And
soldiers will rush the party. They will concentrate Lothan knows his failures in the past have
on any obvious warrior and try to take them down caught up to him. He tries to blast his way free
first. Lothan will drop his Shadows and Phantoms and escape into the night.
spell, and will launch a Lighting blast at anyone
that begins to cast. Bradelus will fire at the party. The destruction of the house has destroyed the
He will try to get off two shots per round. He has bolthole that Lothan had prepared. This time he
four poisoned arrows. They he will save and use must face the heroes without an escape hatch. He
against any person that is turning the tide of battle will become terrified and launch Lightning Bolt after
in the parties favor. (Poison Injection, TN10 Lighting Bolt to try to clear a path for himself. This
stamina test, 2d6 Health loss on a failed test, will quickly make him very weary. It is up to the
TN15 treatment test) party to prevent him from escaping.
The Warg Riders will try to flank a party member Once the battle is over the party will find the
on attack. See Scene Seven A for their tactics. remains of a journal on Lothan. Along with two
small containers of the alkali poison made by
If one of the party members begins to get the Bradelus. The journal entries are included as
upper hand against Grukna, Lothan will cast a Players Handout #2.
bladeshattering spell on the weapon of the party
member. Remember, this does no damage to the If the party eluded the ambush they now know that
person holding the weapon, just deprives them of Dillman Harriman is still alive and in the camp of
the weapon. the Warg Riders. They can rescue him, or send a
group of villagers to collect him. If they do the later
After six rounds or if the party has more than eight they loose the experience for rescuing him.
of the goblins foot soldiers down move on to
Scene Fourteen Betrayal. If the party rescues Dillman or sends some
villagers they will find a small blue elf stone in a
Scene Fourteen - Betrayal pack.

At a proper moment in the Battle for Bafsted, as Conclusion


defined above, read or paraphrase the following:
Lothan lies dead at your feet. You are sure that
As the battle turns in your favor, a sound like the terror of Bafsted is finally finished. His evil
thunder falls upon you. A flash comes from will now pass into the Void that he worshiped.
the road to the north and crashes into
Holdman Hardbraces house. This flash Lights are coming on in all of the homes in
outlines the caster. As you looks a pool of town. Folks are leaving their home to find out
darkness resolves itself into the form of a what is happening. They listen to your tale
black-cloaked man on a black horse. with wide eyes and a bit of awe.

Forsaken Hope Page 17


consistent character portrayal and contribution to
The evening after your defense of the hamlet, the fun of the game. You can award different
you are sitting in The White Plow. Harv has roleplaying amounts to different characters.
recovered enough due to the infusion created Award the total value (objectives plus
by Anthelia to come down to the Common roleplaying) to each character.
Room. Rethan Nimblewick is there also, sitting
in a corner with Dawnalla Heathertoes never far Scene Five
away. Investigation of the burned caravan shows
It was attacked by some force 60 xp
Dillman Harriman is even in the room propped Determine it was Warg Riders 10 xp
up and recovering. He has forwarded the party
the money that his father offered them.
Scene Seven
At the head table is Brontus Bellweather, wane Defeat the Warg Riders 50 xp
and pale, but well on the mend. To his right is Rescue of Dillman Harriman 25 xp
the old Dunedain healer, Anthelia. To his left is
Anualda. She looks hunted by he past deeds, -OR-
but the hold Lothan had over her died with
him. Her father and the town have forgiven Slip by the Warg Riders 50 xp
her. As they have Seth and Dronic.
Scene Ten
The buzz in the room stops abruptly as Dronic Keep Anualda Bellweather alive 25 xp
Heathertoes steps to the long unused stage.
Seth Sandybanks stand and begins to clap.
Many in the room pick it up, half-heartedly.
Scene Fourteen
He then begins to sing a new song. A song Overcome Lothan and his minions 130 xp
praising a group of heroes, that risked their Rushing out to rescue Dillman Harriman 25 xp
lives to turn back the Shadow and save a small
town. You sit blushing and smiling as you Total experience for objectives 300 xp
hear for the first time The Ballad of the Battle Discretionary roleplaying award 0-50 xp
of Bafsted.
Total possible experience 350 xp
All in the room stand an applaud Dronic at the
end. And all agree that your deeds here will
never be forgotten.

[Living Campaign games have experience awards


Treasure Summary
of some kind for player characters, and treasure. Player characters may keep items from the
The next two sections cover these for our most scenario that are listed on the treasure list below or
popular campaigns. If you are writing for another which meet the following conditions:
campaign, mimic the section that looks most
appropriate to you. Remove any experience and 1. The item must be non-magical and specifically
treasure sections not appropriate for the campaign listed in the text of the adventure (e.g. armor
you are writing for. If you are writing a scenario for on foes). If it is not listed in the text, the
pre-generated characters, cut out from this characters cannot keep it. Items of this nature
paragraph to the section break. Remove this can be sold for 50% of book value, or recorded
paragraph.] on a log sheet.
2. Animals, followers, monsters, henchmen, and
Experience Point Summary so forth (any living being, basically) may not be
[Note: this section applies to all campaigns except kept from a scenario for any reason unless the
LIVING CITY. Remove this paragraph.] treasure summary lists the being specifically. It
To award experience for this adventure, add up is okay for the player characters to form
the values for the objectives accomplished. Then relationships with NPCs, but these will not be
assign the discretionary roleplaying experience certed and cannot bring material benefit to the
award. The roleplaying award should be given for

Forsaken Hope Page 18


character. Contacts (sources of extra
information) must be specifically certed.
3. Theft is against the law, but may be practiced
by some player characters. Items which are
worth more than [insert campaign value] that
are of personal significance to the owner
(including family heirlooms), and all magical
items, will be discovered in the possession of
the character by one means or another. The
character must return the item and pay a fine
equal to three times the value of the item
stolen. In addition, the PC caught receives
campaign-decided penalties for being known
as a thief, such as Infamy. For other stolen
items which meet the criteria in #1 above, use
your judgment and the circumstances within
the game to determine whether a PC thief gets
away with the theft or not.

Any item retained according to these rules, which


does not have a certificate, will not ever have a
certificate issued for it.
The campaign staff reserves the right to take
away any item or gold acquired for things which it
later finds unreasonable but which were allowed at
the time.

Scene Seven A
Maximum of six Warg hides, if sold to the
hamlets tanner these are worth 60 copper
pennies.
Three short bows
Twenty Four Arrows
A blue elfstone (See Cert)

Scene Fourteen
Longsword worth 9 SP, 3 sp
Dagger - worth 7 SP, 3 sp

Conclusion
Maximum of thirty (30) Silver Pieces from Varn
Harriman for finding his son and the caravan.
You are known as heroes of the battle of
Bafsted. This is immortalized by the Ballad of
the Battle of Bafsted by Dronic Heathertoes.
(See Cert)

Forsaken Hope Page 19


Narrator Aid #1

Map of the Hamlet of Bafsted

Forsaken Hope Page 20


Narrator Aid #2, Master Price list

Available at The White Plow

Lodging, 1 Night 70 cp (one meal included in lodging)


Meal 60 cp
Ale, Mug 10 cp
Wine, Glass 20 cp
Pipeweed, Pouch 50 cp
Food, 1 week 40 cp
Food, travel rations, 1 week 20 cp
Stabling for a mount, 1 day 5 cp

Available from Ulmec the Candle maker

Candle, Single 10 cp
Candle, Scented 15 cp
Candle, Box of 10 1 sp

Available from Rethan Nimblewick, hamlet tanner

Leather belt 20 cp
Leather pouch 10 cp
Leather, bulk, square foot 10 cp
Leather Vest 1 SP (weighs 5 lbs and absorbs 1 damage is worn in combat)

Available from Forsti Fireaxe, hamlet blacksmith

Large Plow 2 GP
Small Plow 1 GP
Candleholder, Plain 30 cp
Candleholder, Reflective 40 cp
Lantern, Candle 50 cp
Lantern, Oil 60 cp
Sharpen Weapon, Large 10 cp
Sharpen Weapon, Small 5 cp

Available from Ma Sandybanks Will be more than willing to trade for food of like value

Soap, Bar Normal 50 cp


Soap, Bar Scented 70 cp

Forsaken Hope Page 21


Narrator Aid #4, Master NPC Listing
Dustor Proudfoot, - Hobbit merchant in Bree

Attributes: Bearing 7 (+0), Nimbleness 12 (+3), Perception 7 (+0), Strength 8 (+1), Vitality 10 (+2), Wits 8
(+1)
Reactions: Stamina +2, Swiftness +3, Willpower +3, Wisdom +1
HEALTH: 11
DEFENSE: 13
Skills: Appraise (Cloth) +4, Craft: Weaving +6, Debate (Bargain) +3, Games: Chess +2, Inquire +2,
Insight +1, Language: Common +5, Lore: Realm (Breeland, The Shire) +4, Lore: History (Breeland, The
Shire) +2, Observe (Spot) +3, Ranged Combat: Throw +4, Search +1, Weather-sense +3
Ability: Six Meals A Day, Small Folk, Soft Footed, Sure At The Mark, Tough as Old Tree Roots,
Masterwork

Dustor Proudfoot is one of Brees more successful merchants. He purchases cloth from many of Brees
women and is known as an excellent weaver in his own right. Dustor partners with his cousin Weldon to
dye his fabrics and then they sell the products in Bree, The Shire, and more outlying regions.

Dustor is the opposite of his cousin in all appearances. Where Weldon is short and stout, Dustor is tall
and lanky. Dustor keeps his curly flaxen hair trimmed short and has even been known to shave it off in the
warm summer months. Dustor favors simple clothes, even at celebrations, and often wears his traveling
clothes because they are well worn and comfortable. He is a nervous Hobbit and prone to fits of panic.

Harv Heathertoes Owner of the White Plow

Attributes: Bearing 6 (+/-0), Nimbleness 6 (+/-0), Perception 7 (+/-0), Strength 8 (+1), Vitality 8 (+1), Wits
8 (+1)
Reactions: Stamina +1, Swiftness +2, Willpower +/-0, Wisdom +1
HEALTH: 9
DEFENSE: 10
Skills: Armed Combat, Axe (Axe) +2, Armed Combat: Clubs (Club) +2, Craft: Innkeeper +4, Craft: Brew
Ales +2, Jump +1, Observe (Hear) +2, Observe (Spot) +2, Run +2

Harv is the owner of the only Inn in town. He is a large man over 62 and over 250 pounds. He has a
hearty laugh and is good-natured. He runs the inn with his wife Nareena who is the Inns cook, and
immensely fat. They have three daughters and two sons.

Ulmec Candle maker

Attributes: Bearing 6 (+/-0), Nimbleness 7 (+/-0), Perception 7 (+/-0), Strength 6 (+/-0), Vitality 7 (+/-0),
Wits 6 (+/-0)
Reactions: Stamina +0, Swiftness +2, Willpower +/-0, Wisdom +/-0
HEALTH: 9
DEFENSE: 10
Skills: Armed Combat: Clubs (Club) +2, Craft: Candle Making +4, Jump +1, Observe (Hear) +2,
Observe (Spot) +2, Run +2

Ulmec is the candle maker for the region. He moved here a few years back fleeing the unrest in his native
Dunland. His manner of speech is rough and most think him stupid, but he is not. While he is not a great
socializer, most in the hamlet dont mind him.

Forsaken Hope Page 22


Rethan Nimbletoes - Tanner

Attributes: Bearing 7 (+/-0), Nimbleness 7 (+/-0), Perception 6 (+/-0), Strength 6 (+/-0), Vitality 6 (+/-0),
Wits 6 (+/-0)
Reactions: Stamina +2, Swiftness +0, Willpower +/-0, Wisdom +/-0
HEALTH: 9
DEFENSE: 10
Skills: Armed Combat: Clubs (Club) +2, Craft: Tan Leather +4, Jump +1, Observe (Hear) +2, Observe
(Spot) +2, Run +2

Rethan is the hamlets tanner. He took the business over from his father a few years back. He fashions
hides from the slaughtered sheep and cattle into leather. He can, and does, make various items from the
leather for sale in the area. He is known for his rough sense of humor and steady head. If he is not in his
shop he can be found at the White Plow. He is trying to push home his suit of Harvs eldest daughters
hand.

Forsti Fireaxe - Blacksmith

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

Forsti is the blacksmith of the area. If anyone hears him in his cups he claims to have been an adventurer
and lost his leg in a Warg attack. Most of Bafsted smile behind his back, but it is a true story. He is a
gruff and dour as the rest of his people, but will brighten when speaking of Smithcraft or with those who
have proven themselves as adventurers and not wannbes.

Ma Sandybanks Soap maker

Attributes: Bearing 7 (+/-0), Nimbleness 5 (+/-0), Perception 7 (+/-0), Strength 4 (+/-0), Vitality 5 (+/-0),
Wits 8 (+1)
Reactions: Stamina +0, Swiftness +0, Willpower +/-0, Wisdom +1
HEALTH: 8
DEFENSE: 10
Skills: Craft: Soap Making +4, Healing +2, Jump +1, Observe (Hear) +2, Observe (Spot) +2, Run +2

Ma is the old mother of Seth Sandybanks. She makes her living as the soap maker of the hamlet. Over
the years she has become a fixture in Bafsted. Her husband disappear many years ago, Seth says he
was an adventurer, most say he ran off to Hobbiton or the like to escape responsibility. She loves both of
her children.

Blossom Sandybanks Soap makers daughter

Attributes: Bearing 9 (+1), Nimbleness 7 (+/-0), Perception 7 (+/-0), Strength 6 (+/-0), Vitality 6 (+/-0),
Wits 7 (+/-0)
Reactions: Stamina +0, Swiftness +0, Willpower +1, Wisdom +1
HEALTH: 8
DEFENSE: 10
Skills: Armed Combat: Clubs (Club) +1, Healing +1, Craft: Soap Making +4, Jump +1, Observe (Hear)
+2, Observe (Spot) +2, Run +2

Forsaken Hope Page 23


Blossom is the daughter of Ma Sandybanks. She is very pretty and a bit of a recluse. She knows that she
was the root of Seth and Lothans argument several years back. She sees a sinister side of Lothan and
will readily tell anyone that listens.

Boras Bracegirdle Local sheep rancher

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

Boras is one of the local sheep ranchers. He was on the trail that convicted Seth Sandybanks and has
been hit with troubles since. He is a gentle spoken fellow and very grounded. His sons run the farm now,
but Boras is still strong and hale.

Andar Grondman Local cattle rancher

Attributes: Bearing 7 (+/-0), Nimbleness 7 (+/-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) +2, Craft: Cattle Ranching +4, Jump +1, Observe (Hear) +2,
Observe (Spot) +2, Ride: Horse +4, Run +2

Andar is a human cattle rancher that lived north of Bafsted. He is a dour individual that believes that work
is everything. He has several sons to help him at the ranch. He was one of the members in Seth
Sandybanks trail.

Dronic (Heathertoes) Down and out Minstrel

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 Harv Heathertoes nephew. He is a minstrel that has moved around a bit. He is not bad as a
minstrel, but not as good as he thinks he is. He has a Corruption Point from stealing from his uncle. He is
torn up over this. He does not know Tessfeld cheated to win.

Forsaken Hope Page 24


Narrator Aid #5, Monster Summary
Scene Seven A My, What Big Teeth You Have

WARG (Variable)
Attributes: Bearing 8 (+1), Nimbleness 8 (+1), Perception 9 (+1), Strength 10 (+2), Vitality 10 (+2), Wits 4
(+/-0)
Reactions: Stamina +4, Swiftness +3, Willpower +1, Wisdom +/-0
HEALTH: 12
DEFENSE: 11
Skills: Armed Combat, Natural Weapon (Fangs) +6, Intimidate (Fear) +5, Jump +5, Language: Warg-
Speak +4, Observe (Smell) +6, Run +9, Stealth (Sneak) +9, Survival (Mountains) +5, Track (Scent) +4
BITE DAMAGE: 2d6+1

Goblin Warriors (Variable)


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
HEALTH: 9
DEFENSE: 10
Skills: Armed Combat, Blades (Scimitar) +4, Intimidate (Fear) +2, Language: Black Speech +4,
Language: Common +2, Language: Orkish +4, Lore: Race (Orc) +4, Observe (Smell, Spot) +4, Ranged
Combat: Bow +2, Ride (Wolf) +3, Run +3, Seigecraft +2, Stealth (Sneak) +4, Track (Scent) +1
Weapon Damage: 2d6+4

Tactics: the rules for mounted combat at in the Core Rule Book on pages 236-237. When the party is
attacked the Warg riders will coordinate their attacks so that each member of the party will take two
attacks initially (one down each side). This will give a 2 penalty to any dodge or parry attempts a party
member makes, due to hemming them in. Any Warg Riders that are not needed in the initial attack will
attack the party member who looks to be the largest threat (i.e., any member in heavy armor with a big
sword). Once this initial charge is done it will be a free for all.

Scene Thirteen Great Holdmans Ghost

Grukna Goblin Leader

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: Clubs (Hammer) +4, Healing +3, Smithcraft
+4, Jump +1, Observe (Hear) +2, Observe (Spot) +2, Run +2

Goblin Warriors {Foot Soldiers} (12)


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
HEALTH: 9
DEFENSE: 10

Forsaken Hope Page 25


Skills: Armed Combat, Blades (Scimitar) +4, Intimidate (Fear) +2, Language: Black Speech +4,
Language: Common +2, Language: Orkish +4, Lore: Race (Orc) +4, Observe (Smell, Spot) +4, Ranged
Combat: Bow +2, Ride (Wolf) +3, Run +3, Seigecraft +2, Stealth (Sneak) +4, Track (Scent) +1
Weapon Damage: 2d6+4

Bradelus Human Poisoner

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

WARG (Variable)
Attributes: Bearing 8 (+1), Nimbleness 8 (+1), Perception 9 (+1), Strength 10 (+2), Vitality 10 (+2), Wits 4
(+/-0)
Reactions: Stamina +4, Swiftness +3, Willpower +1, Wisdom +/-0
HEALTH: 12
DEFENSE: 11
Skills: Armed Combat, Natural Weapon (Fangs) +6, Intimidate (Fear) +5, Jump +5, Language: Warg-
Speak +4, Observe (Smell) +6, Run +9, Stealth (Sneak) +9, Survival (Mountains) +5, Track (Scent) +4
BITE DAMAGE: 2d6+1

Goblin Warriors {Warg Riders} (Variable)


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
HEALTH: 9
DEFENSE: 10
Skills: Armed Combat, Blades (Scimitar) +4, Intimidate (Fear) +2, Language: Black Speech +4,
Language: Common +2, Language: Orkish +4, Lore: Race (Orc) +4, Observe (Smell, Spot) +4, Ranged
Combat: Bow +2, Ride (Wolf) +3, Run +3, Seigecraft +2, Stealth (Sneak) +4, Track (Scent) +1
Weapon Damage: 2d6+4

Lothan Brooktoes - Miller/Baker/Sorcerer

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

Lothan Brooktoes Miller/Baker/Sorcerer

Attributes: Bearing 12 (+3), Nimbleness 7 (+/-0), Perception 10 (+2), Strength 6 (+/-0), Vitality 9 (+1),
Wits 12 (+3)
Reactions: Stamina +1, Swiftness +2, Willpower +4, Wisdom +3
HEALTH: 9
DEFENSE: 10

Forsaken Hope Page 26


Skills: : Armed Combat: Blades (Dagger) +1, Craft: Calligraphy +2, Debate +3, Healing +2, Inquire +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

Lothan is a hobbit of surprising magical abilities. He first learned of this after a traveling magician came
through Bafsted when he was a child. He used is trips to Bree on grain buying expeditions for his father to
further this learning. At the Prancing Pony he met other magician and learned from them. Five years ago
after his rejection by Blossom Sandybanks he turned inward and to the Shadow. He took a long trip
supposedly for his father to buy ingredients for the bakery. But he was looking for other things. In an Inn
in the ruined city of Tharbad he found it. A dark cloaked man taught him his first spell of sorcery. He
reveled in the raw power! He learned many more spells from him and soon had fallen completely under
the Shadow.

He returned to Bafsted, not to continue his life, but to turn the hamlet against itself and to gain power. His
plan is to cause as much pain and sow the seeds of fear. Then when the time is right kill Brontus
Bellweather and using his dark magic place himself over the hamlet. His Dark Master sees this as a good
thing and has given him Athadol and Vroll to help.

Tactics:

As the combat begins Grukna and his goblin foot soldiers will rush the party. They will concentrate on any
obvious warrior and try to take them down first. Lothan will drop his Shadows and Phantoms spell, and
will launch a Lighting blast at anyone that begins to cast. Bradelus will fire at the party. He will try to get
off two shots per round. He has four poisoned arrows. They he will save and use against any person that
is turning the tide of battle in the parties favor. (Poison Injection, TN10 stamina test, 2d6 Health loss on
a failed test, TN15 treatment test)

The Warg Riders will try to flank a party member on attack. See Scene Seven A for their tactics.

If one of the party members begins to get the upper hand against Grukna, Lothan will cast a
bladeshattering spell on the weapon of the party member. Remember, this does no damage to the person
holding the weapon, just deprives them of the weapon.

After six rounds or if the party has more than eight of the goblins foot soldiers down move on to Scene
Fourteen Betrayal.

Once his Master betrays Lothan, the tactics change a bit. The destruction of the house has destroyed the
bolthole that Lothan had prepared. This time he must face the heroes without an escape hatch. He will
become terrified and launch Lightning Bolt after Lighting Bolt to try to clear a path for himself. This will
quickly make him very weary. It is up to the party to prevent him from escaping.

Forsaken Hope Page 27


Player Handout #1

This scrap of paper was found at Weldon Proudfoots place at #6 Horburry Lane

Baldo,

Had to run off on some business. Will be back around Mid-Summers


Day. Please keep up the yard and garden, and stop the milk delivery.

Weldon

Forsaken Hope Page 28


Player Handout #2

These are the last few entries in Lothans journal.

June 4, 2941

The Warg riders caught and destroyed a caravan coming into town. The rightfully captured or slew all of
the members of the caravan. Hey burned the wagons, the fools the smoke might have been seen from
town. Two of the caravan members are still alive. I have ordered Grukna to keep them that way, for now.

June 18, 2941

Joy, of joys, my Master has granted me a visit. And on what a night! That fool of a tanner decided to try
to escape. Luckily, he trusted my spy Anualda. Fool! I sent the Warg Riders to catch him and kill him.
Of all the things those so called heroes did, the best was to show the young Heathertoes to be a cheat
and a fool. This broke Brontus daughters will and allowed me to dominate her. She has been poisoning
her father for the last few weeks and even killed Valturn. Revenge is sweet!

June 28, 2941

Master has informed me that he must go back east, over the mountains. Something is brewing and he
must return to his Master. But soon he will know hat Bafsted has fallen to him.

Forsaken Hope Page 29

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