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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
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
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.
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.
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,
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
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.
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.
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
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.
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
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
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
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)
Candle, Single 10 cp
Candle, Scented 15 cp
Candle, Box of 10 1 sp
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)
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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
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.
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
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
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
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
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.
This scrap of paper was found at Weldon Proudfoots place at #6 Horburry Lane
Baldo,
Weldon
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.
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!
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.