This adventure is bog standard stuff but I felt it was a good way for myself and the group to get a feel for the mechanics of The One Ring 2e. Since we're just starting out that's pretty important.
The idea comes right from the core book and does a decent job setting up the next adventure, the hunt for Búrzgul, the Butcher. Many of the descriptions used come right from the Core book. In no way do I own any of this material, it's fan adventure scenario fiction.
I normally don't put this much info into an adventure I'd run but on this occasion I tried anticipating some of the decisions they'd make and the rolls they might be called to perform.
2965 - Spring: Goblins in the Wild
Background:
Goblins from Goblin-Town
have come down from the Misty Mountains after getting word from Búrzgul,
the Butcher that orcs are gathering in the South Downs and the villages surrounding Bree are ripe for plunder. The goblins found a cave in the Chetwood, close to the Midgewater Marsh, from
which they prey upon sheep from the village of Combe, waiting for word from Búrzgul
that the time has come to raid the village proper.
Adventure Information: It is raining, a
solid April rain, leaving everything, and everyone soaked to the bone.
The Companions have arrived or are arriving at the Prancing Pony in Bree.
· Inside is warm and dry, with a large fire
roaring in the fireplace. The smell of fresh baked bread and butter, ale and
venison stew suffuse the room. The inn is packed with people heading back and
forth from the bar, mugs of beer in hand, while serving maids carry trays of
food to tables.
Barnabas Butterbur is a young man at
this point, not quite as heavy set as seen in the movie. Hobbits and dwarves
are not unusual customers in the inn. He has never seen an elf and would be awkward
and fawning dealing with them, considering it a huge honor to have one in
his inn.
·
Rangers are treated with some suspicion, considered
to be strange folk by the Bree-landers.
Gandalf is visiting the Inn. He could
be met by an individual player on the road, suggesting to them he could use a helping hand
along the rain soaked road or he could be met soon after he enters the Prancing
Pony.
Possible Gandalf talking points:
- “Greetings. It’s pitching cats and dogs out
there. May an old man share a seat at your table to dry off by the fire? Ah,
that’s better.” The wizard sits down without waiting for a response.
- If asked who he is: “Ah, well, that is a long
story. You may call me Gandalf, Gandalf the Grey. Thought I’d get out of the
rain and enjoy the comforts of Master Butterbur’s inn. It’s not good for an old
man to be out in weather like this. But what brings you to the Prancing Pony?”
Gandalf may
remark about the cultures of the players (i.e. If I’m not mistaken, you are an
elf of the Woodland Realm. You’ve traveled a long way from Mirkwood. What
brings you to these parts?). Use this as an opportunity to introduce the
Companions to each other.
After enough friendly banter Gandalf presents his concern to the players. He comments on rumours the Shadow is growing and that orcs have been seen on the move from the Misty Mountains. On the flip side he mentions the new hope in the Dale with the death of Smaug and the reclamation of Erebor.
During their
conversation, John Ferny will try to
stealthily approach the Companions to listen in on what they are saying.
Players can make an Awareness roll
to spot him and an Insight check to
identify what he’s up to. At some point Gandalf will grow angry at John Ferny for trying to stick his ear
into their discussion.
·
John
is bald but for a ring of hair around his head. He is a tall man with small
eyes and an upturned nose. He is canny and secretive and greatly desires to
know Gandalf’s business.
Butchered sheep in Combe.
Eventually Gandalf asks for the players aid.
- “Sheep have been found butchered in the fields
in the north end of Combe, whispers that a Troll has come down from the
Chetwood. I am not so certain. I would travel to Combe myself, however
important business awaits me to the west for which I cannot be late. Would you
travel to Combe and see to the nature of these attacks upon village?”
- “I must warn you the people of Combe have grown
less hospitable of late and do not trust outsiders. It will take a hospitable
word and true deeds to gain their trust, if at all, I fear.”
Gandalf will become the players Patron for this adventure.
Goblins have
begun to raid the local fields. If it continues, news will reach Goblin Town of easy hunting. If the threat is not dealt with more
goblins will come and by the fall the village of Combe will be raided with a number of farms put to the torch.
Background info. The Bree-wardens offered to investigate but were dismissed. According to the people of Combe, they can look after their own problems. (Insight test – the people are stubborn, and a little bit resentful of their situation. Combe is known to flood from time to time due to their location in the valley between Bree-hill and the Chetwood. It’s also more dangerous, Trolls have been known to take their sheep in the past.)
Characteristics of the Village:
Combe is located on the north side of Bree-hill. A small pathway off the North-South road leads to the village. Dour and gloomy farmers can be seen working the fields, preparing equipment to sow their crops, once the rain season
ends or tending to their flock of sheep. Combe consists primarily of humans
with a few hobbit families living in Bree-hill.
When the players approach a
farmstead they’re greeted by barking dogs, followed by suspicious stares and
half-hearted welcomes form the locals.
Carl and Tilly Hardybough: Use them for
the first farm the players approach. Carl is out tending to the sheep while Tilly is tending to the vegetable garden. The farm has not been attacked at this
point. ·
·
Carl will want to know if the Companions are
associated with the Bree Wardens.
- “You working for them Bree Wardens? We don’t
need no help from outsiders. We’re capable of taking care of our own concerns,
thank you very much.”
- "It’s been farms to the north, closest to the
hills, where the attacks have occurred."
·
A Courtesy or Persuade roll
(good roleplaying will gain 1d) will reveal the most recent farm to be attacked
was the Oakstout’s two nights ago,
located north of the village. If the players get any 6’s on the success, Carl Hardybough will offer to introduce
the players to the Oakstout’s
personally. This would be a case where if the players don't pass their target number choose the success with woe option and perhaps the players are labeled by the townsfolk as being strange or disturbers of the peace making future interactions in Comb difficult.
The Oakstout Farm. Site of the last goblin raid.
Tom and Etta Oakstout’s farm is on the
northern outskirts of the surrounding farm.
·
Tom is cutting wood by the side of the house
while Etta is inside baking. The barking of the dogs will bring her to the
front door.
·
Tom is reluctant to talk to strangers. He
believes a troll is responsible.
Etta thinks it was something else based on how
the sheep were butchered.
- “A troll would have taken the whole bloomin sheep,
Tom!”
- “They’re offer’n ta help and you should take it,
otherwise we’ll be hard pressed to pay Master Breeker’s tax if’n more of our
sheep are butchered.” (The introduction of this name may be recalled by the
Companions in the future.)
·
Tom has since buried the sheep out past the
fields not wanting to attract wild animals to the remaining flock. A successful
Courtesy or Persuade roll will have him show where the dead sheep were found so the players won't have to Scan or Hunt for it.
- Goblin tracks can be found in the field. They lead to the goblins who occupy an abandoned Troll-hole hidden in the side of a hill to the north.
- If the tracks are not found, the players can set up an ambush in the farmers’ fields. Goblins will return at night for more meat (which they need to offer to the wolves in the Howling Howls).
Finding the Goblins
Tracking the Goblins: The players can
make a Hunting or Scan roll to look
for tracks.
If they
succeed, they observe goblin tracks heading north. These tracks can be followed
north west where the Chetwood meets the Midgewater Marshes. If the tracks were
found using Scan, a Hunting roll (gain 1d) is required to
follow them, otherwise the Companions lose the trail in the hills.
If the Hunting roll is not successful
players can watch the farm for the next Goblin attack:
·
If they fail the initial Hunt roll, trying to find tracks from previous attacks won’t be
possible due to recent rains.
·
The players can set up an ambush and watch for
the goblins to return at night. A Battle
roll can provide a good location for the ambush (providing a bonus 1d to the Awareness roll when the goblins return
at night). The players will have to make Awareness
check to hear and see the goblins approach. Because it is at night this is made
at negative 1d.)
·
If they fail, a player can make an Awareness roll to hear the sheep
becoming agitated and scared by the goblins or when the goblins are butchering
the animals.
·
If the players fail to catch the goblins at work
they can make another Hunting roll
in the morning when the dead sheep are found to track the goblins north. The
villagers will not be impressed that more animals were killed under the
Companions watch.
·
Other options include success with woe, the players
spot the Goblins but the Goblins spot the players, negating any ambush by the
players.
Another option could be success with woe. The
players are allowed to track the goblins however the trio of goblins returning
to Combe spot the players moving through the woods and set up an ambush.
If Hunting is successful in tracking the
Goblin the players are able to follow the tracks into the Chetwood.
Leads to Attack in the woods:
·
On the way north the Companions will come upon a
trio of goblins who are traveling south east to raid the sheep. It is overcast,
allowing the goblins to move easily during the day.
The Player
Scout will have an opportunity to make an Awareness
roll. If they roll a 6, they can make a Stealth roll to see if they surprise the Goblins.
·
Otherwise, combat begins with an opening volley
for both sides.
·
If they fail their Awareness check allow the Goblins a surprise round for the
opening volley as they've set up an ambush instead.
The Troll-hole, Goblin cave:
There are 5
goblins currently in the cave. Another 3 have traveled south to entice the
Wargs in the Hollow Hills, located in the South Downs, to join them. A Scan or Hunting test notices those
tracks heading south. The Goblins are
trying to lure Wild Wolves to their cave using the sheep meat, thus the tracks
headed southward.
The map I used was created by Dyson Logos.
In the cave:
·
A single goblin will be keeping watch in the
shadowed recesses of the cave entrance. Companions can roll Awareness negative 1d since it is
difficult to see into the darkness and the goblin has a good hiding place. Companions
will have a negative 1d to shoot at the goblin due to its cover in the cave.
·
If the goblin isn’t spotted the goblin will sound the alarm when the Companions are discovered, alerting the remaining 4 goblins in
the cave. This allows them to find good spots deeper inside, gaining a
surprise round to shoot at the players. During the opening volley, the
Companions will have negative 1d due to the cover the goblins have in the cave.
·
If the players have the advantage of surprise
they can get an opening volley before close combat begins.
·
If the players are somehow able to kill the
goblin sentry before it raises the alarm, the goblins are resting in the bottom
of the cave.
Side note: My group was detected trying to get into the cave. The alrm sounded and they waited outside, thinking the goblins would charge out to attack. But why would the goblins leave the safety of the cave to do that? So instead I tried to lure the Companions into the cave with this goblin taunting song.
“Come in, come in!
Let’s play, let’s play!
Come in, come in!
We’ll stick yeah!
We’ll pierce yeah!
We’ll bleed yeah on the floor!
Come in, come in!
Let’s play, let’s play!”
And it worked! The Companions moved into the cave and they paid for it in goblin arrows!
Treasure:
·
At the back of the cave, carved into the stone
is a roughhewn chair looking over the ledge into the main cavern. Above the stone
chair runs a thick horizontal crack. In a hidden recess were a troll could
easily reach is a treasure box. A Scan test
is required to spot the box in the crack from the ground. If the players climb
up onto the throne to look in the recess they’ll automatically spot it. Because
the box is wedged into the crack pulling it out of the recess will require an Athletics roll.
·
Each player will receive 2 Treasure. As well, the box contains Nár’s Rock, a Dwarven Shield of Ancient Cunning, crafted in the mines of Moria. Nár’s
Rock was lost during the War of Dwarves and Orcs.
·
In the room in the lower portion of the cave, amongst
the lice ridden bedrolls, food stuff and other filth that make up the goblin
camp the players locate a filthy piece of leather with crude writing on it.
Skag,
Offer Wargs
in western hollows sheep meat and promise of man flesh. They will come.
Stay hidden!
Our strength grows but we are not ready to fire the villages.
Patience. Ancient forges will be lit. From the ashes a
new Uruk nation will rise in the north.
Búrzgul,
the Butcher
This clue will be the hook for the next adventure phase.
Waiting for the Goblins to return
If
the Companions wait in ambush for the return of the goblins two goblins and Skag, the orc, will return to the cave riding Wargs.
Captured Goblin: If a goblin is
captured and questioned the goblin will hiss and snarl but provide no
information willingly. A player may attempt an Awe roll to intimidate the goblin or a Riddle roll to try and trick them out of information. Info the
Goblin can provide.
- Búrzgul, the Butcher is south. He sends word when the moon is dark.
- Ha ha, many orcs, many goblins are coming to serve under
the Bloody Axe, ha, many orcs and goblins from the Misty Mountains will hear
his call to kill the men of these lands, hah.
- The Butcher will hear what you did. He will come.
He will gut you. And bleed you. And make you scream. In the dark of night he will
find you. Hah.
Returning to Combe/Bree:
At any point
the players can return to Combe and Bree to speak of their success.
·
The farmers will be grateful the
goblin threat is eliminated.
·
The Companions will have established some reputation in
Combe as a result and will be treated fairly by the villagers.
Word will
also reach Oswald Breeker of the Companions
deeds.
·
Oswald
will appreciate the aid given to the farmers, though he believes the farmers
need to be able to take care of their own problems if they are to remain in the
area. They can’t look to outsiders for help.
Gandalf (Fellowship phase):
When the
players return to Bree and the Prancing Pony, Gandalf may not have immediately
returned from his travels. It depends on how long it took the Companions to see
to the goblins.
The
interaction with the wizard could occur later as part of the Fellowship phase.
If shone the scroll, Gandalf will wonder at the
reference to ancient forges and who signed it.
·
Gandalf will suggest they speak with Oswald Breeker, a wizened old man who
lives in his ancient family estate on the edge of the Combe. He is the master
of much of the farm lands around the village and extracts a heavy
tax from those who tend these fields and hills.
·
Oswald has a decent library, including books on
genealogy. Gandalf suggests they may find information on the name, Búrzgul. He warns the
players that Oswald is grim and secretive, and possesses an inquisitive mind.
He will want to know who he is speaking with. There in the Companions may find
an advantage.
Of course Gandalf knows who Búrzgul,
the Butcher is but he wants the players to interact with Oswald since it may
set in motion other events in future adventures.
Oswald Breeker Estate (Combe village)
This meeting
will require a Council. Should the
players prove themselves to be both allies of the Free Folk and capable of
keeping his secrets, they will be permitted under Oswald’s supervision to use
his library for research.
Council:
The request
to use the library is reasonable, value 3. Players can approach the introduction as they see fit. Same with
the interaction.
If successful:
Oswald will
direct them to a book of genealogy and the information they seek on Búrzgul,
the Butcher. The book will inform them that Búrzgul, the Butcher, is a
formidable orc, though he does not possess the potency of his forbearers, Bolg,
or Azog the Defiler.
·
In the future, any Ranger of the North or other
character able to win over Oswald is able to make use of his collection of
ancient texts, and gains 1d to Lore
rolls relating to the history of Bree-land and Arnor.
If unsuccessful:
Oswald will deny them access to his library and ask them to leave his
house.
If it ends in Disaster:
Oswald demands the players leave and never
return to his house.
So ends the first adventure!