The Lord of The Rings™ Roleplaying FL Shire™ Adventures 5e OEF

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Based on The One Ring Roleplaying Game by Francesco Nepitello and Marco Maggi

L E A D WRIT E R
James Michael Spahn

5E CON V E RS ION
Michele Garbuggio

AD D I T I ON A L RU L E S D E V E L OP ME N T
Jacob Rodgers

A D D IT ION A L WRIT IN G
Francesco Nepitello, Jacob Rodgers

CON CE P T A RT
Alvaro Tapia

COV E R A RT
Antonio De Luca

OT H E R A RT
Alvaro Tapia, Martin Grip, Jan Pospíšil, Niklas Brandt,
Henrik Rosenborg, Antonio De Luca, Federica Costantini, Luca Sotgiu,
Daniele Sorrentino, Melissa Spandri, Giuditta Betti

GR APH IC DESIGN PR OJ EC T M A NA GER S

Christian Granath, Dan Algstrand, Niklas Brandt, Francesco Nepitello, Martin Takaichi,
Michele Paroli - Mana Project Studio Tomas Härenstam

MAPS EV ENT M A NA GER

Francesco Mattioli Anna Westerling

EDITOR S PR M A NA GER

Michele Garbuggio, John Marron, Jacob Rodgers Boel Bermann

BR AND MANAGER ST R EA M I NG

Robert Hyde - Sophisticated Games Doug Shute, Matthew Jowett

5 E PLAYT EST I NG

Michele Garbuggio, Emanuele Bedin, Francesco Raniero,


Mattia Ventura, Vasco Sbalchiero, Jacob Rodgers

ISBN PR I NT

978-91-89143-78-4 Standart Impressa UAB

The War of the Ring, Middle-earth, The Lord of the Rings, The One Ring and the characters, items, events and
places therein are trademarks or registered trademarks of Middle-earth Enterprises, LLC and are used under
license by Sophisticated Games Ltd and their respective licensees. © 2022 Sophisticated Games Ltd.
THE SHIRE

2
C ontents

1 2 3

regarding the conspiracy


the shire7 of the redbook 57 appendix89

A BRIEF HISTORY INTRODUCTION 58 PRE-GENERATED


OF THE SHIRE 8 90
Using the Pre-generated CHARACTERS SHEETS
The Tale of Years of the Shire 11 Drogo Baggins 90
Characters 58
Families and Culture 12 Esmeralda Took 92
A CONSPIRACY
THE GEOGRAPHY MOST CRACKED 58 Lobelia Bracegirdle 94
OF THE SHIRE 14 Paladin Took 96
Part One:
The Three-farthing Stone 14 Primula Brandybuck 98
Off Into the Blue 59
The Water 15 Rorimac Brandybuck 100
Part Two:
The East Road 15 Bilbo Baggins 102
Mathoms of Michel Delving 61
THE WESTFARTHING 19 Epilogue 63 OGL 104
Gamwich and Tighfield 19
EXPERT TREASURE
Greenholm21 HUNTERS 64
Hobbiton22 Part One:
Little Delving 24 On the Road Again 64
Michel Delving 24 Part Two:
Needlehole 26 Shadows and Rumors 66
Nobottle 27 Part Three:
Rushock Bog 27 Dawn Be Stone! 67
The Tookland 27 Epilogue 68
Tookbank 28
MOST EXCELLENT
Tuckborough 28
FIREWORKS 70
Waymeet 28
Part One:
Whitwell 29
Unexpected Party Favours 70
THE SOUTHFARTHING 30 Part Two:
Longbottom 30 Quest in the Quarry 72
Pincup 32 Epilogue 73
Sarn Ford 32
INVOLUNTARY
The Shirebourn River 32 POSTMEN 74
THE NORTHFARTHING 33 Part One:
The Bindbole Wood 33 Captive Conspirators 74
Greenfields 33 Part Two:
Hardbottle 34 Round and Round 76
Long Cleeve 34 Part Three:
The North Moors 34 Enchantment
Oatbarton 34 in the Woody End 77
THE EASTFARTHING 37 Epilogue 78
The Brandywine 37 TO SOOTHE
Bridgefields 39 A SAVAGE BEAST 79
Deephallow 39 Part One:
Frogmorton 39 Buckland and Bound 79
The Hills of Scary 40 Part Two
The Marish 40 Buckland Troubles 81
Stock 40 Part Three:
Willowbottom 41 The Old Forest 83
Woody End 41 Part Four:
The Yale 43 Burning Battle 84
BUCKLAND 44 Epilogue 85
Bucklebury
and Brandy Hall 44
Crickhollow 44
Haysend 45
The High Hay 48
Newbury 48
Standelf 48
THE OLD FOREST 50
The House
of Tom Bombadil 53
The Withywindle 53

3
THE SHIRE

Dearest Balin,
Almost six years have passed already since the last time you
were here. I remember very well everything you and Gandalf
said when we met. You were alarmed, and I took your warnings
to heart, but I don’t think you would find it surprising to
know that news of a nameless threat is hard to believe here
in the dear old Shire. Gandalf came to see me again, on several
occasions. He seems to care about our friendship, and he says
I should indeed be worried, but his vague words of warning
make even less of a dent in the general sense of peace and
protection that we enjoy here, away in the north-west.

But don’t think that I am completely clueless! All I need to do


is have a look at… the things I collected in my adventures to
remember that there is a wide and dangerous world out there.
Sometimes I even miss it, the road, the thrill, the narrow escapes.
It’s my Tookish side. But then I look at my beautiful garden,
my snapdragons and sunflowers, my trailing nasturtians…
how they glow, red and golden, more beautiful than any
Dragon-hoard that ever was, and I am back to being a Baggins.

I hope that what I say won’t be too much of a disappointment


to you. You haven’t asked yet, but I know that you mean
to invite me to join you in that Moria adventure you are
always talking about. I am afraid that I have spent enough
time crawling in the dark under the Misty Mountains not
to wish to do that ever again! But there’s a good bunch of
eager lads and lasses here that you might find to your liking.
Why, they are just waiting for no more than a nod in their
direction from me or from our Grey friend to go off into
the blue on mad adventures! Theirs is an age that is more
appropriate to that type of business, believe me, and I have
taught them a thing or two. I suspect that Gandalf has too...

From a letter from Bilbo Baggins,


Esq. to Balin son of Fundin.

4
C ontents

prologue
“His sword, Sting, Bilbo hung over his fireplace, and his coat of marvellous mail, the gift of
the Dwarves from the Dragon-hoard, he lent to a museum, to the Michel Delving Mathom-
house in fact. But he kept in a drawer at Bag End the old cloak and hood that he had
worn on his travels; and the ring, secured by a fine chain, remained in his pocket.”

For generations of fans, the Shire of the Hobbits has been As a peaceful people for countless generations, very few (if any)
the gateway to Middle-earth. Both the Quest for Erebor told Hobbits possess weapons of war, let alone forge or sell them.
in The Hobbit and that to Mount Doom described in The Lord The only weapons available in the Shire are simple implements
of the Rings start here, with Bilbo and Frodo Baggins provid- used mainly as tools, such as axes, clubs, hammers, hatchets,
ing the readers with a first-person perspective — a point of and staves. Daggers, being easily concealed, are considered
view allowing them to unravel the complexity of the world too dangerous and therefore are not normally sold in stores,
of Arda step by step. except in Buckland where longer hunting knives are commonly
available. Bows and arrows are crafted, but are only issued to
The Shire is a small world, almost fable-like, where a single Bounders or stored in secret stashes in case they are needed
Wild Wolf poses a serious threat, and a Wizard is maybe noth- one day, and they are not available for sale. Short swords, often
ing more than an eccentric fireworks-maker. nothing more than long daggers made by the Big Folk and
given as gifts to the more adventurous Hobbits of yore, are
In the same way, this volume describes the Shire as an intro- regarded as mathoms and are only to be found on display in
ductory, less dangerous setting for new (and maybe younger) Michel Delving's Mathom-house, or as ornaments in the smials
players of The Lord of the Rings™ Roleplaying. By using the of a few Hobbit families of noble descent.
material provided herein, the players will get a taste of the
world of Middle-earth, going on adventures within limited In any case, wandering around the Shire armed with anything
boundaries. Once they familiarize themselves with the scope other than a walking staff will surely arouse the attention of
of the game, the players will be ready to venture across the a Bounder or a Shirriff, who will question the unwary Hob-
vast expanses of Eriador and beyond. bit about the weapon carried, going so far as to confiscate it.

The first section — Regarding the Shire, is a geographical com-


pendium covering the four Farthings of the Shire, all the Bounder
way from Greenholm in the west to Buckland and the Old Small humanoid (Hobbit)
Forest in the East.
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
The second section — The Conspiracy of the Red Book, presents
five exciting adventures, particularly suited to those wishing ARMOUR CLASS 13 (leather shirt)
to play as Hobbit adventurers. HIT POINTS 9 (2d6 + 2)
SPEED 25 ft.
Finally, the Appendix presents eight pre-generated charac- SKILLS Perception +3, Stealth +4
ters, offering players the opportunity to take the mantle of SENSES passive Perception 13
some Hobbits whose children will go on to do extraordi- LANGUAGES Westron
nary things, such as Drogo Baggins, Rory Brandibuck, and CHALLENGE 1/8 (25 XP, proficiency bonus +2)
Esmeralda Took.
HOBBIT-SENSE. The Bounder has advantage on Intelligence,
WEAPONS IN THE SHIRE Wisdom, and Charisma saving throws against Shadow.
At no time had Hobbits of any kind been warlike, and they had
ACTIONS
never fought among themselves. In olden days they had, of
course, been often obliged to fight to maintain themselves in STAFF. Melee Weapon Attack: +3 to hit, reach 5 ft., one
a hard world; but in Bilbo’s time that was very ancient history. target. Hit: 3 (1d4 + 1) bludgeoning damage, or 4 (1d6 +
1) bludgeoning damage if used with two hands.
BOW. Ranged Weapon Attack: +4 to hit, range 80/320
ft., one target. Hit: 5 (1d6 + 2) piercing damage.

5
REGARDING

THE SHIRE
“Forty leagues it stretched form the Far Downs
to the Brandywine Bridge, and fifty from the
northern moors to the marshes in the south.

The Hobbits named it the Shire...”


THE SHIRE

a brief history of the shire


Thus began the Shire-­reckoning, for the year of the crossing of the Brandy­wine (as the Hobbits
turned the name) became Year One of the Shire, and all later dates were reckoned from it.

Though no one in the Shire recalls the time before they passed This first generation of Shire-­folk would suffer greatly at
over the Bridge of Stonebows, Hobbits did not spring wholly the hands of the Great Plague less than forty years after the
into existence out of nothing. Ancient legends speak of a small, foundation of the Shire (S.R. 36)*, but though the terrible
stout, river-­folk that was driven out of the Anduin River valley sickness caused the death of innumerable Hobbits and Men
and made their way west. There are suggestions that during their alike, the resilience of the Shire proved to be greater than
long, meandering journey, they spread into the North-­realm of that of the North Kingdom.
Men, perhaps making their way as far south as the region now
known as Dunland. Tales forgotten by most and often consid- The days of the King were finally over in the year 375. The Shire
ered unreliable claim that Hobbits once swore allegiance to that became truly independent, though it mattered little to the
ancient North Kingdom, and took part on at least one occa- world beyond its borders (save as a curiosity to the most inquis-
sion in feats of arms when evil things came out of dark places. itive). Severed from larger history, Hobbits continued their
It was after taking up brief residence in the Chetwood and lives in peace and plenty for countless generations. Villages
the area surrounding the village of Bree that a company of and communities seemed to flourish endlessly, their precise
Hobbits petitioned the King of Men for a land of their own. dates of appearance largely unrecorded in any local chronology.
They were granted his leave to occupy an area of verdant It is indeed due only to gossip and family history that we
lands and build a realm for themselves that would ensure know that the Oldbucks, who could trace their lineage back
a bountiful life, hopefully free of danger and woe. Led by to Bucca of the Marish, first Thain of the Shire, were so bold
the brothers Marcho and Blanco, that company of Hobbits as to cross the Brandy­wine River going east and establish the
crossed the Brandy­wine, claiming as their own domain the community of Buckland, now home to Brandy Hall and the
land ranging from its banks to the Far Downs, some forty great Brandybuck family. It was Brandy Hall’s founder Gor-
leagues west. They named that realm and all the surrounding hendad Oldbuck who changed his family name to Brandy-
land fifty leagues from north to south the Shire. buck, in honour of his new community in the same year of
Originally ordered to maintain the great East-­West Road its founding, S.R. 740.
and the Brandy­wine Bridge as a service to the King, the Shire-­ It was during this same period of prosperity that Tobold
folk and their humble domain were soon left to their own Hornblower would learn the art of the cultivation and smok-
devices. Even the title of Thain, granted to a single Hobbit ing of pipe-­weed, an enduring art that remains almost unique
of worth who spoke with the King’s authority, rapidly became to the people of the Shire even unto this day. Isengrim Took
little more than an honorific among local residents. With II would begin construction of the Great Smials in Tuckbor-
the passing of only a handful of decades, few recognised the ough in 1083, which still stands as the ancestral home of the
existence of the Shire to be of any importance. Few, except Took family. It is also likely that in this time the Messenger
the Hobbits, of course. Free to tend to their own affairs, the Service (and later the Quick Post) were established to carry
denizens of the Shire prospered, and soon all the Hobbits news between the ever-­growing number of communities.
of the wide world took up residence within its borders (save
for those few still making their home in and around Bree).
* To those outside the Shire their method of reckoning the passage of time
may seem odd or even out of touch with the rest of Middle-­earth. Quite so.
Hobbits do not concern themselves with the affairs of Men or Elves, and it
was in the 1601st year of the Third Age that they began living according
to their own calendar. As such, outsiders can simply add 1600 to the Shire
Reckoning year to get its equivalent in the Third Age. —G

8
A brief history of the S hire

No Hobbit knows what prompted Golfimbul and his Goblin claimed the lives of many Hobbits for a full year, and it was long
horde to descend from Mount Gram and cross the borders of before joy and celebration returned to the Four Farthings. But
the North Farthing. Instead, everyone from Michel Delving perhaps it was this difficult time that reminded Hobbits that
to Buckland knows that it was Bandobras “Bullroarer” Took they were of hardy stock and strong hearts — for they endured.
of Long-­Cleeve who led the Hobbitry-­in-­arms against the foul Minor horrors continued to plague the Shire, culminating
invader in the spring of the year 1147. Standing well over four in another terrible cold spell, known now as the Fell Winter of
feet tall and capable of riding a full-­grown horse, Bullroarer 1311. It was during this brutal season that the Brandy­wine River
Took charged screaming across the Greenfields and straight froze over, and that dire White Wolves came down out of the
into the Goblin lines. With a single swing of his mighty club, north and crossed into the East­farthing. On that terrible night
he knocked the goblin warlord’s head right off his shoulders. the Horn-­call of Buckland was sounded, and for the first time
The head is said to have sailed straight over the entire enemy in almost two centuries, Hobbits took up arms to defend their
army, eventually landing in a rabbit hole. So terrifying was this own lands from invaders. Though victorious, the losses of that
sight that the entire invading force fled. Oh, and the game battle were grievous, and combined with the famine from an
of golf was invented in that very moment as well. absent growing season, the people of the Shire suffered many
But the history of the Shire is not without its less violent deaths. But hope often comes when unlooked for, and it was
troubles, and the first real threat to its existence came not from in that time that Gandalf, the Grey Wizard, came to the aid of
Goblins, but from famine. The winter of 1158 saw the beginning many. It is believed by some that this kindness may have saved
of the Long Winter. The ground froze hard and cold, with ice the Shire all together, though few Hobbits living now would
that came in the early days of November and did not leave until make such a claim, considering that Gandalf is now seen as
the last days of spring. Crops were destroyed by frost, and the quite the disturber of the peace (stories also abound concern-
delay in the turning of the season left planting to be done late, if ing how Gandalf was helped by a group of Men, who returned
indeed it could be done at all. The Days of Dearth that followed to the wilds when their task was completed).

9
THE SHIRE

THE ART OF SMOKING and their products range from stubby clay pipes smoked
The habit to smoke the herb known as pipe-­weed or leaf by simple farmers to ornate and intricately carved
using pipes of wood or clay is a peculiar art that is almost wooden pipes that are the treasured heirlooms of many
certainly the invention of Hobbits. Adopted in recent of the wealthy families across the Shire. Indeed, it is not
times by travelling Dwarves and wandering Wizards, it uncommon for several Hobbits to get together and
is very popular among the inhabitants of Bree. Indeed, engage in impromptu contests seeing who can blow the
the idea to put the leaf into pipes for smoking can almost biggest smoke ring from one of these grand creations.
certainly be attributed to Bree-­Hobbits.
The true mastery of that art began over two hun- BLOWING SMOKE RINGS
dred years ago when Tobold Hornblower of Longbottom Those who find themselves drawn into a smoke ring
grew, dried, and smoked his first crop of Longbottom blowing contest (which most often occur inside inns
Leaf. Even to this day, though other flora can be smoked, or on summer nights in the Southfarthing), make either
no Hobbit, nor Dwarf, nor Man can argue that Longbot- an Intelligence, Wisdom, or Charisma check, contested
tom is not the finest smoke in Middle-­earth. by the adversary’s Intelligence, Wisdom, or Charisma
It is likely that Tobold, being rarely one to travel, check (each participant chooses the ability to use). Pro-
brought the practice back into the Shire after one of his ficiency with pipes allows a contestant to add its profi-
rare trips to Bree, though he never gave details as to what ciency bonus to the check. The character that wins the
possessed him to bring the plant to the South­farthing contest is declared the winner, and ties are common, as
and cultivate it on the farmland he had claimed as his Hobbits dispute the quality of one ring or another in
own. Though the details of its arrival will remain forever the seconds before it disperses. Tradition holds that the
a mystery, Tobold was determined to grow this won- winner gives as a gift to those who have lost a pouch of
derful herb, and within a few generations it was found their finest tobacco, so that they might further study the
in the many variants now known to flourish throughout art. However, the winner is still kept in high regard, and
Longbottom and across the Shire. can expect a filled tankard and a free meal at the losers’
Pipe-­craft, like the art of smoking, is a matter of pride table within the next few days.
for many Hobbits of Longbottom and the South­farthing,

In the decades following those dark days, peace and com-


fort became once again the rule in the Shire. The largest trou-
ble to strike this green country in recent years was the disap-
pearance and surprising return of Bilbo Baggins, of Bag End.
Once a respectable Hobbit, he went off on some adventure
with a troupe of Dwarves and the mischievous Wizard Gandalf,
only to return, nearly two decades ago now, astride a pony
laden with riches, according to rumour. Since that day, Bilbo
was officially considered ‘cracked’, and all sorts of trouble was
attributed to him: Dwarves started to be seen more often on
the great East-­West Road, and strange, hooded wanderers
were sighted by more than one bounder. And wouldn’t you
know it — since then that trouble maker Gandalf seems to
appear and disappear about the Shire whenever he pleases!
No doubt coaxing tweens and Tooks alike into all manner
of adventure as he did that poor, mad Baggins of Bag End.

10
A brief history of the S hire

the tale of years


of the shire
of Golfimbul and routs his invading army that had
come down from Mount Gram.
Described below in brief are important events in the history ♦ 1158–1160 S.R. / 2758–2760 T.A. — The Long Winter. A
of the Shire, notating both the dates as they are recounted brutal winter destroys crops, and snow covers the Shire
in the calendar of the Shire Reckoning and the years of the from November through March. The famine, sickness,
Third Age as recognised by those outside its borders. and death that follow for over a year become known as
♦ 1 S.R. / 1601 T.A. — Marcho and Blanco establish the the Days of Dearth.
Shire in the lands between the Far Downs and the ♦ 1311–1312 S.R./ 2911–2912 T.A. — The Fell Winter. A
Brandy­wine River, with the blessing of the King of the long, hard winter freezes the Brandy­wine River solid.
North Kingdom. White wolves cross its waters and are driven back by
♦ 36 S.R. / 1636 T.A. — The Great Plague sweeps across Hobbit defenders after the Horn-­call of Buckland is
the Shire and many Hobbits die of the pestilence. sounded. Famine again briefly grips the Shire through
♦ 375 S.R. / 1975 T.A. — A company of Hobbit archers the season, and into the spring. Gandalf the Grey
travels to aid the King. They never return. With the fall comes to the aid of the Hobbits, and saves many lives
of the North Kingdom the Shire effectively becomes with the help of mysterious wanderers.
an independent realm. ♦ 1341 S.R. / 2941 T.A. — Bilbo Baggins of Bag End
♦ 740 S.R. / 2340 T.A. — Gorhendad Oldbuck abdicates departs the Shire in the company of Gandalf the Grey
the Thainship of the Shire and travels east to establish and thirteen Dwarves.
a new settlement on the far banks of the Brandy­wine ♦ 1342 S.R. / 2942 T.A. — Bilbo Baggins returns from his
River, where he takes the family name of Brandybuck travels in foreign parts, proves he is very much alive,
and begins construction of Brandy Hall. and reclaims ownership of his home as it is being auc-
♦ 1070 S.R. / 2670 T.A. — Tobold Hornblower cultivates tioned on the presumption of his death. He retires,
the first recorded crop of pipe-­weed. becoming a local oddity, and living off the wealth he
♦ 1083 S.R. / 2683 T.A. — Isengrim Took II begins excavat- acquired in far off lands.
ing the Great Smials, ancestral home of the Took family. ♦ 1357 S.R. / 2957 T.A. — Cotman Bunce resigns. Pott
♦ 1147 S.R. / 2747 T.A. — The Battle of the Greenfields. Whitfoot elected Mayor of Michel Delving.
Bandobras “Bullroarer” Took defeats the Goblin horde ♦ 1360 S.R. / 2960 T.A. — Current year.

THE HOBBITRY-­I N-­A RMS of the Watch, and by far the busiest, is the Bounders,
Among the notable organisations established within the tasked with ‘beating the bounds’ — that is, seeing that
Shire are its oft-forgotten martial institutions. The first of outsiders and mischief makers don’t cross into the Shire.
these is the Hobbitry-in-arms, which acts as a militia to Tasked with reporting any trouble they encounter to the
defend the Shire in times of dire need. It exists now as Shirriffs, what they do is little more than nosing about
little more than a ceremonial company overseen by the the Shire, dipping into local inns to catch up on the most
Thain, who serves as its captain. recent gossip, chasing naughty Hobbit children from a
As to day-to-day matters, these are instead tended farmer’s crop, or helping retrieve the occasional way-
to by the Watch. The Watch consists of twelve Shirriffs, ward cat from a tree.
with three assigned to each of the four farthings, and In recent years, as Dwarves and other travellers have
by a variable number of Bounders. Shirriffs are easily begun to enter the Shire more and more, the job of the
identifiable by the single feather in their cap, and are led Bounders has become a little livelier, much to their con-
by the First Shirriff — an honorific bestowed upon the sternation. Some blame the coming of the Wizard Gan-
Mayor of Michel Delving. But little trouble occurs within dalf, while more than a few consider Bilbo Baggins to be
the borders of the Shire, and like the Hobbitry-in-arms, responsible for bringing ill-fortune to the Shire, along
being a Shirriff is little more than a ceremonial position in with his piles of gold and jewels that he has stuffed away
all but the darkest of times. The most numerous element in Bag End.

11
THE SHIRE

families and culture fellowship between Hobbits not found in Men, Dwarves, or
Since the fall of the North King, the people of the Shire have any of the other Free People of Middle-­earth.
lived in their own way for generations. To outsiders, Hobbits Perhaps this is the root of the Hobbits’ love of food,
are seen as a simple or even backwards folk, with little con- drink, and leisure. All these things are brought to their full-
cern for affairs that are not their own. While it is an absolute est joy when shared with loved ones, and the more with
certainty that the latter is a statement of fact, the former is a whom to share, the greater the joy. Parties celebrating even
falsehood perpetuated only by fools and the unwise. the slightest occasion are common in the Shire, as they are
At first glance, a casual observer could claim that food excellent excuses to gather in good company, and six meals
and drink are chief among a Hobbit’s concerns, and that a day seems perfectly appropriate when one endeavours
wouldn’t be too far off the mark. But the real centrepiece of not to dine alone.
the life of each individual Hobbit, and the Shire as a whole, The most common of these celebrations is, of course, the
is the family. Very nearly every Hobbit of the Shire can place Birthday Party. In a custom that would only seem strange to
everyone they meet somewhere along their family line, from one from outside the Shire, Hobbits accompany the tradition
second cousins twice removed to great-­great-­great grandpar- of feasting, drinking, and dancing with the giving of gifts,
ents — and they can do so from memory. not to the Hobbit celebrating their birth, but rather to their
Hobbit families gossip and spat, argue and snipe, but guests. Mathoms, serving as tokens of esteem and affection,
the bonds of kinship are never so far from their hearts that are given to those near and dear to a Hobbit’s heart on their
they forget both where and whom they came from. No one birthday. Outside the Shire, in the world of Men, the opposite
can help but be filled with great pride when recalling the is done — as if a reward is deserved simply for being born.
notable deeds of an ancestor, often as if those actions were A strange notion indeed.
their own. Unfortunately, no one ever forgives any insult or
damage suffered either, if amends are not made, and petty ALL IN A HARD DAY’S WORK
rivalries can last generations. This brings us to the next misconception regarding Hobbits.
This love of lineage means that more than a few person- That they are lazy and overly concerned with leisure. Hobbits
alities are recorded forever in the collective memories of all enjoy a fine afternoon fishing, or a good game of golf, to be
the people of the Shire, starting with the founders Marcho sure, and tweens (like any young rascals) will often avoid their
and Blanco. Their names are known and celebrated by every chores in favour of lighter pursuits. But one does not master
Shire-­Hobbit, even though their family affiliation has been the fine art of baking, cooking, preserving, cultivating food,
lost to time (it is the secret hope of every Hobbit patriarch raising livestock, and tending the garden without wiping a
and matriarch to discover proof of a common heritage, and bit of sweat from the brow now and again. In fact, no other
attempts have been made by more than a few Tooks or Brandy- people of Middle-­earth were so industrious as to discover
bucks over the years — to no appreciable results, so far). Other the secrets of herb-­lore necessary to grow and prepare pipe-­
notable ancestors include the unknown members of the com- weed. The art of pipe-­smoking is truly the art of the Hobbit,
pany of archers that centuries ago went north to aid the King, although it has since been adopted by Men, Dwarves, and
never to return. While their family names are lost like those even a Wizard. Instead, many Hobbits view this work as not
of Marcho and Blanco, there is scarcely a mantelpiece in the a source of toil or drudgery, but simple activities necessary to
North­farthing that doesn’t sport some rusty knife blade, pitted live a good life among their people. As such, misery is rarely
arrow-­head, or rotting feathered cap held as proof of kinship. found in these tasks.
The average Hobbit’s love for genealogical lore is not lim- Instead, sorrow finds the heart of even the merriest of
ited to ancient history. It is indeed only thanks to this passion Hobbits when tragedy strikes. To be sure, a burnt pie or trout
that most Hobbits can orient themselves in the complex web that slipped the hook is a source of consternation, but the
of relations between modern families like the Took, Baggins, losses that cut to the root are those things that were toiled
Brandybuck, Hornblower, Boffin, and Bolger — just to name for over generations or cannot be recovered. To see a great
a few. As these families intermarried with one another, it did tree felled foolishly, or lose a loved one before they have had
not take long before a great many Hobbits were claiming kin- a long and joyful life, are among the greatest of tragedies
ship with folk from across the Shire who would otherwise be to a Hobbit. These are the things that cannot be replaced.
little more than strangers. Because of this, there is a sense of

12
A brief history of the S hire

NO BUSINESS OF OURS AS FIERCE AS A DRAGON IN A PINCH


As we have seen already, Hobbits have little concern for the If nothing else, Hobbits continue to be underestimated by the
affairs and doings of those beyond their borders. Dwarves, other Free Folk, a fact that would be of great comfort to most
in their constant search for riches above all else, are often inhabitants of the Shire. Call them fat and simple, but we know
seen as dangerous or too greedy, and the world of Men is that history marks a fair few to be fierce and doughty. Like a
large, loud, and uncouth. Indeed, the last time Hobbits got good meal, they must be long stirred (often over fierce heat),
involved in the affairs of Men many lives were lost to no avail. before the truth of who they genuinely are is revealed and set
As for Elves, they are so far beyond a Hobbit’s understanding to table. Marcho and Blanco had the courage to travel west and
as to be nigh indecipherable — no matter how wonderful found the Shire. The nameless Hobbit-­archers travelled to for-
the stories make them out to be. So, for most Hobbits, it is eign parts to fight in a foreign war. Gorhendad Oldbuck dared
best to keep to one’s own affairs, so as to keep a level head to live in the shadow of the Old Forest, as do his descendants
upon your shoulders, unclouded by the fancies of outsiders. today. Bullroarer Took led his brave fellows in battle when fell
That is not to say that all Hobbits shun what lays beyond Goblins dared to invade his beloved Shire. Even in this current
the Brandy­wine. Nor that visitors never come into their lands. generation, that tenacity remains. The Horn-­call of Buckland
Since the Fell Winter of 1311 and 1312, a regular interloper brought Hobbits to arms against the White Wolves. And Bilbo
has made his presence known to Shire-­folk. Gandalf the Grey, Baggins, for all his strangeness, ventured beyond the horizon
who is by all accounts, a Wizard, seems to hold Hobbits as and over the edge of the wild only to return, and by some
a merry curiosity. In spite of his glorious fireworks and fan- accounts he was made richer for it in more than gold and silver.
ciful tales, he has a reputation as a troublemaker and his As to what the coming days will bring for the people of
encouragement has led more than one foolish young Hobbit the Shire, none can say. What is known is that, as before, so
to disappear, never to return. He seems to have a particular shall it ever be in the land between the Far Downs and the
fondness for the Took clan and its cousins. In recent years, Brandy­wine. A fierce love of all that is simple and good will
he has even been held responsible for driving the previously remain strong and steadfast as the Hobbits of the Shire stand
predictable and respectable Bilbo Baggins quite mad, only to together with kin and countrymen against whatever threat-
return him to the Shire with unlikely stories and foreign gold. ens their traditions. But until called to such duty, they shall
It is even feared that his appearance during the Fell Winter celebrate this simple life they have made for one another.
may have drawn the attention of Men, as rumours have per-
sisted since that time of Big Folk, hooded and cloaked, being
seen near Sarn Ford and the North Moors.

GANDALF THE GREY his visits take him to Bag End or into Tookland, but his
To the great discomfort of many of the more traditional reasons for visiting remain a mystery. As often as not,
Hobbits, and to the great joy of Tooks, tweens, and some young Hobbit disappears for a week or two after
young children, the Wizard Gandalf the Grey is known Gandalf has gone on to other business — or at least that’s
to arrive in the Shire on seemingly random occasions. the claim of local gossips and busybodies.
Whether this is a quiet and secret trip to see Bilbo Bag- But Gandalf is not without his admirers, particularly
gins, or a visit heralded by Hobbit children crying for when it comes to the matter of his fireworks. These most
fireworks at the sight of his cart and pony, the strange excellent creations have become the talk of the Shire
figure has become a signal of mischief to come within since when the Old Took started to have them at his
the confines of the Four Farthings. Midsummer-­eve Parties, and every Hobbit, whether
What his errands are, and when he will arrive remains they will admit it or not, secretly hopes the wandering
his own business, though certainly he only comes to the Wizard will grace their celebrations with his fantastic
Shire to stir up trouble and disturb the peace. Most often, displays.

13
THE SHIRE

the geography of the shire


Forty leagues it stretched from the Far Downs to the Brandy­wine Bridge,
and fifty from the northern moors to the marshes in the south.

As is known to any Hobbit of good sense, the Shire comprises part to its original bounds between the Far Downs in the west
the territories known as the Four Farthings, which are named and the Brandy­wine River in the east. In fact, more than a
the North­farthing, the East­farthing, the South­farthing, and few folk on the west side of the river regard Bucklanders as
the West­farthing. This covers the whole of the land originally little better than the far-­off Bree-­Hobbits, with their fancy for
granted to its residents by the King, and it was only after boats. But we shall come to that in time.
old Gorhendad Oldbuck grew too cross and his family to be Meanwhile, far beyond Overhill, on the edges of Oatba-
confined that Hobbits moved beyond these traditional bor- rton, the North Moors see the first and heaviest snows of the
ders. Pushing beyond the Marish and over the Brandywine, winter each year, and the warm summer sun allows the land
he founded Buckland between the river’s eastern shore and to flourish all the way down to Longbottom. Though Buck-
the edges of the Old Forest. It has, since its founding in S.R. land is the only outlier beyond these formal borders, many
740, been the primary domain of his people and their innu- Hobbits that dwell in the smaller communities along them,
merable relations: the Brandybucks. such as the miners of Scary and the fishermen of Deephallow,
Even with the establishment of Buckland, the Shire has have a reputation for being out of sorts, even if their status
grown but little over the centuries, and still holds for the most as true Hobbits of the Shire is beyond question.

the three-­farthing stone


To properly relate a list of the places of importance within
the Shire, it is only appropriate to begin at its very heart, and
then explore each of these domains in turn. Whether it was
erected by the high king at Norbury, by the brothers Marcho
and Blanco, or some other thoughtful Hobbit of surpassing
good sense, the Three-­Farthing Stone stands in the middle
of the Shire.
Tall as two Hobbits, and worn little by age or time, this
column serves to mark where the borders of the West­farthing,
East­farthing, and South­farthing meet. Indeed, it is easily visi-
ble to any Hobbit or the rare outsider travelling on the East-­
West Road. Though it serves no formal purpose beyond indi-
cating the true and proper centre of the Shire for all to see,
the Stone is held in great esteem by all residents of the Shire
— save for naughty Hobbit-­children roughly playing “King
of the Stone” as they attempt to best one another by seeing
who can scramble up its slick, rocky sides the fastest (before
inevitably tumbling down or being knocked about by their
playmates).
More than one such rascal’s name has been heard all
the way in Bywater, carried nearly five miles on a northwest-
erly wind, as an angry gaffer or gammer bids them stop such
foolishness before they rightly hurt themselves — or worse,
knock down the stone. But through all the generations of the
Shire-­folk, the Three-­Farthing Stone has endured.

14
T he G eography of the S hire

the Blue Mountains and all the way east to Bree and beyond
that to the very edge of the Wild (few, if any, Hobbits have
A NIGHT AT THE STONE ever tested this theory…). To most it is simply a wide, well-­
Recently, strange white shadows have been drifting around kept thoroughfare that leads travellers to tea times in Budg-
the ancient Three-­Farthing Stone at night. Stories of ghosts, eford or to a party in Michel Delving. As far as the Shire-­folk
mournful spirits, or even a magical curse have begun to be are concerned, the East Road might as well begin at the door
whispered at the tables of the Stone’s Throw, the inn closest of the Town Hole in Michel Delving and end at the Brandy­
to the ancient landmark, and now many are afraid to pass near wine Bridge.
it after sundown. It would be a kindness, some locals say, if a On rare occasions, some foolish young Hobbit will get it
few brave Hobbits spent the whole night near the stone, to into their head to walk its entire length. These boasts rarely
dispel the probably baseless rumours. amount to more than that, for such an endeavour would
The small inn stands just a few miles east of the Three Far- encompass walking for about forty leagues. Still, it is not an
thing Stone, and is owned by Thomas and Gilda Bunce. They insurmountable task, and the East Road itself brings such a
do a brisk business thanks to this mysterious tale. In fact, many journey within the realm of possibility for enterprising tweens
west-­bound travellers prefer to stop and sleep here when the and adventurous Bucklanders.
stars begin to appear. This is no accident… Thomas and Gilda Given that most Hobbits like to maintain a leisurely stroll,
are responsible for spreading the rumours themselves, and and regularly enjoy a walking party now and again, they’re not
from time to time, they deck themselves in white sheets, and likely to achieve more than a dozen miles or so in a day, unless
wander for hours at night, or bid their mischievous children they set a brisk pace. Even without taking regular breaks for
do it in their stead. tea or a nap, a trek from one end of the Shire to the other
on foot is likely to take close to a week, though given the ease
with which a Hobbit can be distracted by a fine meal, after-
noon rest, or a stop off at the local inn, such a trip is likely

the water
to take closer to ten days or more.
Though the land does indeed consist of mainly green
The river running across the Shire from its source in the Hills rolling hills, as one draws closer to the Brandy­wine, it flat-
of Evendim to where it flows into the Brandy­wine is simply tens considerably, and an already easy walk becomes all the
called “the Water” by the Hobbits of the Four Farthings. Lit- more so due to the well-­maintained road. Fortunately, there
tle more than a slow-­rushing stream where it spreads into the are few dangers in the Shire for even the most adventurous
Rushock bog, it eventually resumes its eastward course and Hobbit, but those who are foolish enough to camp near the
runs parallel to the road connecting Little Delving and Nobot- Bindbole Wood or other untamed region may draw the atten-
tle to Hobbiton. From there, it joins with another watercourse tion of nosy wildlife intent on sniffing out the delicacies from
from the north to create the Bywater Pool before continuing their travel packs.
on, along the East Road all the way to the Brandy­wine. Passing No sight-­seeing expedition from one end of the East Road
beyond the borders of the West­farthing, the Water continues to the other would be complete without several stops at the
to flow east, its meandering curves dampening the soil near many fine inns across the Shire. Many travellers make it into
Frogmorton and serving as the heart of Budgeford with its a sort of game to stop at every tavern along the way as they
ruling Bolger family. cross the Four Farthings, which can delay even the fastest
Good fishing can be found along its banks at very nearly rover. The further east one is, the more such local watering
every point, save where it narrows in the Rushock, and it's holes one will find: The Golden Perch in Stock, the Floating
not uncommon to find a Hobbit angling for a fresh catch Log in Frogmorton, the Stone’s Throw near the Three Far-
or napping on the bank while they hope for a good supper. thing Stone, and of course, the Green Dragon in Bywater.
But beyond Waymeet and its Walking Party Inn, there are

the east road


only a few noteworthy taverns. Michel Delving hosts no less
than three fine establishments of its own, though the long
If the Three-­Farthing Stone is the heart of the Shire, then trek across the Far Downs will leave most travellers with a
the East Road acts as its feet. Very nearly every Hobbit of the powerful thirst before they reach Greenholm and its unusual
Shire has walked this pathway at some point in their lives, and inn, the West End.
legends say that it runs as far west as the Dwarven realm of

15
THE SHIRE

HOBBIT WALKS When a Company of Hobbits is travelling across the


No road-­weary Man, doughty Dwarf, or wandering Elf Shire, the Loremaster must roll on the table below once,
would consider travelling through the Shire as anything using a d20 (twice if the journey is particularly long —
more than a pleasant country stroll. It has no real natural 50 miles or more). Each entry requires each traveller
dangers and its people are, for the most part, courteous. to make a DC 10 Wisdom (Travel) check. The check is
The greatest trouble a foreigner may face while visiting made with disadvantage during autumn and winter. A
the Shire, beyond a strange look and a few pointed ques- Player-hero who succeeds by 5 or more can turn another
tions, is found at the bottom of a tankard or on a dinner Player-hero's failure into a success.
plate, given the abundance of inns that fill the little land.
While not ones to push themselves or maintain a Each entry in the table below specifies what hap-
steady pace at the cost of pausing for a meal, Hobbits pens in game terms to the Company, based on
crossing the Shire mostly stick to familiar roads and famil- whether the ability checks fail or succeed. After
iar lands, but there are some dangers if a curious tween each event, each Player-hero additionally must
or errant walking party strays into more untamed lands, make a DC 10 fatigue saving throw to avoid
even within its borders. exhaustion (see The Lord of the Rings Roleplaying).

SHIRE JOURNEY EVENTS TABLE


D20 EVENT DESCRIPTION

1-5 Trouble! Chased by dogs, wading through stick bushes and hedgerows, etc. If one
or more Player-heroes fail the check, the Loremaster improvises a trouble
(see examples below).

6-10 Delay Spent too much time at the inn, took a wrong turn, bad weather, etc. If one or
more Player-heroes fail the check, increase the length of the journey by 1 day.

11-15 A Quiet Walk A pleasant stroll with nothing adventurous.

16-19 Short Cut The journey took less than expected. If all Player-heroes succeed, reduce
the length of the journey by 1 day (to a minimum of 1 day).

20 Chance-meeting Wandering Elves sighted, guests of travelling Dwarves, wandering Wizard,


etc. Each Player-hero who succeeds gains inspiration.

These are a few examples of the type of trouble that those who fail a DC 10 Dexterity saving throw must
might be encountered on the road. The Lore­master is spend the rest of the afternoon stuck uncomfortably
encouraged to develop and expand the list of things up a tree to avoid his bites, suffering one level of
that may go wrong. exhaustion from hours of being crammed awkwardly
♦ FOG ON THE EAST ROAD: One night, a heavy fog in its boughs. If the saving throw fails by 5 or more,
rolls down from the North Moors and blankets the they also take 5 (1d10) piercing damage as they graze
land, and growling noises and hoots can be heard themselves on the tree’s bark!
from beyond the edge of sight. The Player-heroes ♦ UNEXPECTED DRINKING COMPANION: While
must pluck up their courage, as they each gain 2 resting one night at an inn, the characters find them-
Shadow points from Dread, resisted by a DC 10 Cha- selves drawn into a lively conversation and they
risma saving throw. If the saving throw fails by 5 or imbibe more than a few mugs of finely brewed
more, a Player-hero also gains one level of exhaus- bitters. If they’re not watchful of their own actions,
tion, as those ill-sounding creatures and glowing eyes each of those who fail a DC 10 Constitution saving
in the fog linger in their mind for hours to come! throw wakes up the next morning with one level
♦ CHASED UP A TREE: A local farmer’s guard dog runs of exhaustion. If the saving throw fails by 5 or more,
off the property, and sets out to chase the Hobbit they are also poisoned for 24 hours!
travellers, believing them to be interlopers. Each of

16
THE SHIRE

18
T he W estfarthing

the westfarthing
… in the Westfarthing, especially in the country round Hobbiton Hill, there grew up
a custom of making holiday and dancing in the Party Field, when weather permitted …

Considered by many, especially its own residents, the most gamwich and tighfield
important of the Four Farthings of the Shire — Buckland Though little used, the cart-road that runs out of Little Delv-
being not counted at all, the West­farthing runs west to east ing heading into the northern corner of the Shire leads to
from the Far Downs to the Three-­Farthing Stone, and north the oft forgotten villages of Gamwich and Tighfield. There
to south from beyond Little Delving to deep into the heart are no Hobbit-holes here, instead, small wooden houses serve
of Tookland. A land dominated by soft, rolling countryside, as farms where locals tend to fields of swaying flax that dance
it is home to many of the more well-­known families of the in the summer breeze.
Shire, including the Tooks of Tookland, where the Thain Set between the two communities is the great rope-­walk, a
resides, and the Whitfoots of Michel Delving, where mayor long and narrow stone building, likely the only one of its size
Pott Whitfoot lives. and type in the Shire — where strands of fiber are spun and
woven together to make the finest rope in the region. Here
BYWATER works Andwise ‘Andy’ Roper, the most skilful rope-­maker in
If you take the road from Hobbiton going south along the the Shire, the heir of a long tradition going back at least three
Water, you’ll soon come to the village of Bywater and its wide, generations. While Hobbits are certainly willing to labour at
grey pool. The first building you encounter is The Green many tasks, some find rope-­making to be akin to Dwarf-­work,
Dragon Inn. A popular meeting-­place for the inhabitants of and in recent years, many families from both villages have
both Hobbiton and Bywater, the Green Dragon saw its rep- considered migrating to less remote spots in the West­farthing
utation besmirched when it was invaded by Gandalf and a (among them, Andy’s brother Hamfast, who has taken on gar-
company of Dwarves on a spring morning some twenty years dening as his trade and has moved to Hobbiton).
ago. Indeed, the inn was the last place where Bilbo Baggins
was seen before he disappeared. Ruthie Overwater, a local
gossip, claims to have witnessed the whole affair when she
was barely out of her tweens — her tale tells how young Bilbo THEFT AT THE ROPE FACTORY
was hauled away in a sack down the East Road by the Wizard A bit of chaos has come to Tighfield. A mob of angry Hobbits led
himself! But the inn’s excellent ale and sweet mead (not to by Andy Roper surrounds a small, isolated farm not far from the
mention the fine fried fish and potatoes served up right) rope-­walk, waving clubs, pitchforks, and torches, and it looks
have done quite a bit to restore the Green Dragon to proper as though they could set the farmhouse ablaze at any moment.
status in the eyes of the local community. But their consternation is easily understood: three Dwarves have
In Bywater itself, many houses gather around the Pool. barricaded themselves inside the besieged farmhouse after
A long line of proper Hobbit-­holes dots its northern bank, all becoming the prime suspects in a brazen rope theft from the
fronted by small gardens running down to the water’s edge. factory! The Tighfield locals are angry after their polite offer of a
A pleasant tree-lined avenue forms the section of the road tour (which they were only offering as a matter of courtesy and
where it borders the water, giving it the name of Pool Side. never expected to be accepted) has been repaid with larceny!
From Bywater, one can take the South Lane, leading to The Dwarves, led by Ergi Broadbeam, have denied all
land held by respectable farmers like Holman Cotton, who charges, and replied to insults with stones thrown from win-
moved to these parts with his two sons, soon after his wife dows and arrows shot through half-­open doors. Poor Bess,
passed, and has set up a right respectable plot of land, or Old Andy’s mule, was even wounded in the crossfire! Birba Mug-
Noakes, who keeps a regular table at the Ivy Bush — when he’s gins, the owner of the farm that housed them, and her son
not found at the Green Dragon Inn. Old Noakes and family Bobbin, escaped just before the violence began. They heart-
keep orderly hives of honey bees, allowing them to provide ily support forcing out the Dwarvish scoundrels at any cost —
the Green Dragon with the stock of honey they require to even if it means seeing their own home burnt to the ground.
craft mead, to trade with the locals, or to give away as birth- Dwarves are horrid people, Birba claims, and deserve what’s
day presents to deserving friends and relatives. coming to them.

19
THE SHIRE

PROVENDER AND PALAVER AT THE INN


Both the Green Dragon and the Ivy Bush are known for The Lore­master can roll a d12 on the table below
their beer and their fine meals, but equally appealing is to determine a random rumour or event that
the endless amount of gossip that flows from the loose the Player-­h eroes overhear the next time they
lips of curious Hobbits that drift in and out of these fine drop by.
establishments on a daily basis.

INN GOSSIP TABLE


D12 RESULT ­D ESCRIPTION

1 Bree Bullies A pair of Bree-hobbit merchants have stopped for a pint while passing through the
Shire, and have had a bit too much. Irritated by a poor sale recently, they’ve decided
to try to pick a fight! Unless they can be calmed down with a DC 15 Charisma (Persua-
sion) check, a brawl may be imminent.

2 Spell-bound Rumour has it that old Holman Greenhand is about to retire from tending the gardens
Seedsman at Bag End. It’s said that he’s been bewitched by Gandalf the Wizard, and that his
gifts at tending the earth have been passed on to Master Hamfast Gamgee.

3 Mismanaged Gerda Boffin’s secret crop of mushrooms has run dry, and quite a few visitors are
Mushrooms panicked that Boffin’s Crock may become a thing of the past!

4 Spying Strange men shrouded in brown cloaks have been seen south of Longbottom, linger-
Strangers ing and spying Hobbit farmers from a distance before vanishing. What’s worse, the
same kind of folk have been seen nosing about the North Moors too!

5 Ruthie’s Ruthie Overwater is sitting in her rocking chair in a corner, stroking the cat in her lap.
Ramblings She’s got a crowd of Hobbit children at her feet, repeating the tale of how Bilbo Bag-
gins was stolen away and returned some twenty years ago. The tale gets stranger and
more embellished every time she tells it.

6 Hamfast’s The inn is serving up potato and bacon stew tonight, the finest in the Shire, on account
Harvest of Hamfast Gamgee’s recent bumper crop of potatoes. He’s in attendance and awk-
wardly accepting praise from all the locals feasting on the fruits of his labours.

7 Beleaguered A local bounder, quite deep into his cups, is drunkenly rambling to anyone who will
Bounder listen about all manner of impossible things he’s seen in his recent beating of the
bounds. He demands to be taken seriously.

8 Took Tales Everyone seems to be swapping stories tonight about the unlikely deeds of the Old
Took, his midsummer-eve parties not the least of these!

9 Celebrating One of the local Hobbits is being toasted for the announcement that he is going to be a
Childhood father! The drinks are flowing freely, and telling childhood tales is mandatory tonight.

10 Fairy Rumours of Elves crossing the Shire and even being seen passing by the south banks
Phantasms of the Bywater Pool are the topic of conversation tonight!

11 Birthday The Player-heroes have arrived amidst the birthday celebration of a local Hobbit.
Banquet Dancing, feasting, and even the gift of a mathom are in order!

12 Bilbo Bilbo Baggins himself stops by the inn for a rare visit while on one of his solitary
Baggins! walks. He’s as clever as ever, talking circles around patrons with fanciful stories and
double-speak. Anyone who is able to keep up with Bilbo with a successful DC 15
Intelligence (Riddle) check will earn themselves an invite to Bag End for tea next
Wednesday!

20
T he W estfarthing

If the Player-­heroes get involved in this mess, they must greenholm


decide whether they want to help the Hobbits, the Dwarves, or More than a true village, Greenholm is a collection of modest
if they want to broker a truce between the two parties. Resolu- houses and a few humble Hobbit-­holes dug in the last hills
tions aimed at harming the Dwarves see the full and enthusias- upon the western border of the Shire, where the East Road
tic support of Bobbin and his mother. Conversely, any offer of becomes just a trail and then disappears. Few bounders go all
attempting to negotiate with Ergi and the Dwarves is met with the way to Greenholm, out of Michel Delving, and they don’t
strong resistance from them. Level heads can prevail with a few have much to say about the place, when they say anything at
pointed questions and a short investigation. Should the Player-­ all. By those rare accounts, the folk in Greenholm are strange,
heroes attempt such a thing, they may learn several details that but kind and determined, and don’t seem to need much assis-
offer insight into the current troubles: tance from the Watch to look after themselves and the borders.
♦ The Dwarves are angry, very offended, and ready to fight. The most prominent family in Greenholm, and the source
They are also completely innocent. The theft was in fact of the locals’ unusual resolve, is that of Folcred and his broth-
committed by Bobbin, as directed by his mother, with the ers, a small clan of hunters who are said to have regular con-
Dwarves serving as scapegoats for the crime. (The ropes tact with Dwarves out of the Blue Mountains, and to be more
are hidden in a cellar under the Muggins farmhouse). familiar with Elves than is considered proper. More than one
♦ If the Player-­heroes question locals not participating in the witness is said to have seen them hunting in the hills along
chaos, they learn that, eight years ago, Birba’s husband with strange, hooded individuals with an ‘elvish’ look.
Golfo kindly offered to accompany some Dwarves on a jour-
ney to Greenholm, near the Shire’s western border. Sadly,
he never returned from that journey: he got lost on the way
back somewhere in the Far Downs, and disappeared in the
wild. His body was never found, but Birba is convinced that THE FAIRIES OF THE FAR DOWNS
the Dwarves murdered him in his sleep and stole his few The Far Downs beyond Greenholm are travelled
possessions. Years have passed, and an overwhelming grief by few Hobbits. There, a heavy fog clinging to the
has turned to hatred towards all Dwarves in the hearts of green grasses often rises with the moon and burns
Birba and Bobbin. This hatred spurred them to action when away with the new sun. The Hobbits of Green-
Ergi came into town, leading them to believe he was the holm speak of strange little creatures that conceal
murderer of their beloved father and husband. themselves in this mist, enchanting travellers that
dare step off the East Road and into the gloom.
These fairies, as they call them, hope to snatch
Ergi Broadbeam and the wayward Hobbits to take as their spouses. Those
‘scoundrel’ Dwarves so enchanted are returned to the edges of the
Medium humanoid (Dwarf) Shire after the mist burns away, with dreamlike,
fragmented memories of a grand wedding and
STR DEX CON INT WIS CHA great revelry. Marked by the people of Greenholm
13 (+1) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 9 (-1)
and the rest of the Shire as having “taken a fairy
OCCUPATION Traders wife,” the common belief is that encounters with
DISTINCTIVE FEATURES Secretive, Wilful these curious creatures leaves a strain of madness
ARMOUR CLASS 12 (leather corslet) in the blood that lasts for generations.
HIT POINTS 13 (2d8 + 4)
SPEED 25 ft. NEW HOBBIT DISTINCTIVE FEATURE:
SKILLS Insight +3, Intimidation +1, Travel +3 FAIRY-­B LOOD
SENSES passive Perception 11 One of your ancestors is said to have “taken a fairy
LANGUAGES Khuzdul, Westron wife”. Whether this is true or not, a vein of rebel-
CHALLENGE 1/8 (25 XP, proficiency bonus +2) lious foolishness runs in your family and manifests
ACTIONS in you as a deep streak of mischievousness, often
leading you to cause trouble for its own sake.
STAFF. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) bludgeoning damage, or 4 (1d6 +
1) bludgeoning damage if used with two hands.
BOW. Ranged Weapon Attack: +2 to hit, range 80/320
ft., one target. Hit: 3 (1d6) piercing damage.

21
THE SHIRE

hobbiton HAMFAST GAMGEE


Before the Master of Bag End went running off into the blue Known to every Hobbit around the Hill, Ham-
and turned back up again about twenty years ago, earning his fast Gamgee is a simple, proper Hobbit that has
reputation as an ‘adventurer’, the village of Hobbiton was a tended the gardens at Bag End as an apprentice to
quiet, untroubled place. Possibly the oldest of all settlements Holman Greenhand for nigh on twenty years now.
of the Shire, it lies placidly against the southern side of the It was Hamfast and Holman that kept Bilbo’s gar-
Hill, and the currents of the Water run straight through its den in order for over a year in spite of his absence.
middle. Where the road crosses the Water over a stone bridge Originally from Tighfield, and a younger brother
is the most prominent building of the area, the old water-­mill, to Andwise Roper, Hamfast moved to Hobbiton
property of Mr. Sandyman, rising next to the Old Grange. on invitation from Holman, a distant relative, who
Together, those two establishments have brought respectabil- knew that the young Hamfast didn’t intend to con-
ity (along with bread and beer) to Hobbiton for generations. tinue the family tradition of rope-­making.
Most of the residents of Hobbiton make their homes in With the master gardener slowly surrendering
traditional smials, or Hobbit-­holes, within sight of the Old to old age, Hamfast will soon be taking on the role
Grange and Sandyman’s mill, with more than a few taking up of head gardener at Bag End sooner rather than
residence in the neighbourhood of Underhill. Still, some of later. He has developed a fierce loyalty to Master
the notable families still have homes of wood or stone near Baggins, and will have more than a cross word with
the banks of the Water where they fish or keep small farms. any who speak ill of him. He isn’t afraid to swat
Families from both Hobbiton and nearby Bywater often those who go prying into Bag End’s business when
travel along the road connecting the two villages, to meet their they’re not invited — as Mr. Bilbo likes his privacy.
neighbours and keep up with the latest news — locals have Hamfast uses this as an excuse to keep up on all
yet to agree upon where the road stops being the ‘Hobbiton the gossip around Hobbiton and Bywater, which
road’ and where it becomes the ‘Bywater road’ instead. It's he secretly enjoys almost as much as gardening
quite common for folk from both communities to sit down itself. Recently, he has acquired a property at 3
for a pint over dinner or supper at the Ivy Bush. More than Bagshot Row, and he is building a house to move
one Hobbit has been drawn by the prospect of a fresh serving into with his future wife Bell.
of Boffin’s Crock and a mug of ale, but as often as not they
find themselves staying for the local gossip and tale-­telling
that inevitably comes when one of the foolish young Hobbits
(or cantankerous gaffers) starts to spin a yarn. Often these
exchanges grow into competitions of balderdash, where the accustomed. With a few silver pennies of his own, and more
rules are known to all, but spoken by none. than a few that Belladonna contributed to the marriage, he
bought up a good portion of the land in Underhill, the part
THE HILL of Hobbiton near the top of the Hill, and built for her the
While formally recorded on the maps of the Mathom-­House most lavish Hobbit-­hole outside of the Great Smials of Tuck-
as Hobbiton Hill, it is rightfully called simply The Hill by borough and Brandy Hall in Buckland. Set at the end of Bag-
everyone in the Shire. Rising north of the Water where it shot Row, it was appropriately and simply named Bag End.
crosses the town, its top can be seen for miles around in all Belladonna must have been well-­pleased, for she set aside
directions. Halfway up its slope, the long lane of Bagshot Row her Tookish ways and remained by his side until her passing
runs, serving as home to such prominent families of the Shire in 1334. Since that time, Bag End has been the sole estate of
as the Twofoots and Greenhands — all of whom maintain root local oddity and Wizard-­friend Bilbo Baggins. The respect-
gardens and flower boxes to brighten the lane from the first ability brought to Bag End by Master Baggins’ father has been
thaw of spring to the inevitable frosts of winter. The laughter worn away by the antics of Bungo’s son, who once disappeared
of Hobbit children at play can be heard echoing down the from the family estate under rumour of being kidnapped by
Hill all the way into Hobbiton. Dwarves, only to pop up just as the place was about to be sold
out from under him.
BAG END With the passing of the years, Bilbo Baggins has gone from
Nearly one hundred years ago, when Bungo Baggins brought being considered a respectable Hobbit, to becoming the topic
his new Took wife out of Tookland to live among sensible of all manner of strange gossip in Hobbiton and beyond. In
folk, he built for her a home of the type to which she was fact, some would go so far as to call him a trouble maker. To

22
T he W estfarthing

all appearances, he is a well-­preserved gentle­hobbit, and by boughs, gaining the tree its nickname: the Party Tree. Ban-
all accounts he is generous with the treasures he recovered in ners and lanterns hang from its branches on such occasions,
foreign parts — especially to some of the less well-­off families and its trunk has served as backdrop for more than a few
and the young children of Hobbiton (legends insist that Bag long-­winded and best-­forgotten speeches
End is a veritable cache of gold and silver, jewels and trinkets,
but Baggins himself will say nothing on this matter, save to spin OVERHILL
nonsense tales of Trolls and Dragons to gullible children and Just over the northern slope of the Hill, at the end of
Tookish tweens). More and more though, lately he’s taken to Northope Lane, is the small community of Overhill. Most
living an increasingly private life. In fact, except for the Wizard homes there are built above ground, to leave more soil for
Gandalf, the occasional Dwarf visitor, and a few close relations, tending and growing. Its residents are well known for their
no one has been invited to tea at Bag End in nearly a decade. habit of going north to pick mushrooms and to hunt. In fact,
South of Bag End, just beyond Bagshot Row, opens a large Gerda Boffin, whose reputation is tied to her uncanny ability
field. There stands an old, tall tree. For as long as any Hobbit to find a veritable wealth of mushrooms, has made quite a
can recall, this tree has been standing there, the centrepiece fortune for herself by selling her finds to the Green Dragon
of many a great celebration in Hobbiton. Weddings, festivals, Inn (which is renowned across the Shire for its mushroom
and of course, birthday parties, have been held under its and thyme soup, affectionately called “Boffin’s Crock”).

THE SECRET OF GERDA BOFFIN


Boffin’s Crock, and the mushrooms it uses, are the talk of the
West­farthing. But no one knows where exactly Gerda Boffin
finds them. She keeps no gardens or mushroom tents near her
home, and is never seen trading for mushrooms with anyone.
It’s a mystery to everyone from Overhill to Bywater, and she’s
not giving anyone any explanation. As she’s getting on in years,
many are afraid the secrets of her recipe and her crop may pass
on when she does. But a few have puzzled out that she does
head a few times a week north towards the Bindbole Wood at
the crack of dawn, and always returns a few hours later with a
basket full of fresh mushrooms.
Tracking Gerda to her secret mushroom ‘spot’ requires a
DC 13 Dexterity (Stealth) check. A single failure means that the
players lose sight of the sly Hobbit and need to succeed on a
DC 11 Intelligence (Investigation) or Wisdom (Hunting) check
to pick up her trail again; a second failure means she notices
them and will shoo them away, unless they succeed on a DC 11
Charisma (Deception) check to convince her they are just going
on about their business. Failing a third roll means that Gerda
leads them on a wild goose chase to a false location, making
the players lose her tracks for good.
Player-­heroes who manage to track the wily mushroom
farmer to her secret spot discover that the secret ingredient for Those who discover Gerda’s secret will undoubtedly draw
Boffin’s Crock grows in but a single location: a great hollowed-­ her ire at first, though once she realizes her secret is safe with
out tree in the Bindbole, where, away from sunlight and prying the Player-­heroes, what began as a most awkward relationship
eyes, great white-­capped mushrooms of amazing size grow on could develop into a genuine friendship. It’s quite possible the
the moist soil and on the interior of the bark. Gerda would go characters may be invited to Gerda’s personal table to sample
to great lengths to keep her spot a secret, striking very nearly the freshest and best mushrooms available!
any bargain — though she would be quite cross with the busy-
bodies who discovered her secret.

23
THE SHIRE

little delving few duties they have in these days of peace (mainly, presiding
Due south of Nobottle, with a short trail across the White Downs at banquets), and oversees the Messenger Service and the
connecting the two, is the village of Little Delving. Named as Quick Post in his position as Postmaster.
if it was a younger sibling to Michel Delving, its people like to The true jewel of Michel Delving, however, is the local
think that the two settlements are very alike. In truth, the Hob- museum. Called the Mathom-­house, it sits upon the hill just
bits of Little Delving remain humble in comparison to their south of the Town Hole. There, cantankerous custodian Malva
counterparts in Michel Delving; small houses with neat gardens Slowfoot and her husband Bingo tend to a veritable hoard of
are packed tightly together on rolling hillsides. Little Delving Hobbit-­treasures, or ‘mathoms’, as Hobbits call them. These
is particularly well-­regarded for its livestock — flocks of sheep range from a pair of sparkling diamond studs once owned by
graze freely on the untended grassland to the west of the village. Gerontius Took, to a coat of silver rings supposedly worn by
The main building of Little Delving is an old rounded Bilbo Baggins that was gifted to him by a Dwarven king. Other
tower house, once serving as a watchtower and beacon for oddities include a collection of wheeled contraptions known
the western border of the Shire. Now it is used mainly as an as ‘velocipedes’ constructed by Tom Sandyman some time ago,
enclosure where the livestock is herded in times of particu- and the first tobacco pipe used by Tobold Hornblower him-
larly bad weather. self (as can be readily seen by these examples, Hobbits call
‘mathoms’ all those objects they come to own that they have

michel delving
no immediate use for, but are unwilling to just throw away).
The Mathom-­House is particularly renowned for its exten-
If Hobbits followed the ways of Men and named a town as sive collection of cookbooks, genealogical records, compila-
their capital, that would be Michel Delving. The chief town- tions of Hobbit-­lore, old weaponry, and maps. Some of these
ship of the Shire is nestled in the rolling countryside that is maps date as far back as the days of Marcho and Blanco them-
the heart of the White Downs. Many wealthy gentlehobbits selves, or so the legend claims. Particularly troublesome young
are proud to call this their home, and mayor Pott Whitfoot Hobbits sometimes take it upon themselves to see if they can
keeps a fine home in the largest Hobbit-­hole in the West­ snatch some mathom of minor importance from under the
farthing outside of Bag End: the Town Hole. From here, the nose of the Slowfoots, who take pride in their meticulous
Mayor of the Shire ensures that the Shirriffs maintain what care of each and every item in the museum’s catalogue. In
recent years, the couple have even gone so far as to put locks
on the door of the Mathom-­House, to deter what they call
“the worst folk to invade the Shire since the days of Golfim­bul
the Goblin.” All this confustication has only driven naughty
Hobbit-­boys and Hobbit-­girls to find new and more devious
methods to drive Malva and her husband to distraction for
their own entertainment.

THE FREE FAIR


Every year, during the high summer days of Lithe (around
Midsummer), a Free Fair is held on the White Downs, a few
miles west of Michel Delving. For three days (four in a leap
year) Hobbits from across the Shire join in merriment to cel-
ebrate the bounty of the land, feast among friends, and set
up stalls in hopes of selling their own wares. Great stores of
food and ale are drawn up from the storage tunnels where
they have been gathered in the preceding weeks, and one
can be assured that all corners will, in fact, be quite filled up
during the Free Fair.
Once every seven years the Free Fair also hosts the elec-
tion of a new Mayor (or the confirmation of the previous
one); the last election occurred in the year 1357 S.R., when
old Cotman Bunce resigned his office, and Pott Whitfoot was
elected in his place.

24
T he W estfarthing

Until a few decades ago, Gandalf the Grey himself appeared parties — a display no Hobbit could ever forget. Unfortunately,
regularly at the Free Fair. He used to hold a special show based the Wizard hasn’t shown up for the occasion in the last forty
on his magical fireworks, during the Old Took’s Midsummer-­eve years or so, since his good friend the Old Took died.

CONCERNING THE GREY PILGRIM


If the Player-­heroes ask around about the latest news or d12 to see what is being said regarding the latest distur-
rumours concerning Gandalf, the Lore­master can roll a bances brought about by the Grey Pilgrim.

GANDALF GOSSIP TABLE


D12 RESULT

1 A small group of Bounders or some ill-tempered gossip accuse the Player-heroes of being in league
with the Wizard in some conspiracy that will come to a bad end. The Player-heroes will need to suc-
ceed on a DC 15 Charisma (Deception) or Charisma (Persuasion) check to convince their accusers of
their innocence.

2 “Bilbo is digging new tunnels into the Hill on orders from Gandalf! If he goes any deeper, the whole of
the Hill and everything upon it is going to collapse in upon itself and we’ll be buried in dirt and gold!”

3 “Gandalf is in league with Gerda Boffin, I say! That’s how she makes her crock, I tell you. I won’t be eat-
ing no soup with wizard-enchanted mushrooms. Who knows what kind of deal she’s made with that
conjurer!”

4 “I heard that Paladin Took has made some kind of deal with the Wizard, trading blessed farmlands for
some strange promise. It’s not right I say.”

5 “I don’t rightly know what he’s up to, but last I heard Gandalf was wandering the North Moors, chasing
giants and casting curses. I saw lightning strike the hills to the north at night!”

6 “Found another Dragon, I tell you! That’s what I heard! He’s looking for some new Hobbit to drag off
into the wilderness now that Baggins has gone all cracked!”

7 “It's no business of mine, but I saw Gandalf arguing with Lalia Clayhanger down in Tuckborough on
some matter related to the Old Took. Even if I was a wizard, I wouldn’t tangle with that one.”

8 “Saw him coming up south from Sarn Ford near Longbottom and he wasn't alone. Talking to some
fierce-looking and dirty traveller he was. Nothing good will come of it, mind you. Nothing good at all.”

9 “Trundling down the Stock Road on his cart he was, on some errand all his own. Paused and as easy as I
talked to my gaffer at Sunday dinner he struck up a conversation with a bird. He’s cracked, I tell you.”

10 “I heard from Mr. Mudwort down in Deephallow that he was knee-deep in the mud of the Overbourn
Marshes, trying to conjure the dead! Keep that one and anyone who dares call him a friend away from me!”

11 “Stayed the night in Brandy Hall, he did. Sat at the Master of Buckland’s table like he was some long-
lost kin! Imagine that?! Then, pleased as you can be, he opened the Hay Gate and disappeared into the
Old Forest like it was just a Sunday stroll.

12 Inquiring into the affairs of the Wizard has drawn his personal attention, and Gandalf himself shows up.
Now, what errand or adventure could he have in store for the Player-heroes?

25
THE SHIRE

MAYOR POTT WHITFOOT


Elected Mayor just over three years ago, Pott Whitfoot fan-
cies himself a consummate Hobbit about town, and attri-
butes to his role as mayor an importance that is scarcely
recognised by anyone else in the Shire. His obligation
to preside at all public events, ensure the Bounders and
Shirriffs are doing their due diligence, and to see that the
speed and quality of the Messenger Service and Quick
Post are beyond reproach, is of supreme importance to
him. After all, if he’s not doing his proper mayoral duties,
he won’t have a place of honour at the many tables he’s
invited to across Michel Delving, and he is the first to point
out that dinner with the Mayor is a high honour indeed.
For all his self-­importance, Mayor Whitfoot is a sen-
sible enough fellow and hopes to avoid any trouble or Hobbit reckless enough to traipse into the North Moors
gossip-­worthy activities during his tenure. He is quick to or beneath the eaves of the Woody End. Best to wash
pass along any requests to address strange goings-­on his hands of such concerns, and leave them to younger,
to his Bounders, and send them after any foolish young less dignified Hobbits.

Mayor Pott Whitfoot reach Buckland though, as most letter carriers are wary of
Medium humanoid (Hobbit) the communities along the eastern banks of the Brandy­wine.
Existing for as long as any Hobbit can recall, serving as a
STR DEX CON
postman is a position of respect among the communities of the
13 (+1) 10 (+0) 14 (+2)
Shire. Perhaps this is why a blind eye gets turned when a jar of
OCCUPATION Mayor preserves arrives at its destination a little less than full or no one
DISTINCTIVE FEATURES Fair-spoken, Honourable bothers to mention that their sack of apples arrived a bit light.
SKILLS Insight +2, Persuasion +6 After all, walking one’s appointed route can be hungry work.
SENSES passive Perception 10
LANGUAGES Westron
needlehole
THE MESSENGER SERVICE A village in the northern reaches of the West­farthing, Needlehole
AND THE QUICK POST is cut in two by the Water as it comes down into the Rushock Bog.
Hobbits like to keep in touch with their friends and more like- A small stone bridge crosses the stream here, allowing the road to
able relatives, and those who know their letters enjoy writing continue eastwards towards the village of Oatbarton. The Hobbit
almost every day. This regular correspondence is delivered families of Needlehole live in sturdy homes of wood and stone
anywhere within the boundaries of the Shire by the Messen- within sight of the Water, and have something Dwarvish about
ger Service and the Quick Post. The first employs numerous them — by most accounts, they wear boots when they go wood-­
Messengers, tasked with delivering letters and small packages gathering and duck-­hunting in the Rushock Bog to the south!
between the homes and businesses of the Four Farthings. The If Needlehole is known for anything, it is for the pipes
Quick Post is employed only on official business, to deliver that their inhabitants craft using bog-­wood, tree-­trunks that
messages from the Mayor, or between the Shirriffs, for exam- have lain buried in the southern wetland for centuries, if not
ple, and is manned by a smaller number of quick runners. millennia. Hard as stone, the trunks of bog-­wood must be
Every larger township, like Hobbiton or Bywater, has its carved with special tools that the inhabitants of Needlehole
own post-­office, and a number of postmen making the rounds, obtain by trading with Dwarves. Bog-­wood pipes are dark in
but the main Post-­office is in Michel Delving. Postmen and colour, their hues ranging from a deep brown to black, with
Messengers can be seen carrying out their duty from there to the deeper shades coming from the most ancient and most
Greenholm, Stock and everywhere in between. No postmen prized qualities of bog-­wood.

26
T he W estfarthing

nobottle lads and lasses can say that they have ever seen the little black crea-
Tucked away in a remote corner of the West­farthing, where tures with large, luminous eyes that crawl through the mud at night…
the chalky heights of the White Downs become low knolls cov- Once in a while, tales told by Hobbit children about these
ered in thick grass, is the tiny community of Nobottle, a village shy and disturbing entities surface in Overhill, Hobbiton, or
home to no more than four or five families of Hobbits. Unlike Needlehole. Described as more unusual than threatening, they
most other villages of the Shire, the residents of Nobottle make have always been promptly dismissed as imaginary bugbears
their homes primarily in Hobbit-­holes, with only one or two by parents and relatives, leading the children to keep their
houses constructed along its outer edges. They keep mostly to sightings largely to themselves, a secret whispered from ear
themselves, quietly tending their land and growing their crops to ear. The most adventurous among them have developed all
of bilberries and wheat. They will, when the occasion strikes manner of unlikely theories, and have started keeping watch for
them, venture upon a day trip to Little Delving or Needlehole, long hours at the edge of the bog, setting rudimentary traps
but will rarely go any further. By all accounts they mind their at seemingly random locations, in the hope of capturing one
own business, and expect others to do the same. of what they have collectively come to call the “Bog Beasts.”
But if the inhabitants of Nobottle can be considered to be To this day, in spite of many claims that some little Hobbit-­
somewhat unwelcoming, they are considered to be jolly fellows boy or Hobbit-­girl “very nearly got one,” a Bog Beast has never
when compared to the Banks, their neighbours, a handful of been captured. Strangely, as Hobbits grow from child to tween,
closely-­related families of fishermen dwelling on the shores of their interest in the Bog Beasts fades, and by the time one has
the Water a few miles to the northeast of the village. Already reached the age of maturity, they seem to preserve no mem-
regarded with suspicion for their connection with the North-­ ory of the creatures at all.
Tooks of Long Cleeve, their reputation is made even more sinis-
ter by their preference to move about on boats along the Water.

rushock bog the tookland


As the Water rolls off the North Moors into the Shire, it slows The western range of the Green Hills rising in the West­
down upon reaching Needlehole, until the river vale becomes farthing has always been known as the Tookland since time
almost flat, and the stream starts to meander in a hundred out of mind. It is aptly named, for it is the ancestral home
rivulets. The surrounding landscape is that of a vast marsh- of what is considered by many to be the chief family of the
land stretching for several miles, and a walk across it is likely Shire, the numerous and well-­respected Took clan. Here,
to leave mud between one’s toes. No Hobbit has reason to small farms dot the rolling hills where one Took cousin or
venture there for leisure though, as the area is thick with sting-­ another grows grain and barley for bread and beer, keeps
flies and gnats — in the warmer months of the year they can hives of buzzing bees for honey and mead, or makes their
be seen rising as a cloud at sunset. living hunting small game for fur and meat.
Despite these terrible threats, daring duck hunters and The Tooks are renowned for being a bit too adventurous
gatherers of bog-­wood from Needlehole enter the marsh sev- for traditional Hobbit tastes, and while that may be so, there’s
eral times a year. They can be seen traipsing around wearing a charming irrepressibility about the entire clan that often
boots, the duck hunters armed with bows and carrying the reveals itself in the wit and wisdom that pervades the gaffers
carefully-­painted wooden ducks they use as decoys, the wood and gammers of that family. This reputation for mischief is
gatherers leading sturdy ponies that they will use to pry their of little concern to the Tooks, and in fact, is a point of pride
prized tree-­trunks out of the bog’s cold embrace. to more than a few of that line.
Following the course of the Water through the bog is Unlike in many other regions of the Shire, the Wizard
a back route to reach Hobbiton, and some hunters from Gandalf always receives a warm welcome whenever he passes
Needlehole walk all the way there to sell their catch to the through the Tookland, as no one among the members of the
local inns and families. clan forgets that the Grey Pilgrim was a good friend of the
most famous Took of them all, the Old Took himself.
In spite of their propensity for the outlandish and the
friendship of Wizards, the Took Clan is greatly respected by
CHILDREN'S STORIES everyone in the Shire. This is likely due to the legacy they
Although it is true that adults like to spin tales and gossip about it carry as the holders of the Thainship since Isumbras the First
over a pint, no true strangeness or oddity has ever been observed accepted both the title and role from Gorhendad over five
in the Rushock Bog by any grown Hobbit. In fact, only the younger hundred years ago.

27
THE SHIRE

tookbank
otherwise — has
dared to move
A winding trail run- so much as a leaf of
ning east off Whitwell parchment, let alone Old
on the North Road reaches Took’s rocking chair! In fact,
the village of Tookbank, upon his reading glasses sit on an end
the westernmost rises of the Green table by the chair next to his pipe,
Hills. The scent of apples ready to be where he sat them down on the night
plucked from the appledores, the sound of before he passed forty years ago.
delighted children playing “Greenfield Gob- Since the time when Gorehendad Oldbuck
lin,” or the sight of mushroom tents are encoun- gave up the title of Thain and moved across the
tered before the round doors of any Hobbit-­holes Brandy­wine and Isumbras the First assumed it, Great
become apparent. Smials has also been the seat of the Thainship. Though
Tookbank is a small village, much smaller than the the title is little more than an honorific these days, respect
nearby Tuckborough, to the chagrin of its inhabitants who for the position is still maintained — especially among the
feel they are looked down on by their neighbours. A wish Hobbits of the West­farthing. Fortinbras the Second has been
to avoid any contact might explain why no road leads from Thain nigh on thirty years now, and by all accounts he is as
Tookbank to the nearby town, and why no one in the two good and wise a gentlehobbit as any could ask for.
communities has ever demonstrated the desire to build one.

waymeet
Rumours outside the Tookland speak of an extensive
network of tunnels dug under the Green Hills and joining
Tookbank with the Great Smials, and comprising vast under- A merry stroll east out of Michel Delving along the East Road
ground halls where the Tooks join in secret merriment sev- will lead a wandering Hobbit to the crossroads at Waymeet.
eral times a year. Appropriately named, it is not only a crossroads, but also
where Hobbits from across the West­farthing come together

tuckborough
to trade goods and gossip in equal measure. In fact, many
of the homes have adjacent or attached sheds to act as both
Tuckborough is the largest village in the Tookland, and the storage and storefront for trinkets and wares readily available
one counting more Hobbit-­holes than any in the entire Shire. to any passersby travelling along the East Road.
It is here that Great Smials stands, the many-­tunnelled man- A collection of tables sits right along the road in the mid-
sion of the Took clan, dug three centuries ago at the time of dle of Waymeet, before the doors of the Walking Party Tavern.
Isengrim the Second. Known also as the ‘Great Place of the It serves as an open-­air tap house of sorts, where visitors can
Tooks’, it’s a veritable maze of bedrooms, parlours, kitchens quench their thirst before going about their business, and
and dining halls, serving as the home of a multitude of family maybe purchase whatever mathom catches their eye in the
members. Deep inside it lies a place known simply as ‘the old tiny shops that line the thoroughfare. More than one Dwarf
room’, the large hall where Gerontius, the Old Took, spent crossing the Shire has stopped at the tables of Waymeet for
most of his life. It is said that the room didn’t see changes to a pint and a game of ninepenny marl, while being forcefully
its decor and furniture for decades, for the Old Took liked brought up to date on the latest gossip offered by the idle
it exactly as it was, and that to this day no Hobbit — Took or gammers and shopkeepers.

28
T he W estfarthing

A DAY IN WAYMEET
A trip to Waymeet is never boring, and if the Player-­ roll a d12 on the table below to determine a random
heroes opt to spend an afternoon, the Lore­master can event or design one themselves.

WAYMEET JOURNEY TABLE


D12 RESULT DESCRIPTION

1 Robbed! A Player-hero must succeed on a DC 15 Wisdom (Perception) check, or they real-


ise someone has picked their pocket during the hustle and bustle of the day. An
item very important to them has been stolen!

2 Mistaken Identity A local Hobbit mistakes a Player-heroe for a distant, long absent relation, and
insists on recalling old family stories the character has no knowledge of.

3 A New Friend The Player-heroes strike up a pleasant conversation with a fellow visitor at Way-
meet who invites them to tea the next time they’re about.

4-5 A Foolish Trade The character finds they’ve made a bad deal at the market and is down a few
coins or has swapped a valuable item for some useless junk.

6-7 A Peach of a Deal The character was able to strike a good bargain and walked away with a new tool
or item that may be of some use in the future, as determined by the Loremaster.

8-9 Rumours The Player-heroes spend a long evening swapping news with the locals and
learn a piece of information or clue that offers insight into one of their upcoming
adventures.

10 Idle Words The Player-heroes hear news about some other person or place in the Shire that
turns out to be false but seems credible at the time.

11 Tales from Beyond The Player-heroes learn some news from beyond the borders of the Shire while
the Brandywine having a drink at the Walking Party Tavern.

12 Chance Encounter The Player-heroes encounter a well-known local or famous visitor as they pass
through Waymeet. Examples include Bilbo Baggins, Gandalf the Grey, Balin the
Dwarf, or even catching a glimpse of an Elf moving west just at the edge of town.

whitwell
A sure sign that one is about to enter the village of Whitwell at the Fairest Fowl Inn, which sits right upon the crossroads
is the sound of the crowing roosters and clucking hens that at the heart of Whitwell.
wander its coops and farms. This small community is known The latest news heard over these fine meals is that of a
for its chicken farmers, and many members of their flocks young enterprising Hobbit by the name of Paladin Took who
find their end at tables across the Shire. In spite of its humble has recently come to Whitwell from Tuckborough. A first
appearance, Whitwell serves as a hub of travel in the Tookland, cousin once removed of Thain Fortinbras (on his father’s
with pipe-­weed coming up from the farms of Longbottom, side), Paladin stands out as an oddity among the many
travellers going south from Waymeet, and Tooks arriving end- chicken farmers, for he has begun tilling land and planting
lessly from Tuckborough. These visitors will find the finest seeds in hopes of turning his new farm into a grand enter-
roast chicken in the Four Farthings if they sit down at a table prise worthy of attracting a fine wife.

29
THE SHIRE

the southfarthing
How Old Toby came by the plant is not recorded, for to his dying day
he would not tell. He knew much about herbs, but he was no traveller.

As the land of the Tooks rolls east and gives way to the Green pipe-­weed in the Shire. Each farm is surrounded by vast, fur-
Hill Country, the wide fields of the South­farthing spread rowed fields, from which the leaf is harvested and processed.
southwards from the Three-­Farthing Stone. It is a sparsely-­ It is from around here that the three most popular brands
populated land by Hobbit standards, traversed in the north of pipe-­weed come from: ‘Longbottom Leaf’, ‘Old Toby’, and
by the Stock Road that runs through the Yale in the East­ ‘Southern Star’. Carts loaded with barrels carrying the Horn-
farthing, and bordered by the Shirebourn river to the south- blower brandmarks can be seen travelling up and down the
east. Largely made up of isolated farms and wide fields, it is road at any hour of the day, headed to the farthest corners
here that the best wine found in the Shire is produced, and of the Shire. There are even rumours of enterprising Hob-
where the most prestigious varieties of pipe-­weed are grown. bits making the journey all the way to the Blue Mountains,
west beyond the Shire, or eastwards over the Brandy­wine all

longbottom
the way to Bree — though perhaps those travelling in that
direction are doing so more to reinforce the superiority of
Longbottom is the pride of the South­farthing. Perhaps less a the Shire leaf over the Southlinch crop grown in those parts.
town and more a collection of many farms with stout homes Wherever their destination may be, travellers leaving
of wood and stone, Longbottom outgrew its boundaries at the Longbottom and taking the road north are likely to stop at
time of Tobold Hornblower, the first Hobbit to grow the true the inn at Sparrow’s Rest, located about a day’s travel towards

30
T he S outhfarthing

THE INN AT SPARROW’S REST


Travellers stopping by the Sparrow’s Rest for a pint and two. Lore­m asters can choose or roll a d12 to determine
dish of strawberries and cream are sure to hear a tale or the nature of the most recent tidings.

SPARROW’S REST GOSSIP TABLE


D12 RESULT DESCRIPTION

1 Bloodthirsty Bounder Burt Underhill, from Woodhall, returned home last week, bloody and
Beast! wounded! In a sheer, raving panic, he claimed he was ravaged by the Black Wolf of
Woody End!

3 Mole Mischief Moles have been digging long tunnels under the lands of farmers in the Yale and
leaving mounds in curious geometric patterns in the soil.

3 Raucous Flocks of large black birds have flown up from the south of Dunland and begun
Rooks nesting in the trees around Sarn Ford. They seem to take a keen interest in travellers,
watching them with an uncanny level of intensity.

4 Pine Peaks Large piles of pine cones have been found along the edge of the Bindbole Wood,
stacked nearly as high as a Hobbit. None of the locals have claimed responsibility or
seen who or what is doing this, and no animal tracks or footprints have been seen
near the piles.

5 Missing A Hobbit grocer from Willowbottom taking a shortcut through the Woody End on
Merchants his way to Woodhall became lost and was discovered three days later, asleep on the
Stock Road. He claims to have no memory of falling asleep, only that he stepped into
the forest and woke up on the road a moment later.

6 Southern While returning from a trip to Longbottom, a solitary Hobbit claims he encountered a
Strangers pair of sallow-faced big folk who had an ill-favored look about them. They even drew
knives and moved to approach him before he escaped in the tall grass.

7 Mysterious Young Gilly Brownlock is sitting in the Sparrow’s Rest, playing a melancholy song
Minstrel on her tin whistle. If asked where she learned it, she says from fairies that live in the
White Downs.

8 Finches Flock Many of the folk gathering firewood from the woods near Pincup have seen a small
flock of finches following them, singing gentle and soothing songs.

9 Garden Gifts While picking strawberries in her garden in Willowbottom, the normally pesky squir-
rels that plague her crop came right up to Scarlet Kettlebottom and began to pick
them right off the vine and set them at her feet before running off into the forest.

10 Murmuring For the past three nights, whenever the wind blows out of the north, everyone in
Melody Deephallow can hear a gentle song upon the breeze that lingers for a few hours after
nightfall. No one knows the source.

11 Bosco’s Bosco Rumble from Longbottom claims he was cornered and very nearly attacked by
Badger a badger near Sarn Ford, until one of the Big Folk seemed to step out from nowhere,
whisper strange words to the beast, and then motioned for it to run off. The Man had
fierce eyes and a beard, but pulled his hood up before Bosco could get a better look.

12 Elvish A Hobbit child became lost in the Woody End recently and was feared to have perished,
Encounter but two days later she was seen being led to the edge of the village by nothing less than
an Elf! Onlookers claim that after the child came safely within the bounds of the village,
the Elf vanished right before the eyes of everyone looking.

31
THE SHIRE

the border with the West­farthing. A welcome sight to the slaughter, leaving an indelible mark across the region that can
weary eyes of every travelling pipe-­weed merchant, the inn still be perceived after long millennia — Hobbits rarely linger
used to be a small watchtower, and takes its name from the here for any length of time, as the air itself seems to disagree
many birds nesting under its eaves. By all accounts, no inn with their cheerful disposition.
offers a better serving of strawberries and cream anywhere in Whether they themselves know about the past history of
the Shire, and a more diversified source for gossip — pipe- the place or not one could not say, but the Rangers of the North
weed merchants hail from all over the four Farthings, and keep a constant watch over the crossing. The ford is the first safe
find the inn to be the perfect place for the exchange of news. passage over the Brandy­wine river — the next one being the
Bucklebury Ferry, more than fifty miles upriver to the north, and

pincup
travellers coming from the south along the road must use it to
enter the Shire. The Rangers take great care not to reveal their
Nestled on the southern slopes of the Green Hill Country, presence, disappearing quickly into the wilderness if they are
Pincup is home to a handful of Hobbit families that live quiet in risk of being spotted. A few secret caches of supplies, such
lives in relative isolation. Most live in modest Hobbit-­holes as firewood and dried meat, and at least one store of weapons,
among the shaded hillsides, others keep small farms just have been set up close to the ford, marked with runes and eas-
beyond the shadows of those mounds for growing autumn ily overlooked as another minor oddity from outside the Shire
crops like radishes, turnips, and carrots. by all but the most educated of Hobbits.
But it is going west that one reaches Pincup’s true and
only claim to fame: its vineyards. Raised on the steep hillsides HALLAS AND HALBARAD
facing south, it is here that the grapes used to produce the The captain of the Rangers tasked with watching over Sarn Ford
best wine in the Shire are cultivated — known simply as Old and the southern borders of the Shire is a Man called Hallas.
Winyards, it is a strong red wine that grows in value as it ages, Wise in old lore and a veteran fighter, Hallas has grown fond
so much that older bottles are treasured. Bottles of vintages of the pipe-­weed of the halflings. In the company of his son,
from as far back as a century have been given by Tooks to their Halbarad, they sometimes enter the South­farthing disguised
relations and close friends on birthdays and special occasions as merchants from Tharbad, and visit the Inn at Sparrow’s Rest
since time out of mind. to keep up with the latest rumours (and to fill their pipes with
the best Hornblower leaf).

sarn ford
Far beyond what any reasonable Hobbit would call a proper

the shirebourn river


part of the Shire, is the stone river crossing of Sarn Ford, at
the southernmost border of the South­farthing. During the
drier seasons, the Brandy­wine becomes so shallow here that A good part of the eastern border of the South­farthing is
it can be waded without any danger. In Spring and Autumn marked by the Shirebourn, the watercourse flowing from the
the thaw and heavy rains make it less safe, if it wasn't for a Green Hill Country across many miles of lowlands. Once it
number of large, flat rocks, set across the ford in times of old, meets another stream, the Thistle Brook, flowing out of the
allowing travellers to use them as stepping-­stones. East­farthing at Willowbottom, the Shirebourn slowly winds its
Sarn Ford is a deserted place, and for some reason, no way for about fifteen miles, until it reaches the Brandy­wine
Hobbit in their right mind would think of spending more near Deephallow. The Overbourn Marshes spread at the river
time there than what’s strictly necessary to cross the river — mouth, among reeds and willow thickets.
more than one traveller on the South Road claims to have Residents of the South­farthing rarely venture so far east
seen strange, hooded men wandering about in its vicinity. though, except for a number of angling enthusiasts who dare
go boating on the Shirebourn in small rowboats. Certainly no
one enters the marshes — not even the nearby residents of
Deephallow in their Dwarf-­boots would dare go about trudg-
THE WATCH OVER SARN FORD ing in this bog. Nothing dangerous has emerged from the
A long time ago, in an age of the world beyond the reckoning marshes in living memory, but mournful noises and barely
of Men and Hobbits, Sarn Ford was the site of a terrible battle. heard songs seem to drift above its still waters, carried by the
An invading army out of the Black Land was broken with great breeze from the Old Forest.

32
T he N orthfarthing

the northfarthing
Except on the high moors of the Northfarthing a heavy fall was rare in the Shire,
and was regarded as a pleasant event and a chance for fun.

The North­farthing is the only quarter of the Shire whose bor- that once ran all the way to the Hills of Evendim, beyond
ders are not marked by the Three-­Farthing Stone. Most folk the North Moors.
come to this area by way of the Northway Road, between Bywa- Few Hobbit walking trails run under its spreading
ter and Frogmorton, heading on up over the Water and across branches, as more than a few tales speak of wolves lingering
the northern half of the East­farthing. The surest sign that you in the shadows (though no wolves have been seen in the
have crossed into the North­farthing is the fresh, fragrant air Shire since the Fell Winter). More likely, they’re as real as
that sweeps across the Greenfields and slips between the trees the Green Dragon rumours about wayward Big Folk from the
of the Bindbole Wood. Winters in this region tend to be a bit days of the King, or those talking of giants taller than trees
cooler and longer than in the rest of the Shire. Still, in those walking seven yards to a stride in the North Moors. Even if
seasons of lesser sun, a blanket of winter snow is no small these fanciful yarns are just that, the truth is that there are
beauty to awaken to each morning as one sets the kettle to boil. no easy trails through the Bindbole.

the bindbole wood greenfields


Filled mostly with pines, junipers, and yew, the Bindbole No exploration of the North­farthing would be complete with-
remains evergreen year-­round, with several of the trees pro- out mention of Greenfields. Known throughout the Shire as
ducing lovely red flowers in early spring. Older than the Shire the place where Bandobras ‘Bullroarer’ Took drove back Golf-
itself by most accounts, and exceedingly dark and tangled imbul and the Goblin horde from Mount Gram, it is bordered
at its heart, this wild wood is all that is left of a larger forest on the south by the Norbourn, a watercourse descending

33
THE SHIRE

from the North Moors that joins the Brandy­wine just beyond North­farthing knows the ‘real reason’ behind her decision
the borders of the East­farthing, and running into the North­ — from a bout of ‘wandering-­madness’, the discovery of the
farthing. It’s a vast land, mostly flat in between the two rivers, secret cache of gold of her late father Otto, to the sudden
rapidly rising as one turns north towards the Hills of Evendim. appearance of a disfiguring disease.
Here, visitors are likely to see small groups of Hobbit rabbit

long cleeve
hunters carrying bows. They spend long hours looking intently
at the ground for coney tracks, or kicking and stomping at their
hiding places. If one should start a conversation with any of One can reach this little village on the edge of the North­
them, they would hear the same story about how the game of farthing by following the course of the Water towards the
golf was invented by the Bullroarer on that precise spot. North Moors, well beyond Nobottle and Needlehole. Com-
posed of a handful of houses along both sides of the river,

hardbottle
it is the home of the North-­Tooks, a smaller branch of the
renowned clan who claim direct descent from Bandobras
To most Hobbits, to call Hardbottle a remote village would the Bullroarer himself, though there is a bit of a rivalry as to
be an understatement — the only residents of the Shire whether or not they can rightfully say so. Every Took knows
travelling so far are hunters, Bounders, and the members that Bandobras left his home in the Tookland to settle in the
of the Bracegirdle family and their numerous relatives. The North­farthing only after the Battle of Greenfields, and that is
village itself stands at the confluence of the Norbourn and why they dispute the North-­Tooks appropriation of the Hob-
the Brandy­wine rivers, and can be reached only by crossing bit hero. Fortunately, the dispute is kept friendly by holding
the Norbourn on a boat. shared family reunions, which include “tests of heritage” —
This relative isolation hasn’t prevented the Bracegirdle nothing more than drinking contests, games of conkers, and
family from rising to a certain level of prominence in the the obligatory golf tournament.
North­farthing. Known for their size (many family members

the north moors


are said to be of great girth), outspoken nature, and supe-
rior skill as masons, the Bracegirdle name is associated with
the building of every new home or Hobbit-­hole constructed This wide upland rises to meet the Hills of Evendim to the
this side of the Water. In particular, Blanco Bracegirdle and North, and marks the northern borders of the Shire. It is an
his son Bruno seem to have placed a brick or two in every area known for its heavy winter snowfalls and untamed wilder-
home in the Shire, with Blanco having brokered deals ness, filled with scrub brush, heather, and the occasional
with most mining businesses represented in Dwaling tree. All sorts of cautionary tales and rumours spring
in the last three decades. out of the North Moors, and only the most hardened,
In recent years, Blanco Brace- or most foolish, hunters dare venture this far north,
girdle’s wife, Primrose, born and they do it exclusively before the sun sets, for fear
a Boffin, raised a flurry of of encountering wild beasts or things far worse.
gossip with her decision to Where the Norbourn river flows out of the North
leave Hardbottle and return Moors stands what the Hobbits of the North­farthing
to her family estate in the call ‘Kingsworthy’, a large stone house with a round tower,
Yale — everyone in the believed to have been a hunting lodge at the time of the
Kings in Norbury. The origins of the site are probably more
prosaic, but the legend seems to have found confirmation
when a few years ago a hunter dug up the life-­size head of a
marble statue, representing what resembles a young prince
wearing a crown.

oatbarton
The Northway ends in the village of Oatbarton, a settlement
of modest size, surrounded by extensive oat fields. Its stone
houses seem to emerge from a veritable sea of long stalks,
bright green in Spring, golden by late summer. In winter,

34
T he N orthfarthing

VENTURE INTO THE NORTH MOORS Hobbit-­kind from a distance, to fanciful tales of the trees
Stories of what lies concealed and undiscovered along themselves walking about in the light of day. To find
these northern boundaries of the Shire range from hid- out what happens during a trip to the North Moors, the
den camps of shadowy big folk who lurk and watch Lore­master can roll a d12 and consult the following table.

NORTH MOORS ENCOUNTERS TABLE


D12 RESULT DESCRIPTION

1 Wrathful A ghastly spirit rises out of a darkened shadow to plague the Player-heroes, the hiss
Spirit of “Angmar” on its spectral lips as it passes through them and leaves a chill far deeper
in their bones than any winter ever could. They will have dark dreams about it for a
few days.

2 Moaning An eerie and unnerving moan rings through a tiny grove of pine trees, as a cold wind
Trees blows down from the hills to the north.

3 A Fissure in The Player-heroes stumble upon a great hole dug directly into the ground, large
the Ground enough for several Hobbits to enter. Inside, they find a skeleton of prodigious size, a
bear or a large Orc, and a crude club thrice their height.

4-5 A Crash and a A large stony crash is heard echoing down from the north, followed by a distant,
Laugh booming laughter.

6-7 Ancient relics The Player-heroes discover an old object, like a pitted and rusted sword or knife
blade, a brooch, a broken jar or pot, etc. . They are mostly useless, but they make for
perfect Mathoms.

8-9 Followed The Player-heroes get the uncomfortable sense they are being watched and fol-
from the lowed. A cloaked figure seems to linger for an instant behind a far-off tree, then dis-
Shadows appears into the wilderness.

10 Wolf Carcass A large dead wolf is found, slain with arrows too large for Hobbit bows still stuck in
its side.

11 Uprooted Though the ground looks otherwise undisturbed, there are signs that a tree has been
Tree ripped from the ground, roots and all. Large depressions in the soil can be seen trail-
ing off to the north and west.

12 A Wanderer’s The Player-heroes come upon a Man in travel-worn clothing cooking a pair of rab-
Campsite bits on a spit. There is a welcoming quality about him, in spite of his rugged look. He
offers the Player-heroes a spot by the fire. If they accept, they hear him tell stories
about the lost realm of Arnor, the land of the High King...

heavy snows regularly blanket Oatbarton, and Hobbit chil- from the nearby fields gather to eat lunch — the simple,
dren delight in re-­enacting the Battle of Greenfields using hard-working folk of Oatbarton sit at long tables set up on
snowballs and snowgoblins, which they promptly trounce with trestles, under tents and pavilions during the harvest season.
the largest stick available. The produce of the fields of Oatbarton is used by brewer-
The village itself would be quite unassuming, if it wasn’t ies all over the Shire to make a particularly bitter beer, called
for its great cobblestone courtyard, situated right in its heart. by some the ‘Dwarven Stout’. A drink that needs growing
Surrounded by granaries, wooden homes, barns, and sheds, accustomed to, it is favoured by travelling Dwarves, who don’t
the courtyard becomes crowded at noon, when all farmhands seem to mind the sharper taste at all.

35
THE SHIRE

36
T he E astfarthing

the eastfarthing
The Hobbits of that quarter, the Eastfarthing, were rather large
and heavy-legged, and they wore dwarf-boots in muddy weather.

While not quite the largest of the Four Farthings, the East­ Many Hobbits living in this part of the Shire bear some
farthing is most certainly the oldest, as it is this land that the distinct physical features, when compared with their neigh-
founders of the Shire encountered first, when they crossed bours. They are generally heavier in build, and some even
the Bridge of Stonebows long ago. From the Three-­Farthing sport a trace of beard on their chin (no Hobbit living else-
Stone in the west to the Brandywine Bridge in the east, the where ever displayed anything so uncanny). Esteemed Hobbit
quarter is divided in two by the East Road and the course of ‘historians’ attribute these peculiarities to the fact that the
the Water. The northern half is an upland, dominated in its ancestors of the Hobbits of the South­farthing belonged to
middle by stony hills, and slowly rising towards the North a southerly branch of Hobbit-­kind, where most of the other
Moors. The southern region is wilder, crossed by innumer- first settlers came from the West.
able streams and brooks, sometimes leading to vast patches

the brandywine
of marshland. The main townships of the East­farthing are
Frogmorton and Whitfurrows, along the East Road.
Running for uncounted leagues from its source in Lake Even-
dim to its faraway mouth at the sea, the Brandywine River
serves as the eastern border of the Shire. With the founding
of Buckland, the river also demarcates the division between
GIRDLEY ISLAND a land inhabited by proper Hobbits, and the wrong side of
Ten miles north of the Bridge of Stonebows, the the river, where the Bucklanders dwell. Whether east or west,
Brandywine River bifurcates around a narrow the watercourse occupies a prominent place in the lives of
island, about two mile in length. Called Girdley a great many Hobbits. Many boats, both fishing and leisure,
Island, it is covered with wild shrubs and low trees, can be seen crossing it, or moored along its banks, especially
and is rumoured to be a haunted place. Those few on the eastern side.
who have moored their boats there and made The main crossing is the Brandywine Bridge, also called
their way through the vegetation claim to have the Bridge of Stonebows, a marvel leaping across the river
heard scratching noises or stirrings beneath their in three graceful arcs. No Hobbit can recall the days when
feet. As a consequence, the island is abandoned to it was built, but the Shire-­folk keep it in good repair as they
its waterfowl and wild vegetation, save for some were instructed to do so at the time of the Northern King-
brave Bucklander or foolish East­farthing youth dom. The bridge is wide and strong, allowing carts, ponies,
who visits it on a dare to test their valour. and wagons to easily cross.
Unbeknownst to everyone in the Shire, the The other crossing, though less used and less trusted, is
secret of Girdley Island lies not in cursed spir- the Bucklebury Ferry, found approximately ten miles down-
its, but in hidden guardians. In the middle of the river, in the northern part of the Marish. This large, flat boat
island is a secret refuge, built in recent years by can be reached via a narrow lane off the Causeway running
the Rangers of the North. It is a small fortification, parallel to the Brandywine, and makes its mooring on the
mostly underground, concealed in a great copse opposite bank in the heart of Buckland, near the village for
of trees. From here, the Rangers use their small, which it is named. Though tended by a ferryman by day, no
flat-­bottomed boats to move swiftly up and down one remains in service after nightfall, and it is seldom used
the Brandywine, easily moving as far north as Lake at such times for fear of some poor Hobbit slipping over its
Evendim or south to Sarn Ford. edge and plunging into the waters of the Brandywine.

37
THE SHIRE

DWARVES ON THE ROAD bearded wayfarers on their errands to foreign parts as


Much to the Hobbits’ consternation, Dwarves make reg- they pass through the heart of the Shire.
ular use of the East Road, travelling to and from their When the Player-­heroes are on the East Road, the
home in the Blue Mountains far to the west of the Shire. Lore­master can roll a D12 to determine if an encounter
It is not uncommon for local travellers to encounter these occurs.

EAST ROAD ENCOUNTERS TABLE


D12 RESULT DESCRIPTION

1 Appalling A particularly cantankerous Dwarf halts one of the Player-heroes as they pass, accus-
Accusations ing them of theft and mistaking the befuddled travellers for someone else. The
Player-heroes will need to do some fast talking if they hope to avoid an awkward
confrontation.

2-4 No Encounter No special encounters are made.

5 Boasting The Player-heroes meet two Dwarven brewers from the Blue Mountains, burdened
Brewers with beer-barrels bought at the Golden Perch. They claim to have discovered the
secret of the ‘best beer in the Shire’, but appear to have sampled their wares a bit
too much.

6 Renowned A lone Dwarf stops the Player-heroes and asks for directions to Bag End, claiming to
Relatives be a distant relation of one of Thorin’s Company.

7 Sullen Smith An irritated Dwarven blacksmith is hauling ore from the mines at Scary, upset and irri-
tated at what he calls a “cross deal”, and shoots the Player-heroes a mean look as he
passes.

8 Bent Blades Shouldering a mighty wood ax and leading a pack mule, a Dwarf claims he tried to
chop some wood from the Old Forest on his way here, but that the trees made groan-
ing noises and dulled the edge of his ax.

9 A Song for a A Dwarf is strumming on a harp as he sings to himself. He offers one of the Player-he-
Song roes to teach him a Dwarven song in return for a local one. If obliged, he kindly gives
the character a silver tin whistle engraved with Dwarvish runes as a thank you.

10 A Nice Nap A Dwarf has fallen asleep on the road, fat and content. A cooked sausage is still held
in his meaty fist. If disturbed, he awakens with a start and asks for directions to the
nearest inn.

11 Beleaguered The Player-heroes spot a group of Hobbit children running down the East Road,
Beards their leader holding a tuft of hair in their fist. Behind them comes a lumbering Dwarf,
shouting and holding the end of his beard.

12 Merry A particularly jovial Dwarf is returning to the Blue Mountains after a long trip from
Merchant the Lonely Mountain. Delighted and glad to soon be home, he gives each character
a gift, claiming that he is following the tradition of the locals and celebrating his own
birthday! The gifts are nothing less than fine, and indeed magical, toys from the mar-
kets of Dale!

38
T he E astfarthing

bridgefields
Bridgefields is the name of a long stretch of fertile land extend-
ing for about three leagues west of the Brandywine Bridge, and
likely named in reference to it. The most prominent village of
the district is certainly Whitfurrows, the first township of the
Shire one encounters when travelling west along the East Road.

WHITFURROWS AND BUDGEFORD


Acting as an eastern counter to Waymeet in the West­farthing,
Whitfurrows lays at the crossroads of the East Road and the
winding path that leads north to the Brockenbores and Scary.
Hobbits from across the East­farthing come to Whitfurrows
to do a bit of brisk trade, as do Dwarves going west towards
the Blue Mountains — though they get a bit of a cold shoul-
der from most locals. In years past, even a few Bree-­Hobbits
showed up to trade with the Shire-­Folk, but those days have
long gone by. The district includes to the north the com-
munity of Budgeford, a village built upon both banks of the
Water. Budgeford is the seat of the Bolger clan, an ancient
family with a long tradition of high-­sounding names.

deephallow
The village of Deephallow is nestled near the corner where
the Shirebourn meets the Brandywine, just north of the Over- forever apart, until she was driven mad by sorrow and walked
bourn Marshes. It is reached by taking the road that branches into the Overbourn Marshes and was never seen again. Some
out from the East Road near the Brandywine Bridge and by among the more superstitious folk of Deephallow claim that
following it to its very end. she still lingers there, singing a lament for her one true love
The Hobbits that make their homes here have a repu- in hopes of luring him — or any young Hobbit foolish enough
tation as a cantankerous lot, perhaps due to their feud with to be enchanted by her voice — into her arms and to a watery
the Buckland Hobbits of Haysend, on the other side of the grave. Known by the locals as the Forgotten Foxglove, she wan-
Brandywine (theirs is a Hobbitish rivalry, expressed mainly in ders the Overbourn Marshes, her gaze forever cast downward.
words and surly looks). They seem to have less love for mer-
riment than other Hobbits, and most even bar their doors
at night. This lesson is one they undoubtedly took up in a

frogmorton
manner similar to their Buckland rivals, though if reminded
of this they will vehemently deny even this most tenuous con-
nection. Those rare visitors that travel so far south are given Travelling out from the Three-­Farthing Stone along the East
a cold reception, though this is not due to malice — the Road, one will first come to the village of Frogmorton on
Hobbits of Deephallow seem to know better than their west- the southern banks of the Water as it splits in two flowing
ern counterparts what lies just beyond their borders, and are westward, creating a large eyot. Named for the croaking
reluctant to have such dangers fall upon their neighbours. chorus that fills the air on summer nights, this community
marks the halfway point between Hobbiton and the Bran-
dywine Bridge. Frogmorton is perhaps most well-­known for
the Floating Log, the first good inn one encounters on the
FORGOTTEN FOXGLOVE East Road heading west (the establishments of Whitfurrows
In a time when the rivalry between the folk of Deephallow and and Budgeford are not worth mentioning). A fine establish-
that of Haysend ran deeper, there lived a Hobbit girl whose ment certainly, if only its proprietor Juniper Broadbelt would
name has been forgotten. She fell in love with a Hobbit of give up her family’s endless quest to somehow prepare frog
Haysend, and the enmity between their families kept them legs as a proper meal.

39
THE SHIRE

the hills of scary in the soggy ground of the region, the original settlers of the
Going north on the road from Budgeford, one travels towards a area started building farms, barns, and sheds above ground.
range of hills that rises almost along the border with the North­ This tradition continues to this day, and many farms dotting
farthing. Against the side of the hills one finds first the village the area are stout buildings built of brick and with thatched
of Scary, then the Brockebores to the west, and on the other roofs. The road traversing the Marish is peculiar in itself, as
side, the township of Dwaling. It is under the hills of Scary that it is a causeway, a raised road built to carry travellers above
the first settlers found lodes of iron ore, and it is from here that the watery ground.
the Shire-­Hobbits still extract the mineral and quarry the stone
required to build their many houses above ground — the num- RUSHEY
ber of tunnels dug under the hills, from the Brockenbores to the The tiny hamlet of Rushey is one of the main settlements of
quarries at Scary, are an indication of this centuries-­old practice. the Marish, the other one being the larger village of Stock.
A bit too dour for the likes of their merrier cousins to the Rushey stands upon a low hill, and houses a small number
south, the Scary Hobbits and those of the Brockenbores rarely of families. The locals pride themselves on their harvests of
venture into the heart of the East­farthing. Most seem content cabbages and rhubarb, as well as their ability to draw bog iron
to stick to their own business, undisturbed, a very Dwarvish from the surrounding swamps day and night — sometimes
attitude for a Hobbit to display. The Hobbits of Dwaling are even working by lantern light. They trade their ore in Stock
friendlier and more open towards strangers than their neigh- and the Bridgefields, and with the people of Deephallow, and
bours, and they often act as intermediaries for the mining folk even across the water in Buckland.
of the hills — they broker deals for them, and provide them
with all they need to continue their work without distractions.

PALE, COLD LIGHTS


The Hobbits of Rushey aren’t ones to speak of their troubles
THE BROCKENBORES to outsiders. But in recent days, some of the locals have been
Hobbits are natural tunnellers, and have no fear of the under- reluctant to go into the surrounding marshlands in search of
ground. In recent years though, some miners from the Brocken- bog iron — especially after the sun goes down. Some fear has
bores have started to suffer from a coughing sickness and mal- set upon them, and whispers of strange, scintillating lights
ady of the spirit that slowly drains their strength. This is no brief that dance between the reeds and carry off wayward Hobbits
thing, and seems to take years before the condition takes hold, into the marsh, never to return, are starting to be heard over
but no one has been able to find the source of this strange illness. drinks as far north as Stock and even over the Brandywine in
Some say it is the growing greed of the Hobbit brokers Bucklebury.
of Dwaling, driving the miners to delve ever deeper into cav- Travellers who fail a DC 15 Wisdom (Explore) check while
erns never before explored — and never meant to be opened. moving through the reeds and swamps of Rushy at night might
Others claim that the skull of Golfimbul the Goblin, which lay encounter these flickering lights, and be drawn into a dreamy
in a rabbit hole since time out of mind, has slowly worked its haze as they become completely lost in the marsh. Snapping
way deep into the soil and begun to poison the land. A few out of it several hours later, they are overcome by an unnatu-
more cynical Hobbits claim it is simply the newest generation ral fear and must succeed on a DC 15 Charisma saving throw
of miners trying to find an excuse to do less work. Whatever to avoid gaining 1 Shadow point and regain their composure
the source, the mining officials in Dwaling have finally decreed before they can find their way back to safer ground.
that no Hobbits be in the mines after dark, and that everyone
who goes into the tunnels stay in pairs for safety.

stock

the marish
The town of Stock is certainly the busiest village in the Marish,
if not the entire South­farthing. It can be reached easily, by
The home of the Oldbuck family who famously migrated to following the Stock Road out of Tuckborough, by slipping out
the other side of the Brandywine river long ago, the Marish of Woodhall following the Stock-­brook, or simply by walking
is a fenland that saw the first house-­dwellers of the Shire. on the causeway. This bustling community is just as full of life
When they found it impossible to dig proper Hobbit-­holes as Hobbiton or Michel Delving, and has the best fish market

40
T he E astfarthing

in all the Shire. Fresh catch can be found almost every day of
the week, plucked right out of the Brandywine or the Stock-­
brook. But a good part of the popularity that Stock enjoys THINGS TO DO IN STOCK
must be attributed to the Golden Perch, the inn known for Though not as prestigious as Michel Delving, or
the best beer served in the East­farthing (of no less repute is Hobbiton, Stock is quite a robust community.
its plate of fish and chips). Here, it is not uncommon to find Player-­h eroes can find a surprising number of
the occasional thirsty Took, who has come all the way from things to do given its large population, active
Tookland on a beer-­tasting walk. community of fishermen, and the reputation of
the Golden Perch that draws visitors from all the

willowbottom
Four Farthings.
Visitors to Stock might find themselves
Willowbottom lies at the southern edge of the East­farthing, in drawn into one of its many regular fishing tour-
the deep valley cut by the Thistle Brook as it flows out of the naments, enjoying a fine meal of fish and chips
Woody End. Populated by a handful of families boasting many at the Golden Perch while they hear the latest
fishermen and the occasional hunter and woodsman, Willow- tall tales out of Buckland and the Old Forest, or
bottom is connected to Deephallow by means of an easterly trading stories with a Dwarven traveller taking
road. The locals fish from the waters of the Thistle Brook and a break for the night. Player-­h eroes might be
the near course of the Shirebourn, and hunt along the edges hired to carry a load of salted trout to Hobbiton
of the Woody End. They build simple wooden homes, and or even as far as Michel Delving, or even tasked
rarely venture outside their vicinity, except to trade with the by a curious local with making an expedition to
Hobbits of Deephallow. It has been probably a century since far off Bree to see if all the foolish tales from
someone from Willowbottom has ventured outside the East­ that town are true.
farthing — at least that’s what they say in Stock.

woody end
Though this great upland forest of oaks and beeches, white-
beams and rowans, begins on the edges of Pincup in the
Green Hills, its heart rests in the East­farthing. Here, foxes, and farmers, enjoying the isolation and fresh air of their
badgers, and wild rabbits mingle with finches, starlings, wild corner of the Shire. Despite the remoteness of the
and robins. From all the noise they make in the spring- place, the local bilberry cake is a popular dish in the East­
time among the great thicket of wood, one would suspect farthing, and is served as far away as the inns at Stock and
they are constantly gossiping with one another. It is not Frogmorton.
uncommon for Hobbits from the Yale to go on picnics A famous personality from Woodhall is the pipe-­maker
along its edge. Indeed, the Stock Road from Tuckborough known as Old Rosefield, an artisan who has carved the finest
runs under its northern boughs on its eastward course, and briar smoking pipes in all the Shire for nearly seventy years.
both the River Shirebourn and the Thistle-­Brook begin They fetch quite a good price on the rare occasion they appear
there before descending south. But apart from these infre- in the markets of Whitfurrows. Although only a few people
quent intrusions, the Woody End can be considered to be know it, in his house, Old Rosefield keeps an incredible col-
sparsely populated at best, if not outright uninhabited. In lection of pipes he acquired from strange and foreign lands
autumn, the Woody End takes on a blazing golden hue, and over the decades (in addition to a precious selection of those
the busy community of beasts and birds falls silent. By the he has carved himself in his lifetime). Some of the older and
time the first snows begin to fall, the hearth smoke trickling most precious pieces are said to be of Dwarf-­make, while
up from its eastern end leads travellers to the welcoming another is even rumoured to have been crafted in a great
fires of Woodhall. Wizard’s tower far to the south. Such strange creations must
undoubtedly have equally strange enchantments upon them,
WOODHALL and Rosefield is said to give them away to those who perform
As one would suspect from the name, the village of Woodhall a great service to the people of Woodhall. On rare occasions,
sits nestled in a tiny valley at the northeastern edge of the he will even trade them with those who offer a piece of fine
Woody End. It’s a tiny community of woodsmen, hunters, craftsmanship in return.

41
THE SHIRE

WANDERING ELVES
Before Hobbits took root in the Shire, great forests covered The Lore­master can roll a d12 to determine whether or
the land, and Elves used to roam freely across the area. not the Player-­heroes encounter such a traveller, should
Today, one can meet them sometimes in the Woody End, as they find themselves beneath the eaves of the Woody
they wander on paths that are seldom trodden by Mortals. End under bright-­burning stars.

WOODY END ENCOUNTERS TABLE


D12 RESULT DESCRIPTION

1 Wounded by A sad Elf travels alone. He sees the Hobbits, smiles without mirth, then gazes to the
Sorrow stars and vanishes into the darkness. The sight of one so bright and beautiful laid low
by the weight of the world’s troubles leaves a stain on the heart of the Player-heroes,
causing them to gain 2 Shadow points (DC 15 Wisdom saving throw to resist).

2-8 No Encounter No special encounters are made.

9 Sleeping Fairy A fox behaving curiously invites the Player-heroes to follow her. She leads them to what
seems to be a fair Elf-maiden lying unconscious on the ground. If they help her with
a successful DC 10 Intelligence (Medicine) check, she wakes up, thanks them and then
disappears into the forest. From that moment on, when they are in the Woody End they
never encounter bad weather.

10 Dancing Stars Dancing lights dart to and fro in the Woody End, and a merry laughter is heard, as if
someone were playing a prank. A tinkling of bells is heard, and then a warm breeze
and the scent of flowers fills the air.

11 Tales from the Hidden among trees, a few Elves call to Hobbits unknowingly passing by. After polite
Trees greetings, the Elves ask about the goings-on in the Shire before offering a tale of
their people and proceeding on their journey.

12 An Unexpected The Player-heroes have come upon a merry gathering of Elves and are invited to join
Guest them for an evening of fine food and lovely singing. They wake up the next morning
filled with an invigorating zest (they each gain inspiration).

42
T he E astfarthing

the yale
The lowland region known as the Yale lies to the north of
the Woody End and south of the Bridgefields district. The THE BLACK WOLF OF WOODY END
ancestral seat of the Boffin family, the Yale has no prominent Children of the Yale are taught from an early age that if they’re
village or township, but is instead dotted by many farms. For naughty they’ll get more than a light supper. The worst punish-
as long as any can recall, its inhabitants have tended fields ment that any child in the East­farthing could possibly imagine
of corn, cabbage, wheat, and many other crops. In recent is to be taken by the Black Wolf of Woody End. Locals say it
generations, some among them have even taken to tending is descended from one of the terrible beasts that came down
wandering flocks of sheep and keeping dairy cattle that nib- during the Fell Winter. Now it lingers in the deepest part of the
ble the grass of the long fields surrounding their homeland. forest, watching for wayward children, and leaping out from
This pleases the folk of the East­farthing to no end, and con- the darkness to snatch them away and devour them.
tributes to many a fine table kept in the region. With fur as black as night and eyes as red as fire, it only
comes out from its secret den at night to stalk its prey. It is
said to have a particular fondness for Hobbit children, espe-
cially naughty ones — or so the gaffers and gammers
say. Grown-­ups know the Black Wolf to be nothing
more than balderdash, but in recent years, adven-
turous souls who’ve gone off into the Woody End
in search of Elves at sunset claim to have seen
gleaming red eyes staring at them from the
long shadows of the fading day. More than
one child, and even a tween or two, has
come running from the forest stammering
and spluttering about a low, rumbling
growl and the sight of a pair of fiery eyes
glowing in the darkness.
The hysteria has gotten to be a bit
much for the people of the Yale and calls
have rung out for a Bounder to make a
proper investigation. The Bounders are not
very inclined to investigate, and it may fall to more
adventurous locals to get to the bottom of things.

43
THE SHIRE

buckland
… a thickly inhabited strip between the river and the Old Forest, a sort of colony from the Shire.
Its chief village was Bucklebury, clustering in the banks and slopes behind Brandy Hall.

Brandywine River and travelled almost to the edge of the Old


Forest, where he stopped to set down stakes. He even went so
far as to rename himself Gorhendad Brandybuck and built
the great complex of smials we now call Brandy Hall.
These days, Buckland has a reputation for all kinds of odd-
ities that range from river-­boating and even river-­swimming
Hobbits, to legends that whisper of hateful trees that move
on their own beyond the High Hay. Though they might seem
strange to most Hobbits residing elsewhere, Bucklanders are
a proper folk, after their own fashion.

bucklebury and brandy hall


Bucklebury is quite a bustling little village, serving the heart
of Buckland with its ferry. Brandybucks of all stripes and their
closest kin live around here, fishing along the banks of the
Brandywine, tending chickens, and growing crops like any
other Hobbits. Buck Hill rises up at its very heart — it is a
large mound covered in green grass and wildflowers in both
spring and summer, and the seat of Brandy Hall, where the
Master of Buckland rules over his numerous relations.
Regardless of the day or season, one hundred Brandy-
bucks seem to be ever present, moving along the deep-­delved
tunnels of Brandy Hall, and there’s always a collection of kin-
folk setting to work on new passages and chambers to make
more room for the growing family. As it is now, Brandy Hall
has three large front doors, several secondary doors, and
a hundred windows, all opening on the sides of Buck Hill.
Each door is fitted with a stout lock, an enduring habit from
the days of Buckland’s founding as a protection against the
dangers of the nearby Old Forest.

crickhollow
The biggest news out of Buckland in recent years came last
spring when a young gentlehobbit by the name of Rollo Bof-
No Hobbit east of the Brandywine would dare be so outra- fin came all the way from the West­farthing and built himself
geous as to call Buckland the fifth Farthing of the Shire, but a small but homely house. For his new residence he chose
by all reasonable conclusion that is what it is. It was founded Crickhollow, a pleasant corner a few miles north of Bucklebury.
over six hundred years ago, when Gorhendad Oldbuck Taking little heed of the advice of locals, Rollo has built his
decided the Shire was getting too crowded for his liking. The home closer to the High Hay and the Old Forest than is con-
enterprising Hobbit took himself and his relations over the sidered proper, much to the consternation of his neighbours.

44
B uckland

OLD BROADBELT
The current Master of Buckland is Gorbadoc Brandybuck,
or Old Broadbelt as he is known by many — on account
of his ample waistline and his considerable age. He has
shown his good character by serving as a shrewd and
stout patriarch over both kin and land for fifty years now.
In spite of his stiff demeanour, he’s shown nothing but
kindness to his own kin, even when his daughter Prim-
ula went and became engaged to Drogo Baggins out of
Hobbiton. A gaffer’s wisdom keeps him well aware of any
mischief which his relations get up to, whether causing
trouble or planning some foolish expedition into the Old
Forest. Though he was once a tween himself, and loves
to recount to his younger relations the stories of his days
as a reckless youth, Gorbadoc is quick to undercut such
tales with reminders that this mischievousness come at a
cost, and one must always keep a keen eye and a sharp
mind in all deeds.

haysend
A small village, little more than an outpost, stands at the and the trees, they constantly drive away curious visitors with
southern edge of the High Hay, where the Withywindle flows their dour stories and cold demeanour. The folk of Haysend
out the Old Forest to join the Brandywine. Only the most seem to have a particular dislike for the Hobbits of Deephal-
hardened loners of Buckland live here, with the Old Forest low, with whom they are always arguing over fishing rights
almost at their doorsteps. Caught between the river bend and fair trading prices.

FISHING COMPETITION
The disagreements between the Hobbits of Haysend and Deep- The Player-­heroes may find themselves in this unlucky role if
hallow over fishing rights may finally come to an end. The peo- they get drawn into local politics. Judging the competition will
ple of both villages have agreed to hold a fishing competition! be an exercise in frustration, as members of both communities
Whoever wins will enjoy exclusive fishing rights over the tract argue with one another over everything, from the proper bait,
of the Brandywine dividing the two settlements for one full the exact time for sunrise and sunset, whether the winning boat
year. Both villages will choose a fisherman champion — who- should be determined by quantity or weight of the fish caught,
ever pulls the most fish out of those coveted waters from dawn or any other tiny detail they can think of. This can require an
till dusk will be declared the winner. Intelligence or Wisdom check, depending on what the charac-
But nothing is ever that simple when it comes to settling ter is judging, and no matter who ends up being the victor, the
such disputes. Neither village trusts the other, so they’re both judges will surely be accused of having cheated or even having
in search of impartial judges for the contest. The folk of Deep- been bribed by the winners, and nothing will truly be settled!
hallow don’t trust anyone from Buckland, and the Haysend
locals don’t want any Shire-­Hobbit.

45
THE SHIRE

BRANDY HALL BALDERDASH


Old Gorbadoc keeps a fine table, full of hearty fare and goings-­o n in the Old Forest just beyond the Hedge.
endless talk. Anyone who sits down for a meal at Brandy The Lore­master can roll a d12 to see what odd tale
Hall is likely to hear a story or two about the strange is the topic of the night.

BRANDY HALL TALK TABLE


D12 RESULT

1 “Been twenty years since it took her, my dear Daisy May. We walked hand-in-hand into that cursed
wood. We were adventurous back in those days. Got down on my knee in front of the biggest tree of
the wood. It was like a dream, slow and hazy. Last thing I heard before we both fell into that slumber
was her saying ‘yes,’ but when I woke up she was gone, and I swear that tree looked bigger than it did
when I first went out.”

2 “I tried to tell that Rollo Boffin fellow that I saw a black dog prowling about his garden last night after
coming straight out of a thicket in the High Hay, but he waved me off as if I was mad!”

3 “A Dwarf I tell you! I saw a Dwarf dancing and singing in the forest as clearly as I see you now! Speaking
some kind of nonsense, he was, too.”

4 “Mad Baggins didn’t find any treasure in some far-off Dwarf-hold. He snuck away and got lost in the
Old Forest for nigh on a year. Drove him right mad it did, and all his stories we’ve heard these past
years are nothing but fairy stories and idle gossip.”

5 “Hobbits I tell you! Living right there in the heart of the Old Forest and right upon the banks of the
Withywindle. No, I ain’t got no proof, but they’ve got a mischievous light in their eyes and seem a bit
too merry for ones to be living in so dour a place. Never you mind how much I’ve had from Gorba-
doc’s personal brew!”

6 “I say ain’t no strangeness in that forest except the ones put there by that wizard Gandalf. I’d bet my
gaffer’s soup spoon he’s got some secret tower with all manner of magic leaking through the stone
and twisting the forest.”

7 “Wrapped right around my ankle it was, as strong as a fist that root! I took my ax to it and wouldn’t you
know, it recoiled like a serpent waking from a summer nap. I can’t rightly say if the trees in that forest
get up and walk as some would have it, but I know what I saw with my own two eyes.”

8 “Been slippin’ into that wood since I was a tween and I tell you, I ain't never seen no path that runs that
way. Ain’t no roads nor game trails that close up behind a Hobbit as he walks. Not outside of tavern
tales and children’s stories.”

9 “I heard it speak as clear as I hear you! It told me to leave. Yes, I know the branch full of leaves told me
to leave, but you mind what you’re laughing about when you know nothing.”

10 “So there I was, as lost as I could be. I knew if I didn’t get back before nightfall, I was in for trouble, and
I’m not afraid to say I called out for help - but the air itself ate my words right up. But wouldn’t you
know it? A badger came plodding out of the brush as pleased as punch, and looked me in the eye as if
he understood every word I said. Led me home he did, but I never saw him again.”

11 “That branch tried to reach right over the Hedge, and snatch poor Marybelle clean off her feet and into
the forest. I saw it myself, but by the time the Hedge guard came over, it seemed like it was nothing
but wind and the drooping of a low branch.”

12 “I heard there’s an Elf-maiden that lives in the Old Forest, singing songs upon the banks of the Withy-
windle and walking upon water lilies. They say that if you brew tea from those lilies she’s walked upon
you can speak the fairy tongue as if you were born to it!”

46
B uckland

BREREDON
Often forgotten or even wilfully ignored by even the Hobbits are prodigious smokers, and have a particular fondness for
of Buckland for their willingness to dwell beyond the High rhymes and riddles, which even they do not recall from where
Hay, there is a tiny community of fishermen somewhere just they learned — though these nonsense songs have been
beyond the Hedge inside the borders of Old Forest itself. passed down for as long as any can remember and new ones
Known as Breredon, it stands near a small landing on the even spring unbidden into the minds of Breredon Hobbit
Withywindle, protected by a barrier they call the Grindwall children from time to time. The Hobbits in Haysend claim
that extends into the water. to hear these merry and foolish songs coming up over the
The folk of Breredon, when encountered at all by other High Hay on warm summer nights — if you can pull such a
Hobbits, are a fey lot even by Buckland standards. They tale out of those ill-­tempered folks.

STRANGE SONGS
Visitors staying the night in Haysend, or in Breredon itself, The Lore­master can roll a d12 to see which songs are
may get to hear one or two of the outlandish songs sung sung on such a night.
by those strange Old Forest dwellers.

BREREDON TALES TABLE


D20 RESULT

1 “Go not, go not, for trees remember! First to burn in blackened embers!”

2 “Lights they dance, from Rushey to the Forests of Cardolan. Spirits in the Woodlands, Ghosts of North-
ern Kings of Man.”

3 “Whisper not words and threats to Old Man Willow. Unless blue your jacket be, and your boots be
yellow.”

4 “Badger-Brock is a friend of mine! Treat him well, treat him kind!”

5 “Wandering dog, he’s not returned! Blackened beast in bonfire burned!”

6 “Hear you not the song of the Master and his River-Wife? Take his gifted lilies or instead take strife!”

7 “Trespass, trespass, walker in the wood. Hateful trees, and harmful wood. Raise no ax and no secrets
tell, lest you be forgotten, and you be felled.”

8 “In the house, in the house the Master waits. Greet him kindly at his gates. Remain awake if you are able,
until you sit at Orald’s table!”

9 “Gold be the berry unplucked from the tree, dancing upon the lilies fairest among the free.”

10 “Old songs are foolish, yes it’s true. But such was power when the world was new.”

11 “Blades in barrows, deathless kings entombed, Elf-Lord spoke Black Captain’s doom.”

12 “Saw the golden lady I did, walking upon the Withy waters. As fair as morning dew she was, a River and
her daughter.”

47
THE SHIRE

the high hay to smash through it, and were driven back only when the
The High Hay is a thick hedge rising thrice the height of a Buckland Hobbits burnt hundreds of trees, feeding a bonfire
Hobbit, and running for the length of the eastern border that went on for days on end, gaining them the hostility of
of Buckland, almost ten leagues from the East Road in the the Forest. A glade opens on the spot where that fire raged,
North, to the village of Haysend in the south. If you listen to as no trees will grow near it.
those living in Buckland, the High Hay is the true border of The Hobbits of Buckland maintain a constant vigilance
the Shire, a claim disputed only by those traditionalists who over the High Hay. Guards armed with axes as well as flint and
live west of the Brandywine. Three openings allow passage to tinder walk its edge, planting fresh seeds and cutting away way-
the other side — the North Gate, leading to the East Road ward vines to ensure that the Old Forest remains in its place.
and guarded day and night, a private tunnel near Crickhollow

newbury
used by members of the Brandybuck clan, and a southern gate
opening in the vicinity of the village of Haysend.
Old lore holds that the Hedge (another name for the Nestled just a few miles north of Bucklebury and cradled
High Hay) was planted by order of Gorhendad Oldbuck along the edge of the Old Forest, the village of Newbury is
upon the very day he claimed the surrounding land as his considered a recent addition to the region, even if its founda-
own. According to the stories, the trees of the Old Forest tion goes back to a time no one in Buckland can remember.
itself rose up in revolt years later, enraged at having a border With no Bounders crossing the Brandywine and the shadow
forced upon them. They leaned over the Hedge, threatening of the Old Forest on their doorstep, many of the folk in
Newbury keep a wary eye on the darkness
when the night comes, tending to the Hedge
and even making rare expeditions into the
woodland proper. Still, they always return
before nightfall, and there’s never been a
tale of one going without a proper bow and
quiver along with their sturdy walking stick.
More than one has even gone in with an axe
at their belt!
The locals that gather at Hugo’s Gruff, a
tiny local inn of comparatively poor quality
to those found in the Shire, regularly hear
tales of unnatural goings on in the Old
Forest, and on windy autumn nights, many
locals claim that they can hear baleful noises
echoing up from over the High Hay.

standelf
Standelf is found at the end of the road
going south from Bucklebury. Built around
a stone quarry that was abandoned long ago,
the village is composed of ancient and sturdy
stone houses with thatched roofs. The folk
of Standelf carry on a good trade across the
Brandywine with the Hobbits of Rushey, forg-
ing the bog iron harvested there into axes
and other tools. In return, they keep that
community well stocked with pork and wild
berries, both of which are found in abun-
dance in the village.

48
B uckland

A DINNER AT HUGO’S GRUFF


Though not as hospitable as the tables in Bucklebury and The Lore­master can roll a d12 to see what yarn they’re
Brandy Hall, the folk of Newbury tell outlandish tales on spinning on any particular night.
quiet nights, even for Bucklanders.

NEWBURY TALES TABLE


D12 RESULT

1 “Of course the animals in the Old Forest can talk! Everything can! The birds, the beasts, the trees! Got
a sorcerous master they all do, and he’ll transform you into a furry critter just to bind you to his service
he will - all with a promise and a song.”

2 “All those birds and beasts you see in the woods? They used to be Hobbits. But you go too deep and
you get transformed - forever.”

3 “A bearded Hobbit lives in those woods and he’s taken a fairy wife. It’s true. I seen ‘em dancing
together beneath the trees in midsummer.”

4 “Watch the trees, they say. I say watch the thorns. You prick a finger on a thorn in the Old Forest, and
the oaks and elms and willows get a taste for your blood. Drain you dry they will, leaving your husk out
for the crows that lurk in the Barrow-downs beyond.”

5 “Brandybucks didn’t come outta no Shire! They came from the east, I tell you. Walked right out the Old
Forest planning on taking the Shire for their own. Ain’t real Hobbits, but spirits that just look like Shire
folk.”

6 “Bees in that wood are as big as sparrows. Swarm on you and carry you away they will - never to be
seen again.”

7 “They say if you die under the eaves of the Old Forest, your body gets wrapped in vines and sunken
into the soil forever, until the land claims everything about you - even your memory, and no Hobbit
remembers you ever existed.”

8 “Only thing keeping the forest from reclaiming Buckland are secret runes written on the North Gate.
Put there by Gandalf the Grey they were, and invisible to the likes of you and me.”

9 “Yes, I tried to join the guards that mind the High Hay, but I wasn’t willing to go into the Old Forest alone
and make a pact with the dark spirits near the Bonfire Glade. It’s not right, I tell you. Not right at all.”

10 “All a bunch of poppycock, I say. Ain’t nothing strange about that wood except for the mine at the cen-
ter. That’s right, a mine! Dwarves moving through the Shire are slipping into the Old Forest where they
dig for gold. That’s where Baggins really got his ‘Dwarf gold.’”

11 “Ain’t the trees moving in that place, but a family of Trolls living on the banks of the Withywindle. Want
nothing to do with the likes of you and me. Just want to be left to their own peace.”

12 “Anyone foolish enough to drink the water from the Withywindle ages a hundred years in a day. Why
do you think they call it the ‘Old’ Forest?”

49
THE SHIRE

the old forest


It was not called the Old Forest without reason, for it was indeed ancient,
a survivor of vast forgotten woods; and in it there lived yet, ageing no quicker than the hills,
the fathers of the fathers of trees, remembering times when they were lords.

Not part of the Shire proper, even by the standards of the


Bucklanders, the Old Forest warrants more than a bit of dis-
cussion, in spite of what proper Shire-­Hobbits might claim.
Unwillingly bordered on its western side by the Hedge, it
runs clean over the Withywindle in the south before very
nearly touching the dreaded Barrow-­downs, farther from
the Shire than any sensible Hobbit would dare to walk. Its
northern end is visible to anyone crossing the Brandywine
and making their way east to Bree. To the few Hobbits that
dare to make such a journey, the road takes a northerly turn
and moves further away from the shadowy eaves of the Old
Forest as it goes.
Little is said of the Old Forest by folks in the Shire, and
even less is believed. Many hold it to be extremely old, much
more than its name would suggest. Trees that were ancient
when Marcho and Blanco were young still grow there, and
many tales claim that they offer naught but malice to any
that dare to invade their domain. Particularly foolish tweens,
reckless even by the standards of a Brandybuck, challenge
each other to sneak beyond the High Hay and touch the
closest tree within its borders. Even this game is only played
on the brightest of summer days, and it is never a solitary
endeavour.
All manner of queer tales find their origins in the Old
Forest. From enchanted fairy maidens that use scented flow-
ers to entrap foolish travellers, to the fearsome Master of the
Forest capable of ordering the trees to rise from their roots
and devour trespassers. Even the river that runs through the
heart of the Old Forest, the Withywindle, is said to lull any
who drink from its water into a magical slumber from which
they will never awaken.
In the end, no Hobbit of any sense thinks too deeply
about the truth of the Old Forest, let alone ventures within
it. Even so, legends persist that there are some among the
Shire-­folk who dare to make such journeys in search of some
secret wisdom, which they keep private from their fellows.

50
T he O ld F orest

STRANGE ENCOUNTERS IN THE OLD FOREST


Should the Player-­heroes choose to venture into the Old table to determine what the ill-­tempered trees and sav-
Forest, the Lore­master can roll a d12 on the following age beasts have in store for these wayward wanderers.

OLD FOREST ENCOUNTERS TABLE


D12 RESULT DESCRIPTION

1 The Great The Company has been drawn by the malicious queerness of the forest towards the
Willow Withywindle valley, close to where Old Man Willow lives. The evil-hearted tree tries
to lure them with its spell (see page 55).

2 Clawing The trees sway and rock as the Player-heroes pass by, seeming to claw with hard
and Falling wooden talons at their skin, and heavy branches fall suddenly and hard upon them.
Branches Attempting to pull free or dodge out of the way of these dangers requires a DC
15 Dexterity saving throw. Those who fail are struck by a fallen branch or find their
arms and legs cut by clutching limbs that refuse for a long time to release them, and
take 5 (1d10) slashing damage.

3 Dazzling Leaves The wanderers find themselves entranced by the dance of the leaves in the bright,
thin rays of the sun. This vision of enchantment lingers in their minds, causing each
Player-hero to gain 2 Shadow points (DC 15 Intelligence saving throw to resist), as
they try to drive away the haunting images that continue to plague them during
their time in the Old Forest.

4 Irritating Flies Swarms of stinging flies assault the Company, mercilessly biting any exposed flesh.
Swatting and dodging seems to do no good. It is long before the cloud moves on,
and each character must succeed on a DC 15 Constitution saving throw or take 1 poi-
son damage and become poisoned for 24 hours due to the miserable, lingering pain.

5 Mad Eyes The trees! You swear they’re watching you! They haven’t eyes, but you know they’re
Upon You watching you as you pass, an unwelcome guest waiting to be expelled. Any min-
ute they could strike, and their predatory gaze is driving you mad! Each Player-hero
gains 2 Shadow points from Dread (DC 15 Charisma saving throw to resist).

6 Tangling Roots Roots and vines seem to twist and writhe, binding the Player-heroes' legs. Slowly
they tighten, until becoming quite painful. Unless they succeed on a DC 15 Strength
saving throw, they take 5 (1d10) bludgeoning damage.

7-9 Twisting Paths The trees appear to have moved when the Player-heroes weren’t looking, and the
path they were following seems to have closed off. Looking back, they see the road
behind them is not as they remember it. Roll two more times on this table.

10 Ivy Most The Player-heroes have walked through a patch of leafy ivy and lichen that has
Unkind caused their skin to break out in painful welts. They each must succeed on a DC
10 Constitution saving throw or take 5 (1d10) poison damage. The damage can be
avoided also with a successful DC 15 Intelligence check using either Medicine or a
herbalism kit.

11 Caught in a The Player-heroes have stumbled into a great bramble of thorns, startling a family
Thorny Garden of badgers. Several of these beasts chitter and seem rather cross at this intrusion.
Tearing themselves free of the thorns requires a Player-hero to succeed on a DC 10
Strength or Dexterity saving throw, taking 5 (1d10) piercing damage on a failure. If
the Player-heroes ask the badgers for aid and succeed on a DC 15 Charisma (Persua-
sion) check, the badgers will lead them from the thorns without injury.

12 A Song in from The low and gentle voice of a lady singing is heard to the south, filled with hope
the Rushes and beauty. It stirs the hearts of all who hear it before fading away. All Player-he-
roes who succeed on a DC 10 Intelligence, Wisdom, or Charisma saving throw (their
choice) gain inspiration.

51
THE SHIRE

GOLDBERRY, THE RIVER-­D AUGHTER no one knows her true nature — only that she is the lady
Beautiful and calm, the elusive maiden some call Gold- of the Master, Tom Bombadil, and that he regularly dotes
berry possesses an Elvish kind of beauty. She is an upon her by plucking water lilies from the banks of the
enchantment and a mystery to all whom she encounters. Withywindle to present to her as token of his love.
Golden-­haired and clad in a dress of reeds and living The blessed few who hear the song of Goldberry
flowers, she springs lightly as the wind upon the banks the River-­Daughter find their fear driven back, and all
of the river. Singing with the natural beauty of a summer darkness seems far away. Hearts are lightened by the
rain, she shares songs that raise the hearts of all who are joy of her presence and the fairness of her voice, and
blessed to hear her. She conceals herself well in the Old those who hear her gain inspiration from the gift of such
Forest, and though some believe her to be a river-­spirit, a song and a smile.

52
T he O ld F orest

TOM BOMBADIL, THE MASTER of the Old Forest, and unconcerned with affairs beyond
Tom Bombadil is a truly unknowable being. His simple, his domain.
joyful existence is one spent in song, gathering tokens Should Player-­heroes find themselves invited to stay
for his beloved wife Goldberry, and playing mischie- by Tom Bombadil in his house, they will find their hearts
vous games with the woodland creatures. He walks with lightened and their hope restored. They will be invited
a merry step, singing songs that seem to be naught but to feast and sing and tell tales to Tom and his beloved
nonsense. In spite of his lightness of heart, or perhaps wife Goldberry in return for this hospitality.
because of it, no ill thing of the Old Forest can set itself Anyone acting in a respectful manner and join-
against him. Indeed, there is no evil that has touched ing Tom in this merry making can make a DC 10 Cha-
his heart, and his true nature is unknown, even to the risma (Performance) check. Those who succeed gain
Wise. He stands taller than a Hobbit, yet less so than inspiration. In addition, if the check succeeds by 5 or
a Man, and is clad in a blue jacket, great yellow boots, more and the characters bring with them any beasts
and sports a full beard as brown as the fertile soil upon of burden or hounds, those creatures will be blessed
which he dances. to remain keen of mind and stout of heart for the rest
It would be foolish to dismiss his strange songs as of their days. The Intelligence score of such a creature
nonsense though, for Tom is as old as old, as wise as increases to 4, and it gains proficiency in all saving
wise, and for all his merriment, has knowledge beyond throws. Such a beast will understand the verbal com-
measure. Whether it is the gladness in his heart that mands of their master, and will always be able to find
prevents any evil from threatening him or it is the their way back to Tom if they become lost in the Old
nature of his spirit no one can say — Tom is the Master Forest or Barrow-downs.

the house of tom bombadil the withywindle


Just beyond the Old Forest to the east, where the Withywindle This small dark river of brown water owes its name to the many
runs down from its spring in the Barrow-downs, and known to ancient willows that border its banks, arch over it, and some-
few save those who were brought to it by the Master himself, times even block its course with fallen logs and thousands of
is the warm and inviting House of Tom Bombadil. Found over faded willow-leaves. It gently flows from the uplands of the
a hill and under that same hill, those who are guided there Barrow-­downs to the east, into the Brandywine to the west,
and invited inside find comfort and lightened hearts beyond and crosses the entire width of the Old Forest. Mist clings to
any they could imagine in the Old Forest. The grass nearby is its banks on autumn mornings, and no Hobbits of Buckland
shorn, and the forest is tended as if a garden or manicured or the Shire dares to set a boat into its waters, in spite of its
hedge, and an easy path leads to a house of stone with golden easy flow. Only the Hobbits of Breredon keep a small landing
light shining through the windows. from where they mostly cast rods for fishing.
Those who take refuge here do so only by the will of Bom- The folk of Haysend claim the Withywindle belongs
badil and at his invitation. Under his roof and at his table, to no one, save the River-­Daughter, whom they say to be
they will find their heart contented with peaceful slumber, as fair and beautiful as summer, and as elusive as a dream.
fine company, joyous song, and all the simple pleasures that They say that the occasional water lily that is seen floating
come with a humble heart. Lamps hang, casting a warm light along in its current is a sign of her presence, and should
over a wooden table that is often laden with food, with a sin- be taken as an omen of good luck. Some even believe that
gle empty chair set before it as if awaiting a woodland queen those who listen closely can hear her singing, though no
to take her proper seat. one has ever seen her when these songs of soft joy are heard
Guests are welcomed with plates of berries and honey on spring winds.
and given warm mattresses to sleep upon. They will find sleep
comes easy, and none of the nightly noises will set fear into
their hearts.

53
THE SHIRE

54
T he O ld F orest

OLD MAN WILLOW ACTIONS


Deep in the Old Forest, somewhere along the banks of the MULTIATTACK. Old Man Willow makes two root attacks.
Withywindle, grows a great and twisted willow tree, gnarled GREAT WILLOW’S SPELL. Every creature within 500
and hoary, with its great branches hanging over the dark water feet of Old Man Willow gains 2 Shadow points from
and its roots drinking deep. Unlike the River-­Daughter, it has Sorcery, resisted by a DC 16 Intelligence saving throw.
a fearful reputation, and the Hobbits of Buckland speak of it On a failed save, a target becomes charmed for 24
only in whispers and fearful verses. Its grey and yellow leaves hours. While charmed by Old Man Willow, a target is
sway softly in the breeze, though there is an aura of ill-­will incapacitated. If the save fails by 5 or more, the target
that seems to radiate from its trunk. The few Bucklanders gains 4 Shadow points instead of 2 and has disadvan-
that have seen it say this tree is as old as the earth itself, while tage on Intelligence saving throws while charmed in
this way. If the charmed target is more than 5 feet away
the Hobbits of Breredon believe it is a thirsty earth-­bound
from Old Man Willow, the target must move on its turn
spirit that has been imprisoned in the greatest willow of the
toward Old Man Willow by the most direct route, try-
Old Forest. Whatever the truth is, it is likely known to no one. ing to get within 5 feet. It doesn't avoid opportuni-
Old Man Willow, as he is named by the Master, is a hate- ty attacks, but before moving into a hazard, such as
ful thing that sets his ill will towards any Hobbits or other thorns or water, and whenever it takes damage, a tar-
interloping invaders of the Old Forest. His swaying leaves get can repeat the saving throw. If a creature's saving
put a spell on all those who see them or hear their rustle, set- throw is successful, the effect ends on it.
ting weariness in their body until all they wish to do is lean If the charmed target ends its turn within 5 feet of Old
against his trunk and surrender to the foul enchantment. Man Willow, it falls asleep and is unconscious and no
Once asleep, under those shading branches and with their longer charmed. The target awakens if it takes damage
back against that gnarled bark, Old Man Willow opens his or another creature takes an action to wake it.
A target that successfully saves is immune to Old Man
roots. The slumbering traveller falls in and is never seen again.
Willow’s spell for the next 24 hours.
ROOT. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: If the target is Large or smaller, it is
Old Man Willow grappled (escape DC 18). Until this grapple ends, the
Huge plant target is prone and restrained, has disadvantage on
Strength and Dexterity checks, and Old Man Willow
STR DEX CON INT WIS CHA cannot use the same root on another target.
23 (+6) 1 (-5) 21 (+5) 12 (+1) 12 (+1) 18 (+4) TRUNK CRUSH. Old Man Willow crushes a Large or
ARMOUR CLASS 16 (natural armour) smaller creature grappled by it. The target is blinded
HIT POINTS 138 (12d12 + 60) and unable to breathe, and it must succeed on a DC 18
SPEED 0 ft. Strength saving throw or take 32 (4d12 + 6) bludgeon-
ing damage. On a successful save, the creature takes
DAMAGE RESISTANCES bludgeoning, piercing
half as much damage.
DAMAGE VULNERABILITIES fire
CONDITION IMMUNITIES blinded, charmed, deafened, prone
SENSES blindsight 120 ft., tremorsense 120 ft.,
passive Perception 11
LANGUAGES Westron, telepathy 120 ft.
CHALLENGE 9 (5,000 XP, proficiency bonus +4)

55
THE CONSPIRACY
             OF

THE RED BOOK


“Then we formed our conspiracy; and as we were serious, too,
and meant business, we have not been too scrupulous.”
THE SHIRE

introduction
In a hole in the ground there lived a Hobbit.

his section contains five adventures, to be played With the exception of To Soothe a Savage Beast, all adventures
using the pre-­generated characters included share the same approximate level of difficulty.
in this publication. While they can be played

using the pre‑generated


as separate scenarios, the adventures can be

characters
linked together, allowing the players to explore the width
and breadth of the Shire and beyond. They all take place in
or around the year 2960 of the Third Age (or 1360 by Shire This publication includes eight pre-­generated Player-­heroes.
Reckoning), though the date is flexible and the Lore­master Initially, the players may each select one of the six ­Hobbits:
can adjust it if need be. Drogo Baggins, Paladin Took, Rorimac Brandybuck, Primula
When run as linked scenarios, the Lore­master should run Brandybuck, Esmeralda Took, and Lobelia Bracegirdle. Lore­
A Conspiracy Most Cracked first, Involuntary Postmen as the next masters should allow the players the opportunity to review
to last, and To Soothe a Savage Beast as the finale. The remain- each of these pre-­generated characters and choose which one
ing adventures can be run in any order. they’d like to play through the scenarios detailed in this book.
As the story unfolds, two new heroes will become avail-
The Lore­master can reference the locations detailed in able as Player-­heroes. The Lore­master is encouraged to keep
the adventures by consulting the geographical section these new heroes a secret until they become available, so as
of this book, and make use of the various suggestions, to not spoil the surprise for the players. These additional pre-­
rules, and tables found therein. generated characters are the Dwarf Balin, son of Fundin, and
Bilbo Baggins himself!

58
A C onspiracy M ost C racked

a conspiracy most cracked


“… we formed our conspiracy; and as we were serious, too, and meant business …”

Mad Baggins is at it again, and has gathered in Bag End a new part one: off into the blue
cabal of adventurous spirits whom he has named the Con- The first part of this adventure is little more than a ­Hobbit
spirators of the Red Book (the Player-­heroes). In an effort to walking party, an easy entry into the life of an errant adven-
gather notes for his book, he has asked these friends, under turer. It will take the Player-­heroes over the river west of Bywa-
promise of payment and a bit of adventure, to help him con- ter and to the village of Waymeet, where they’ll need to avoid
firm some important details about the history of the Shire local gossip mongers.
and its people. The first and most important item is a map The Lore­master is encouraged to read or paraphrase the
of the Shire that is kept locked away in the Mathom-­house, following text to open the adventure.
at Michel Delving, which he believes was sketched by none
other than the Old Took himself! These conscripted con- After quite a long walk under stars that have come out
spirators will need to travel there, slip past any watch with- blazing and bright after an afternoon of heavy rain, you’ve
out arousing suspicion, and pilfer the ancient map before finally come to the round green door of Bag End, the home
returning to Bag End. of the strange and famous Bilbo Baggins. Standing there
upon the mat, you find yourself surrounded by distant
This should be the first scenario run, as it sets the relations. It seems as though Bilbo called for a collection
stage for all the others. It occurs during the spring or of cousins to join him this evening. Just as one of you is
summer of 1360 Shire Reckoning (2960 Third Age). about to ring the bell, the door is pulled open and you see
The action begins at Bag End, and then moves on to standing in the front hall none other than Master Baggins
Michel Delving and back. himself. He offers each of you an energetic greeting and
quickly ushers you in with a plethora of welcomes, thank
yous, and lovely to see yous.

59
THE SHIRE

Before you can gather your wits about you, you’ve been asking if I could have it back, even offering fairly generous
swept into the warm embrace of Bag End, and led into the donations: but for some reason, she has provided no replies.
parlour where a lovely fire, fresh mugs of ale, plates of dain- So, I thought that we needn’t tell her or her husband
ties, and several cushioned chairs and sofas offer a much-­ — after all, we’re talking about something that belonged to
needed spot of rest and relaxation. Bilbo, a twinkle in his my grandfather, and that would not be out of place here, in
eye, ushers you each into a seat but takes none for himself. Bag End. Most of all, we needn’t alert that pesky dog that
A few moments after you’ve finished the first plate of food, the Slowfoots have set to guard the place! Sharp as a tack,
the obviously excited Master Baggins can no longer contain that beast, and he sniffs me out every time I’ve come near.
himself. He places one hand behind his back and another in Besides, I know some of you place more value on local gos-
his vest pocket, standing tall to ensure he has your attention. sip than others — and even just being seen at night in the
“You are all, undoubtedly, curious as to why I’ve called you Company of ‘Mad Baggins’ might be enough to ruin your
here this evening. Well,” he leans in, the firelight causing the reputation forever. But for those of you with spirit — which
twinkle in his eye to dance merrily. His hand sweeps from behind I know you all have in spades, or I’d have not called you
his back towards the parlour window. “I am hoping you will here tonight — won’t you aid me on this errand of particu-
partake in a little adventure! Nothing so grand as my own, I’m lar importance, my fellow conspirators?”
afraid: but in return for your aid, I will provide each of you with
a place in my memoirs, and a fair share of my eternal gratitude.” Bilbo will offer each of them a fine night’s rest in one of the
He grabs a glass of wine off the table and takes a sip, many spare bedrooms of Bag End, and a hearty breakfast,
pausing for effect. “Now, I know what you’re thinking: ‘There before telling them he plans on sending them out the door
goes Old Bilbo again, taking after that Wizard Gandalf and after second breakfast.
sending you ­Hobbits off into the blue. Well, I can assure you it To keep the trip away from the prying eyes of the nosy
is nothing of the sort. Just a little trip to Michel Delving and ­Hobbits of ­Hobbiton and Bywater, Bilbo has laid out a path
back to recover what one might call a family heirloom from for the conspirators, instructing them to head north from
the Mathom-­house: a map of the Shire supposedly made by Bag End into Overhill and turn west across the country for a
the Old Took himself, with all sorts of precious annotations. few miles, before crossing a shallow point in the Water. Then,
Now, I’ve sent many letters to the custodian, Malva Slowfoot, after crossing the Bywater Road, they will reach the East Road
and set out west towards Waymeet, where they’ll take rest for
the evening before arriving at Michel Delving the next day.

GETTING ACROSS THE WATER


The morning dawns bright and clear, perfect for a nice walk
about the Shire. The first true obstacle reveals itself soon
after they leave Overhill — the Water has become swifter with
recent rain, and the shallow ford where Bilbo told them to
cross looks a bit more treacherous.
The Player-­heroes must now consider their circumstances
and find a solution.

Crossing the Water requires a successful DC 10


Strength (Athletics) check. Player-heroes who succeed
by 5 or more swim across with flair, or can help oth-
ers who find it harder to wade across. Hobbits who
fail their check suffer one level of exhaustion and
return to the near bank, coughing and spluttering,
and fully soaked.

If the Player-heroes look for other means of crossing,


Bilbo Baggins
a successful DC 5 Intelligence (Investigation) or Wis-
dom (Perception) check allows them to spot a large
hollow log on the other side of the Water, which could
easily bear the weight of a Hobbit.

60
A C onspiracy M ost C racked

To retrieve the log, the ­Hobbits must summon their adven- The Player-heroes can get rid of the great owl if they
turous side and get inventive. politely inform him with a DC 12 Wisdom (Animal Han-
dling) check that there are no more mice in the barn and
For example, the feat can be accomplished by using a that he’s bothering Gertrude. If the check is successful, the
rope and hook (a DC 10 Dexterity (Sleight of Hand) owl flies off almost as if he understood them. Alternatively,
check), or even by shooting an arrow with an attached a DC 14 Charisma (Intimidation) check can scare the bird
line (AC 10). Success means that they manage to get a away, but it counts as a Misdeed worth 1 point of Shadow.
good hold on the log and can easily pull it to themselves.
Another way could be to have the best swimmer among If the large bird is scared off rather than politely urged, it leaves,
them get to the other side, fetch the log and swim back. but first looks pointedly from the Player-­heroes to Gertrude,
the mule, and hoots at her to which she replies with a brief
Dry or soaked, the H
­ obbits will eventually find a way, and bray. It seems almost as if the two are talking! The owl is com-
reach Waymeet after a good walk on the East Road. menting to the mule about how he was treated by the Player-­
heroes and will inform the other animals he knows about these
WELL MET IN WAYMEET rude H­ obbits (the Lore­master should remember to make any
Waymeet itself is quite active on the evening when the Player-­ future interactions with the beasts of the Shire more difficult).
heroes arrive, as the tables set outside the Walking Party Inn are The rest of the evening passes uneventfully, and a few
still occupied, thanks to the fair weather and lengthening daylight minutes after the rooster crows, Bunce wakes the characters
hours. The locals are polite, though very curious about what brings and bids them a polite but firm farewell.
a crowd of ­Hobbits so diverse this far west at such a late hour.

part two: mathoms


of michel delving
Avoiding inquiries as to the nature of their business
without offending the locals can be done with a success-
ful DC 10 Intelligence (Riddle) or Charisma (Deception) Setting out from Waymeet, the conspirators will arrive at Michel
check. On a failure, they reveal a bit too much about Delving by the end of the day. Here, they will begin their adven-
their involvement with Mad Baggins: the conversation ture in earnest, having to confusticate Bounders, confuse cus-
soon dries up among puzzled and disapproving looks, todians, and face curious canines as they attempt the clandes-
and all checks when interacting with Bounders to have tine recovery of the Old Took’s map from the Mathom-­house.
disadvantage until the end of this adventure. Once the deed is done, they’ll need to make a hasty retreat
from Michel Delving before their dubious activities are noticed!
Finding lodging for the night proves a little harder… It seems After a bit of a stiff sleep in Bunce’s barn and a long west-
that all beds at the Walking Party Inn are taken, booked by ward walk, the conspirators finally reach the edges of Michel
a group of pipe-­weed merchants headed for Longbottom. Delving upon the White Downs. The Lore­master may read
Asking around, they are pointed to a local farmer, one Baldo or paraphrase the following text.
Bunce, who appears to have some spare room in his stables.
Bunce offers to let the Player-­heroes sleep in his premises You pass the spot where a southward path leads off from the
(which are comfortable enough, given the warm nights and main course of the East Road, just as the sun sets and the first
soft hay) — but only if they can drive off a huge and menacing stars begin to reveal themselves. Ahead, you get a good look
owl that’s been troubling Gertrude, his poor old plough mule. at Michel Delving upon the White Downs. Quite a bit larger
If the players accept, Bunce offers to pay for their meal than ­Hobbiton, it is a tightly packed collection of homes built
that night at the Walking Party, before leading them to his of wood, brick, and stone, and the occasional ­Hobbit-­hole. But
farm, less than a quarter mile south of the Waymeet cross- as the last of its people go about their evening business, your
roads. He shows them into the barn and then brings them eye cannot help but be drawn to the massive smial to one side
blankets, along with a small basket of some leftover bread of the great cobblestone thoroughfare running through the
and ale from the afternoon as an evening snack. Baldo never centre of town: the Town Hole, seat of the Mayor of the Shire.
noses into their business and apologises profusely for his lack But more important to your business is what lies south
of hospitality, saying he doesn’t have much room inside his of the Town Hole, on an adjacent hillock not quite so tall
small cottage. Nevertheless, he fully expects them to have that and green — it is a large wooden building with a great red
damned owl gone by morning. When Baldo is done talking, round door that is connected to the main road by way of a
an eerie hoot rings out through the barn, as if on cue, and small stone path. This is the Mathom-­house, the museum
the tiny mule sitting idly in the rear of the place stirs. of the Shire, your destination.

61
THE SHIRE

As candles flicker to life behind windows, and H­ obbitfolk cobwebs. In fact, a small pack of rats has taken up residence
settle in for the evening, you notice a handful of ­Hobbits car- here, fearful of the guardian that lives on the ground floor.
rying stout cudgels and tiny lanterns strolling about. Bound-
ers, undoubtedly making their usual rounds. Best to avoid Scaring the rats off causes them to scurry away noisily
them, though, lest your mischief be discovered and thwarted. and awaken the guard dog: avoiding this requires a
successful DC 11 Wisdom (Animal Handling) check.
BURGLARS IN MICHEL DELVING
The conspirators face their greatest challenge so far — to reach A trapdoor leading into the Mathom-house opens on the
and gain access to the Mathom-­house without anyone noticing. ceiling of the cellar, above a massive pile of antique pots and
pans. To move them aside carefully requires a successful DC
To get to the Mathom-house without the Bounders 10 Dexterity (Stealth) check, lest they clatter to the floor and
noticing requires each character to succeed on a DC make all manner of noises (and awaken the guardian).
14 Dexterity (Stealth) check. A single failure slips by
unnoticed, but a second failure means a Bounder THE MATHOM-­H OUSE, INSIDE AND OUT
approaches and questions them. Whether they entered the Mathom-­house by way of the
unlocked main door, or through the roof or the basement,
The Bounder approaching the conspirators is Ada Burrows, a the conspirators find themselves inside a great, high-­ceilinged
young and enthusiastic H
­ obbit from Little Delving. This is one series of rooms, containing an impressive display of artefacts
of her first assignments, and she takes her duty to ask ques- from across the history of the Shire. Shelves of books chroni-
tions of wanderers found outside after nightfall very seriously. cling family genealogies and recipes passed down for genera-
tions line the walls, while a set of perfectly polished diamond
Convincing Ada that they are doing nothing untoward studs are set on a pedestal under glass, and a pair of strange
requires the Player-heroes to make a DC 12 Charisma crossed walking sticks are mounted on one wall. Countless
(Deception) check, should they try to confuse her with other knick-­knacks and mathoms are on display. From old
clever words or distractions. brass buttons mounted on a velvet board, to a gleaming coat
of silver rings set to rest on a post in the corner. Though a
Failing to convince Ada worsens the conspirators' predica- wonder to behold, it is going to take a bit of doing to find
ment considerably — the Bounder questions them extensively the Old Took’s map in this collection!
before she lets them go, and then she walks to the Mathom-­ But the most concerning sight appearing in front of the
house and locks the front door! Now it will be impossible to searching conspirators as they enter is the grey and brown
gain entrance through it. furred terrier, the fearsome guard dog kept by Malva the
Inspecting the grounds surrounding the Mathom-­house for custodian! If the Player-­heroes gained access to the museum
other ways to enter reveals that, though the door is locked and without making noise, the dog is curled up asleep under a
the windows barred, there is a small skylight opening on the roof. writing desk, letting out heavy snores. If they made noise
Additionally, at some distance from the Mathom-­house and stick- entering, the terrier (whose name is “Firework”) is well awake.
ing out of the side of the hill upon which the museum sits is an
old door that may lead into the basement of the establishment.

Climbing up to the roof requires a DC 10 Strength (Athlet-


ics) check. Failure results in a fall causing the loss of 3 (1d6) Malva Slowfoot
hit points. If two or more Player-heroes fail the check, they and Firework

get caught up in a tumbled mess and everyone lands with


a loud clatter that alerts the surprise guest waiting inside!

Once up there, the conspirators find the skylight to be


unlocked. Landing safely on the floor inside the main hall
of the Mathom-­house requires a DC 10 Dexterity (Acrobatics)
check (for the consequences of failure, see above).
Characters choosing to try the door on the side of the hill
find that it leads to a narrow, cluttered underground chamber,
a basement filled with all kinds of forgotten trinkets and thick

62
A C onspiracy M ost C racked

If the dog is asleep, the Player-heroes may search for


the map, but must do so quietly. This requires a DC 15 STEALING MATHOMS
Intelligence (Investigation) check — failing twice or The Lore­master is encouraged to remind any play-
more means they make noise and stir the dog. If they ers who bring up the idea of purloining any of
succeed, the conspirators locate the map of the Old the more choice mathoms in the Mathom-­house
Took — buried behind a stack of cookbooks on the that such behaviour is unbecoming of a respect-
bottom shelf of one of the bookcases. It is in surpris- able H
­ obbit. It’s one thing to take something on a
ingly good condition, if a bit creased. mission sponsored by Bilbo Baggins himself, but
quite another to take advantage of the situation!
If the dog is awake, or if the Player-heroes stirred him, Characters that even bring up such an act should
they all must make a Dexterity (Stealth) check against be ashamed of themselves.
his passive Perception (see below). If they fail, the
dog eyes them before letting out an inquisitive bark.
He is not fierce, but friendly and energetic. Unfortu-
nately, he expresses his excitement at having found
new friends by barking. Calming the dog requires a Though eager, Bilbo ushers you in with a hasty wave of
DC 12 Wisdom (Animal Handling) check. If the check his hand. “Come on, we’ll need to review my grandfather’s
succeeds, then the dog is lulled back to sleep. map quickly tonight if we’re to set off on our next adventure!
This remarkable find of yours makes me believe I’m quite
If Firework is not pacified, sooner or later the noise ready for another adventure!”
will draw the attention of some local ­Hobbit — a
Bounder, or, worse, a Shirriff! Bilbo and the other conspirators can relax for a time. Bilbo
prepares a fine meal for everyone and asks about the whole
Beating poor Firework unconscious, or worse killing affair. After hearing the story, he cannot help but laugh, add-
him, counts as a vile Misdeed, earning the perpetra- ing that he is ready to join them on their next adventure!
tors of such a dastardly deed 4 Shadow points each!
Bilbo Baggins is now available to be chosen as a Player-­
SLIPPING OUT OF TOWN hero for the next adventure! The Lore­master should
Once they have what they came for, the conspirators can easily give everyone in the play group the opportunity to
unlock the front door from the inside and escape. choose the veteran burglar as their character.
If Firework has been alerted, slipping out of Michel Delv-
ing will require some further planning to avoid someone At the end of this adventure, the Loremaster should
noticing a group of sneaking H ­ obbits followed by a bark- award each Player-hero 75 to 150 XP, depending on
ing dog. If the Player-­heroes are not wary on the way out, a how brilliantly they completed Bilbo’s “errand”.
Bounder or two might still notice them slip away, and remem-
ber their faces in days to come.
Finally, if they were not explicitly careful, the conspirators Firework the Guard Dog
have in all likelihood left evidence that something is missing from Tiny beast
the Mathom-­house. By mid-­morning of the next day, the news
that someone broke into the Mathom-­house is all over Michel STR DEX CON INT WIS CHA
5 (-3) 18 (+4) 8 (-1) 3 (-4) 12 (+1) 7 (-2)
Delving, and within a few more it spreads across the Westfarthing.
ARMOUR CLASS 14

epilogue
HIT POINTS 1 (1d4 - 1)
SPEED 40 ft.
Once the conspirators return to Bag End, the Lore­master SKILLS Perception +5
should read the following text: SENSES passive Perception 15 (20 when relying on hearing or smell)
LANGUAGES -
After your successful recovery of the Old Took’s map of the CHALLENGE 0 (10 XP, proficiency bonus +2)
Shire and swift journey home, you’re greeted by the green door
ACTIONS
of Bag End being thrown open like a pop gun to reveal a
grinning Bilbo standing on the doorstep, walking stick in BITE. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 1 piercing damage. If the target is a Small
hand. “You found it! Wonderful, simply wonderful!”
or smaller creature, it must make a DC 7 Strength sav-
ing throw or be knocked prone.

63
THE SHIRE

expert treasure hunters


Old Took’s great-granduncle Bullroarer … charged the ranks of the
goblins of Mount Gram in the Battle of the Green Fields, and knocked
their king Golfimbul’s head clean off with a wooden club.

part one: on the road again


With their efforts to purloin the Old Took’s map having been
successful, Bilbo is delighted. He invites everyone to stay for
several days as his guests at Bag End, during which time they
live in the lap of luxury. Though they never want for food and
drink, Bilbo remains locked up in his study, before eventually
coming out on the afternoon of the second day.

Popping out of his study like a cuckoo from a clock, Bilbo


rushes into the parlour where you are all relaxing after a
fine second breakfast, map still clutched in his hand. “My
wonderful friends! You won’t believe what I’ve found on
the Old Took’s map: I believe I know where the club of Ban-
dobras Took is located! Or at least the Old Took did. Or
rather he thought he did. Maybe he wasn’t sure.” He shakes
his head, as if to physically force the rambling thoughts
from his head. “Never you mind. I might need to do a bit
more research, but I was hoping for — nay, counting on
your help once again!”
“After hearing all about your little adventure in Michel
Delving, I’d like a taste of adventure myself. It says here on
the map that the club of the Bullroarer may be somewhere
around the village of Oatbarton, in a place called Kings­
worthy! Exciting, isn’t it? So, I was thinking perhaps in
return for my generous hospitality, we could take a walk
north and do a bit more investigating into the matter. Imag-
ine it, being credited with being the ­Hobbits who found the
club of Bullroarer Took! Wait right here, I’ll run and get
you the right gear to suit a proper adventure!”
And like that, Mad Baggins disappears in a flash
His passion for history reignited by recent events, Bilbo studies around the corner before returning as you all exchange
the Old Took’s map and discovers a clue concerning the where- looks of excitement and confusion. He drops a large chest
abouts of the lost club of the Bullroarer. At once, he organises before you, and smiles. “There you are! Take what you need.
a trip into the Northfarthing, where the clue seems to point. There’s no knowing where we’ll be swept off to!” He turns
After questioning the H ­ obbits of Oatbarton, the quest leads to dash off again but turns around back to you, almost
them further into the North Moors, and deeper into danger. laughing at his own forgetfulness. “I’ve muddled my wits,
staying up all night making a copy of the Old Took’s map.
This adventure can be played at any time after the No need to damage the original, after all!” He shoves the
events of A Conspiracy Most Cracked, but before Invol- fresh copy at you before throwing open the front door to
untary Postmen. If played in sequence, it is now the Bag End and stepping out onto the road. “Come on!” he
spring of the year S.R. 1360. cries, “We’d best be off!”

64
E xpert T reasure H unters

The conspirators can pose their questions in any way they see
fit, but any Player-­hero who fails a check cannot make any
BILBO’S GEAR more checks to inquire further. The Lore­master can spread
Before setting out for Oatbarton, the characters can the information described below among the Player-­heroes,
draw from the equipment contained in the old trunk so that each of them uncovers a new clue and they can piece
provided by Bilbo. It contains basic travelling gear together the information as a group.
such as cloaks, backpacks, pocket handkerchiefs, ♦ Upon a first success, the Player-­heroes learn that the
other standard supplies, and few battered weapons. ‘Kings­worthy’ is an abandoned structure, about a day’s
Among the weapons are three staves which can also travel into the North Moors.
serve as walking sticks, a pair of small hunting bows ♦ A second success allows the Player-­heroes to learn that
left behind by Dwarvish visitors (with two quivers of some of the rowdier local children play a game called
20 arrows each), a short sword he had used for dec- “Bullroarer’s Club” that seems to involve them rough-
oration instead of warfare, an axe for cutting wood, ing up one another with a stick from the field they
and a dagger. Sting is not among the weapons, as claim to be the artefact.
it is carried by Bilbo. ♦ A third and final success means they hear some rumours
about a ghost haunting the abandoned Kings­worthy.

KINGS­W ORTHY
Kings­worthy can be reached by taking a northward path from
OATBARTON INVESTIGATION Oatbarton, and walking for a full day across the North Moors
To go to Oatbarton, the conspirators must first take the road (see also The Shire, page 34 and beyond, for more about Kings­
to Bywater to the south, and reach the East Road. Then, they worthy and travelling across the North Moors).
enter the Eastfarthing leaving behind the Three-­Farthing
Stone, and take the Northway Road to their left. It’s more Once it is in sight, the Player-­heroes may attempt to
than a leisurely stroll to reach Oatbarton, taking more than identify the purpose of this large stone house and
three days on average, but searching for the fabled club of round tower with a DC 10 Intelligence (Old Lore) check.
Bullroarer Took is certainly worth the effort (to enliven the On a success, they conclude that it might have been
journey, the Lore­master can use the rules for ­Hobbit Walks a hunting lodge at the time of the Kings in Norbury.
found on page 16).
It’s almost midday when the conspirators catch sight of Upon a closer inspection, the conspirators find the place to
the first houses of the village. It is spring, but the last hints of be deserted. They find evidence of it having been used as a
winter still nip at their toes, making them particularly eager shelter by wanderers, but it certainly isn't inhabited regularly.
for a hearty meal. Even before they take their first steps into
the cobblestone courtyard that serves as the heart of the vil- They spot a fresher set of tracks. A successful DC 10 Intel-
lage, they catch the scent of roast chicken and potatoes! The ligence (Investigation) or Wisdom (Hunting) check reveals
hard-­working farmers of Oatbarton are gathered in the centre that they quite clearly belong to one or more ­Hobbits.
of their village for their lunch, sitting at long tables, shaded
by large pavilions and tents. The search for the famous war But the most important find of the day is that no club hangs
hero’s great club can wait… over the large mantelpiece of Kings­worthy, but probably used
The villagers are happy to share their lunch with the to. Above the cold fireplace is a large wooden plaque, bear-
Player-­heroes, and as soon as they place a plate in front of ing the signs of having been used to display a long object, as
each of them, they start asking questions about what their tall as a ­Hobbit.
business may be so far north. Luckily for them, they are not
shy about answering questions themselves, especially if they Careful examination and a successful DC 10 Intelligence
concern local history. (Investigation) or Intelligence (Riddle) check reveals
that something was mounted on the plaque and was
Gathering information about the Bullroarer and a removed. A wooden chair sits near the fireplace, as if
place called Kingsworthy requires a series of success- someone used it to reach the spot above the mantelpiece.
ful DC 10 Intelligence (Investigation) or Charisma
(Persuasion) checks. Could the club have been stolen recently?

65
THE SHIRE

TRACKING A THIEF IN THE NIGHT


Myrtle Mudfoot
The most likely course of action for the Player-­heroes is to
set themselves to following the tracks they identified inside
Kings­worthy. Luckily for them, they are easily followed, as the
individual leaving them is moving with great haste.
Unbeknownst to the conspirators, they are following
the tracks of one Mort Mudfoot, a farmer of Oatbarton.
He is after his daughter Myrtle, who disappeared yesterday
after having heard everyone in town talking about the club
of the Bullroarer — a very competitive player of Goblin
Nocking, a game involving balls, holes and the use of clubs,
Myrtle left town with the intention of securing for herself
the ‘most famousest’ club in ­Hobbit history, before some
stranger took it. Thinking this ‘Kings­worthy’ place to be
much closer to her home, she pressed on anyway, until she
reached it, finding that a club was indeed hanging over its
mantelpiece. Having found her prize, she took it and set off
on her way home. She is now wandering across the North
Moors, her father looking for her.

The Player-­heroes can catch up with the beleaguered


father by succeeding in a DC 5 Wisdom (Hunting)
check. When they do so, they spot the lean, brown-­
haired H
­ obbit, desperately following the tracks of his
daughter as fast as he can find them. The Lore­master can read or paraphrase the following text.

If asked about the club of the Bullroarer, Mort will say he The night is clear and cool. A waxing moon and a veritable
doesn’t know anything about it but that Myrtle does love symphony of starlight offers some light as you trek across the
to play Goblin Nocking with the other children, and that lightly rolling landscape. But this is no well-­trodden road.
must be why she came all the way out here this morning. The ground is uneven, and your foot can easily be caught
A life-­long resident of Oatbarton and a reasonable H ­ obbit in a hole or your legs grow weary as you plod through the
in his sixties, Mort is beside himself with concern. Myrtle is moss-­covered terrain. A long yawn escapes your mouth and
his only child, and he fears even returning home to tell his you fight off the weight of your own eyelids — all the while
wife Marigold that she is missing because of how panicked searching for signs of the wayward H ­ obbit lass. Even in
she will become. this dim evening light, the growing concern is evident on
Determined to find her no matter what it takes, Mort will Mort’s drawn face.
accept any help he is offered. He will tell little stories about
his daughter to any of the Player-­heroes that will listen. He The Player-heroes are pressing into the small hours
speaks of how adventurous she has always been, her love of of the night, without any real opportunity to rest
the stories of the Bullroarer, and how she dreams of explor- or recover. As such, they all must succeed on a DC
ing places beyond Oatbarton. 10 Constitution saving throw or suffer one level of
exhaustion.

part two: shadows INTO THE NORTH MOORS


and rumours As the Player-­heroes scour the North Moors for some sign of
The quest for the club of the Bullroarer has led the Player-­ Myrtle, the Lore­master should ask them how they are going
heroes into the North Moors, and now they are out there about doing so, and determine which skill is appropriate
at night, in search of a missing ­Hobbit girl. As they scour based on their preferred methods.
the land, strange and potentially dangerous obstacles reveal
themselves.

66
E xpert T reasure H unters

Those attempting to identify an area where she may part three: dawn be stone!
have tried to find shelter in the night may make a DC The climax of this adventure occurs once the Player-­heroes
10 Wisdom (Explore) check. follow the tracks they are after to the edge of a wide patch
of shrubland, where an unexpected adversary hides among
Characters looking for signs of where Myrtle may have ancient ruins.
wandered in this wide landscape can make a DC 10 The Lore­master can read or paraphrase the following text.
Wisdom (Hunting) check.
Hours of pursuit mean that when you see the darker patch of
Those looking for signs of anything out of the ordinary bracken and heather ahead, the sky has started to turn from
can attempt a DC 10 Intelligence (Investigation) check. the deep blackness of night into the deep blue of the hours
before dawn. You’ve followed Myrtle’s tracks for miles now.
WISDOM (EXPLORE). Clever Player-­h eroes may consider You’ve little doubt that she came this way. As you get closer,
that Myrtle must have sought shelter somewhere in the wil- you start noticing that the dark patch is not due simply to
derness instead of wandering around in the dark. With a a different vegetation — there are ancient stones jutting
successful check, the Player-­heroes do indeed discover the out of the ground, low crumbling walls hinting that this
remnants of a camp, but only succeeding by 5 or more do once was a very different place. A fort, a town maybe. Few
they notice that it’s set up so skilfully that it can’t be the ­Hobbits have seen this place, and as you take your first steps
work of a child. It even has a small fire pit, hand dug and forward among the stones, stories of kings and armour-­clad
ringed with stones. warriors fill your mind.
WISDOM (HUNTING ). A success allows the Player-­hero to Just as you and your fellow conspirators are about to
notice that Myrtle’s meandering set of tracks is not leading explore the heather-­covered ruins, a rumbling growl seems
her back to Oatbarton. She is definitely lost. Succeeding by to rise from the ground itself! It’s a bellowing shout bear-
5 or more allows the characters to recover a tiny scrap of a ing some resemblance to human speech, echoing among
pretty yellow dress, which Mort confirms as being a colour the ancient stones. You then hear a high, panicked voice
that matches the one Myrtle was last seen wearing. call out from nearby: “Shoo you old Troll! Go away! Go!”
INTELLIGENCE (INVESTIGATION). A success reveals that there Breaking through a thicket of brambles, you see none other
is another set of tracks following those of Myrtle. With a suc- than Myrtle Mudfoot, who has scrambled up a ruined wall
cess by 5 or more, the tracks are identified as large, booted and is swinging a heavy wooden club at a massive creature
footprints that do not belong to any ­Hobbit. looking like the grotesque imitation of a large Man — it’s
Following this last set of tracks is easier than expected, a Stone-troll! Between the two of them, leaning wearily
and does not require any further checks. If the Player-­heroes against a wall, is a cloaked stranger, hood thrown back
follow them, after a while they even seem to be able to make to reveal the rugged face of a Man with grey eyes, clutch-
out the silhouette of a wanderer just on the edge of their ing a large, bleeding gash across his shoulder that has all
vision, always barely in sight. Player-­heroes succeeding in a but incapacitated him as he desperately tries to keep the
DC 10 Intelligence (Riddle) check realise that, given the fig- monster from reaching the child. The Troll is clearly angry,
ure’s long stride and apparent skill at woodcraft, it is likely and does not seem to have noticed you and your compan-
remaining in sight intentionally and actually leading them. ions. Myrtle, on the other hand, sees you and immediately
cries out for help.

Fighting an angry Stone-troll is quite a dangerous endeavour,


as the cloaked stranger has just found out. The creature is
A FATHER’S AID large and powerful, but quite stupid. If the Player-­heroes take
Mort can help the Player-heroes, for he is sharp-­ on the Troll head to head, he fights ferociously, though he
eyed — one Player-­hero searching for evidence of flees once he’s reduced to 1 hit point.
Myrtle gain advantage on their checks. If the Player-­heroes attempt to trick the Troll with some
clever stratagem, they may succeed in buying enough time
and allow the light of the dawn surprise the creature.

67
THE SHIRE

To trick the Troll, a Player-hero must make an Intel- epilogue


ligence (Riddle), Charisma (Deception), or Charisma With Myrtle rescued, she is delivered by the wanderer and
(Persuasion) check as an action, contested by the the Player-­heroes back to her father Mort, who rejoices. It is
Troll’s Wisdom check. If the Player-hero wins the con- then that the cloaked Man reveals his identity.
test, the Troll hesitates, confused, and is stunned until The Lore­master can read or paraphrase the following text.
the start of the Player-hero’s next turn. If the Troll
takes damage or wins the contest, it becomes enraged Throwing back his hood, with one arm clutching his shoul-
and attacks the nearest Hobbit (no more attempts at der, the cloaked wanderer reveals himself. He has long grey-­
trickery are allowed). brown hair and bright, steely eyes. He smiles through the
pain of the wound he suffered at the claws of the Troll. “It
After 1 minute, the Troll is surprised when the first rays of the is not often that I find myself needing protection. Less often
sun hit the clouds above — suddenly terrified, the Stone-troll that it should come in the form of you little, wondrous folk.
breaks away from the fight, looking for shelter! It would seem I still have much to learn.”
“My name is Halbarad, and I am a Ranger, although
that title may not tell you much. Suffice it to know that I,
like yourselves, was searching for young Myrtle for two rea-
sons. First, for fear that she might find true danger. Second,
because she took something I was meant to guard. I certainly
Jack, the Stone-troll didn’t expect a burglar like Myrtle, and she fooled me.”
Large giant (Troll)
STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 16 (+3) 7 (-2) 7 (-2) 7 (-2)
ARMOUR CLASS 14 (natural armour)
HIT POINTS 34 (4d10 + 12)
SPEED 40 ft.
SAVING THROWS Str +5, Con +5
DAMAGE RESISTANCES poison; bludgeoning, piercing,
and slashing from non-magical weapons
SKILLS Intimidation +2
SENSES darkvision 120 ft., passive Perception 8
LANGUAGES Westron
CHALLENGE 1 (200 XP, proficiency bonus +2)
HIDEOUS TOUGHNESS. If Jack the Stone-troll takes 7
damage or less that would reduce it to 0 hit points, it
is reduced to 1 hit point instead.
SUNLIGHT CURSE. Jack the Stone-troll becomes petri-
fied if it ends its turn in sunlight.

ACTIONS
SLAM. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) bludgeoning damage. If the tar-
get is Medium or smaller, it is grappled (escape DC 13).
If the target is Small or smaller, it is also restrained until
this grapple ends. While grappling the target, Jack the
Stone-troll has advantage on attack rolls against it and
cannot use this attack against other targets.

68
E xpert T reasure H unters

“What Myrtle took from Kings­worthy is indeed a rare Balin, son of Fundin is now available to be chosen as
relic, a token of an ancient past, best forgotten. It was hid- a Patron by the Company. Having just arrived for tea,
den in plain sight, and has remained safe for a long time, he’s glad to help out his friend’s fellow conspirators
until today. But now I think I have found someone worthy with whatever local trouble they get themselves into.
of its safekeeping. I think that if you have it, it may be in
better hands than mine.” He chuckles softly and his hard At the end of this adventure, the Loremaster should
eyes brighten a bit. “Now, if you would be so kind as to award each Player-hero 75 to 150 XP, depending on
see the Mudfoots home, I am certain they have a fine meal how they completed the investigation, and whether they
waiting for them. I have wounds to tend to, but I hope found Myrtle or not. If the Player-heroes defeated or
this will not be our last meeting.” He turns without wait- otherwise neutralised Jack the Stone-troll, they should
ing for a reply, and in a matter of seconds the shadows of also be awarded with the XP noted in its stat block.
the heath swallow up the Ranger as if he were one of their
own, and he is gone.

Once back at Oatbarton, Mort explains to his wife Marigold


what happened. She chastises him as only a wife worried sick
can, but prepares a grand feast for everyone as a thank you
for their efforts. After a fine meal and a long sleep, the Player-­
heroes can begin their journey back to Bag End, with the club
of the Bullroarer hidden among their gear.
To their surprise, as they come up the lane of Bagshot Row,
they see a Dwarf in a red hood peeking into the window of
Bag End. He turns at their approach and casts off the hood,
revealing a keen smile and a long white beard.

“Bilbo, you old rascal! You told me to drop by for tea any time
and here I am!” The Dwarf pauses with a grin and collects
himself before offering a polite smile. “Forgive my exuberance.
Balin, son of Fundin, at your service.” With a bow, he casts
a knowing smile at Bilbo, “What kind of trouble have you
gotten yourself into this time, my little burglar?” Balin, son of Fundin

THE BULLROARER’S CLUB The Bullroarer’s Club is a great club with the Fell and
Bandobras “Bullroarer” Took used this massive club to Grievous rewards. It also grants a +1 bonus to attack and
win the Battle of Greenfields and defeat the Goblin war- damage rolls made with it.
lord Golfimbul. Legend has it that one blow from the
great club knocked the Goblin chief’s head off and sent
it sailing into a far-­off rabbit hole — winning the battle
and inventing the game of golf at the same time! At the
end of the adventure, Bilbo will keep the club at Bag End
for study, and he will later donate it to the Mathom-­house
of Michel Delving, for everyone to admire.

69
THE SHIRE

most excellent fireworks


The fireworks were by Gandalf: they were not only brought by him, but designed and made by him;
and the special effects, set pieces, and flights of rockets were let off by him.

part one: unexpected


party favours
The conspirators are gathered in Bag End for yet another
fine dinner on the lawn beside the Hill, when the horizon
to the south-­east suddenly lights up with a display of dazzling
colours! You can see thin tendrils of smoke curling up in
the darkening sky. Bilbo bolts upright and snaps his fingers.

“Those have to be Gandalf’s old fireworks! What are they doing


with them?” Before you can say so much as ‘pop and hop,’
Master Baggins is already planning a new mission, to set off
and retrieve what he calls ‘the last of Gandalf’s party favours.’
He informs you that years ago, Gandalf entrusted the remain-
der of his fireworks to none other than Primrose Boffin, now
Bracegirdle, Lobelia’s own mother. Primrose, who went to live
in Hardbottle after her marriage, recently moved back to the
Yale, where she was born, setting off all sorts of gossip. Now,
judging by where those dazzling lights seemed to come from,
someone in the Yale must have tried to put those fireworks to
use again and may have set a fire going with them. Bilbo con-
tinues: “Fireworks are not things to be handled carelessly. And
if they won’t be responsible then I know a safe place for them!”
Balin, who has turned a visit for tea into a stay of sev-
eral days, offers to join the Company as he’d like to get to
know the Shire a bit more.

A YALE YARN
This adventure can dispense with the H ­ obbit walk required to
bring the Player-­heroes to their destination, by having them
Once again, the affairs of the Shire and those of Gandalf the start the game already in the Yale. Their walk had them fol-
Grey seem to be entwined. To better understand the nature low the East Road all the way to Whitfurrows.
of the Grey Pilgrim’s wizardry — and for a bit of fun — Bilbo After asking for directions several times (or following
asks the conspirators to find out what became of the last of Lobelia’s, if she’s present), they reach the Boffin family estate
Gandalf’s fireworks, left over from the Old Took’s birthday late in the morning, several miles south along the road that
parties. The conspirators must travel to the Yale and discover leads from Whitfurrows to the Stock Road and the Woody
what became of them. End. It’s a large farmstead, recently renovated, composed of a
stately house surrounded by farm buildings, in the middle of
This adventure can be played at any time after the wheat and barley fields and orchards. There are scorch marks
events of A Conspiracy Most Cracked, but before Invol- in a couple of the fields and a larger one closer to the house.
untary Postmen. If played in sequence, it is now the A rutted lane between low hedges leads to the front door.
summer of the year S.R. 1360. Once they knock at the door, it flies open, and you see
the rather sour face of Primrose Bracegirdle greeting you.
“Aye, what do you want?”
As it is immediately clear, Primrose is not terribly glad to
have visitors, not even her own daughter, especially after she’s

70
M ost E xcellent F ireworks

been wandering around the Shire in questionable Company. On a success, he tells the Player-­heroes that he passed the fire-
When asked about the fireworks, she says that her son Bruno works off to one of the ­Hobbits working for his father Blanco
came to visit last week and was fooling around with them. After — one Otho Sackville-­Baggins, who agreed to take them back
Bruno set a few off to entertain the local children, she put a stop to Hardbottle, after a stop in Scary for a pint. If the roll is
to all that nonsense and sent him back to Hardbottle to store a failure, Bruno just says that he sent the fireworks home.
the blasted things back at her husband’s house. If they reveal
that they have come so far specifically to retrieve the fireworks, STORMS IN SCARY
Primrose assures them that possession is the greater part of the Setting off north out of Whitfurrows and Budgeford, the
law, and if they want them, they’ll have to buy them properly. Player-­heroes begin their journey towards Scary late in the
evening. If they want to catch up with Otho, they must press
WALKS AND WANDERINGS on for at least a few hours in the dark. Before long, the sky
IN WHITFURROWS clouds over, and a heavy rain begins to fall.
The trip back to Whitfurrows is an easy walk, but by the time the
Player-­heroes arrive, it is late afternoon, and most of the trading is Slogging through the rain, even in a place as gentle as
done for the day. After a bit of looking and asking around among the Shire, is no comfortable task, and each of the Play-
the throng of traders, they find Bruno drinking in the company er-heroes will need to make a DC 10 fatigue saving throw
of a Dwarf mason. Bruno is about fifty, and looks very much like to stave off the weariness of a wet and cheerless evening,
a meaner and larger version of his younger sister Lobelia. with failure resulting in suffering one level of exhaustion.
When asked about the fireworks, Bruno is initially ada-
mant that he has no idea what they’re talking about. He is With their slowed pace on the muddy road and a brief stop
suspicious of anything that has to do with ‘Mad Baggins’, and in an abandoned building to wait for the rain to cease, the
if Lobelia is present, he reprimands her for getting involved conspirators arrive in Scary about one hour after dawn.
in such ‘adventurous nonsense’. Scary is an unwelcoming village by H ­ obbit standards, nes-
tled as it is on the south side of the Hills of Scary. It’s populated
Bruno can be coerced into revealing the truth with a by hard-­working, no-­nonsense H ­ obbits living in homes made of
successful DC 10 Charisma check, using any skill the grey stone. Most folk are terse and a bit unkind, but if the Player-­
Loremaster deems appropriate. heroes ask around about other travellers from the south, they
are told that the last visitor seen coming into town took a late
bed at a building owned by some mining officials from Dwaling.
The building is a small, single-­story house, with a couple
of small bedrooms and a tiny common room containing three
tables. When they get there, the conspirators find a H ­ obbit
from Dwaling, a mining accountant by the name of Filibert
Banks, busy scribbling in a large tome.
If questioned, Filibert seems to take for granted that the
­Hobbits are on some business errand, especially if he hears Lobe-
lia’s family name (the Bracegirdles have a flourishing local busi-
ness in construction), and thus proves to be quite cooperative.

Useful information can be extracted from Filibert with


a series of DC 10 Charisma checks using any skill the
conspirators and the Lore­master deem relevant.

The Player-­heroes can play the conversation freely, but any


Player-­hero who fails a roll cannot make any more checks to
inquire further.
♦ Upon a first success, Filibert reveals that he and Otho
had a long ‘business’ conversation while in their cups.
Filibert told his roommate for the night that based on his
accounting, there was a tunnel in the quarry that proved
to be very fruitful, but that no one, not even Dwarves, had
been able to penetrate it deeply, for the rock was too hard.

71
THE SHIRE

♦ On a second success, Filibert regales the Player-­heroes Exploring the mines at night with only the light of
with ghoulish tales about ‘the lost miner’ haunting a few lanterns is a daunting task. As a consequence,
that specific tunnel, stories of passages abandoned once the conspirators enter the dark beneath the hills,
after flooding, and rumours of ghostly voices echoing they all gain 2 Shadow points from Dread (DC 10 Cha-
in the empty chambers. risma saving throw to resist).
♦ A third and final success has Filibert relating how
Otho, inebriated with Filibert’s story of an untapped A SOUGHT-­A FTER SACKVILLE
‘treasure mine’, started blathering about how soon To find where the foolish ­Hobbit has gone, the Player-­heroes
everyone in the Shire was going to be speaking to him must explore the branching tunnels of the ‘treasure mine’.
with proper respect, while he kept patting the large
sack he brought with him. The conspirators must make a DC 15 Wisdom
(Explore) checks every hour they spend in the tun-
The final revelation from Filibert about Otho is that he stumbled nels. To determine whether they find Otho, the Lor-
off more than a bit tipsy a few hours before dawn, after having emaster rolls a d6 after every check, subtracting 1 if
asked Filibert for directions to reach ‘his treasure mine’. He left the check fails, and adding 1 for each previous success,
with a lantern, a tinderbox, a coil of rope, and his large sack. and then consults the table below.

part two: quest


.

in the quarry
1. FORGOTTEN SUPPLIES. You find a crude map of the
mine left behind by some workers. Add 1 to the next roll.
Having been mined by ­Hobbits since the days of Marcho and 2. A NARROW SQUEEZE. Maybe you shouldn’t have had
Blanco, the Hills of Scary are riddled with holes, tunnels, and that extra morsel at breakfast! Squeezing through a
all sorts of excavations. During the day, the area is bustling, particularly tight passage has led to scraped knees and
with workers going in and out of their mines, or tending to torn knuckles. Each Player-hero loses 1 hit point.
the stone pulled from the quarries. Almost as grumpy as busy 3. AN ILL WIND. A chill wind seems to sweep up the
Dwarves, they have little news to offer to nosy strangers — no passage from nowhere, extinguishing your lanterns.
one seems to have seen Otho entering or leaving. Relighting them takes some time, but the long dark and
If the Player-­heroes try to reach the ‘treasure mine’ openly, flickering lights are disturbing, and each Player-hero
possibly following directions provided by Filibert, they soon gains 1 Shadow point from Dread (DC 10 Charisma sav-
discover that it’s impossible to reach — as soon as they get ing throw to resist) before the lanterns are relit.
near, they are stopped by mining officials and sent back to 4. SORROWFUL SONGS BENEATH THE STONE. An indeci-
the village. After a brief investigation, it should be clear to pherable and ominous lament echoes across the stone and
the Player-­heroes that slipping in during the day is impossible. fades to nothing. Each Player-hero gains 1 Shadow point
Coming back after sunset seems to be the only way. from Dread (DC 10 Charisma saving throw to resist).
5. A HORRIBLE END. A broken pickaxe, a torn piece of
You wait for the sun to set. As you follow the rutted track that cloth, and a smear of blood on the wall hint that some
Filibert showed you, you get closer and closer to the dark that poor ­Hobbit miner met a terrible end. Each Play-
lies at the feet of the Hills of Scary. Here, the night air makes er-hero gains 1 Shadow point from Dread (DC 10 Cha-
you shiver, as you carefully try not to stumble on the many risma saving throw to resist).
broken rocks littering the path. In time, your eyes adjust and 6. You have found the lost Otho Sackville-­Baggins! Go to
the outline of the hilltops appears, contrasting against the Mad as an Orc, below.
night sky. On the side of the hills, you make out the many
tunnels gaping like bleak mouths leading into a seemingly MAD AS AN ORC
impenetrable blackness. A flickering flame casts jagged shadows at the end of a pas-
It’s a scary prospect to go underground at this hour of sage that ends in a pile of tumbled rocks. The Player-­heroes
the night, but you must discover what happened to Otho hear a mad cry echoing against the rock and into the dark-
Sackville-­Baggins before it’s too late. ness. As they round the corner, they see a lantern set upon a
stone, casting long shadows over a terrible sight: a terrified
­Hobbit stands in front of a massive pile of fireworks piled up
at the blocked end of a tunnel, feebly brandishing a shovel
at what appears to be a grey Orc. Otho is screaming madly at

72
M ost E xcellent F ireworks

the creature: “It’s my treasure, ye monster! Mine! Mine! I’ll blow it


to rubble before I let ye have it!” Orc-veteran
On your arrival, the ­Hobbit turns and screeches in Medium humanoid (Orc)
renewed fright. He stiffens and stammers, failing to hide his
abject panic. If the players don’t act quickly, Otho will likely STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 8 (-1) 12 (+1) 8 (-1)
bury them all in the mine.
The Orc is a very decrepit Orc veteran, who was lost long ARMOUR CLASS 16 (hide armour, shield)
ago, and took refuge deep in the mines and in the natural HIT POINTS 16 (3d8 + 3)
caves under the Hills of Scary. Since then, he has been hiding, SPEED 30 ft.
trying to drive the H ­ obbits from his lair whenever they would SKILLS Stealth +4
come too close to discovering his presence. The players will SENSES darkvision 120 ft., passive Perception 11
have to take up arms to stop him from attacking Otho, an LANGUAGES Orkish, Westron
act that will most likely end in a quite spectacular explosion CHALLENGE 1/2 (100 XP, proficiency bonus +2)
and the destruction of the mine. NIMBLE ESCAPE. The Orc-veteran can take the
At the arrival of the Player-­heroes, the Orc turns his atten- Disengage or Hide action as a bonus action on each
tion to the newly arrived threat and attacks. He will fight to of its turns.
the death only if cornered, otherwise he will flee into the SNEAK ATTACK (1/TURN). The Orc-veteran deals an ex-
dark passages of the mine if close to defeat. tra 7 (2d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the Orc-veteran
epilogue that isn't incapacitated and the Orc-veteran doesn't
have disadvantage on the attack roll.
If Otho is saved, the Player-­heroes receive little thanks from
SUNLIGHT SENSITIVITY. While in sunlight, the Orc-
the wayward H ­ obbit. Despite having his life spared by their
veteran has disadvantage on attack rolls, as well as on
timely arrival, Otho fully intends to stake his claim on this Wisdom (Perception) checks that rely on sight.
part of the mine. So, he proposes the following deal: if the
conspirators agree to serve as witnesses to the signing of con- ACTIONS
tracts giving Otho exclusive mining rights to the tunnel (seven SCIMITAR. Melee Weapon Attack: +4 to hit, reach 5 ft.,
signatures in red ink, all right and proper), he will give them one target. Hit: 5 (1d6 + 2) slashing damage.
half of the Wizard’s excellent fireworks. If they agree, Otho SPEAR. Melee or Ranged Weapon Attack: +4 to hit,
informs them that he’ll pass the contracts on for Lobelia to reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 +
2) piercing damage, or 6 (1d8 + 2) piercing damage if
sign, and they can take half the fireworks with them to Bag
used with two hands to make a melee attack.
End — he’ll personally repay the Bracegirdles for the fire-
works out of his own pocket.
As for the Orc veteran, the Player-­heroes can inform the
mining officials of his presence. They will then investigate the
mine and eventually discover a deep passage that was previ-
ously undiscovered, littered with bones of small animals and
remnants of an encampment, but no signs of Orcs...
Upon their return to Bag End, Bilbo stores the remaining
fireworks in one of his cellars, under lock and key.

At the end of this adventure, the Loremaster should


award each Player-hero 75 to 150 XP, depending on
how they completed the investigation, and whether
they found Otho or not. If the Player-heroes defeated
or otherwise neutralised the Orc-veteran, they should
also be awarded with the XP noted in its stat block.

73
THE SHIRE

involuntary postmen
… the offices of Postmaster and First Shirriff were attached to the mayoralty,
so that he managed both the Messenger Service and the Watch.

No trouble goes unnoticed in the Shire, and the Bounders This is intolerable! You always wanted to visit the Town Hole
have finally decided to take action against the conspirators in Michel Delving, but not like this. It appears the conspira-
and their ongoing mischief. By order of the Shirriffs, Bilbo tors have finally met one trouble they could not escape. After
Baggins’ ­Hobbit collaborators have been sentenced to clean- being confronted by a group of Bounders and charged with
ing the cold storage and wine cellar underneath the Town claims of disturbing the peace and on-­going rowdiness, the lot
Hole at Michel Delving! But the sympathies of an overworked of you have been detained in the storage tunnels beneath the
member of the Quick Post and the promise to deliver a letter Town Hole until Mayor Pott can decide what to do with you.
clear across the Shire to Brandy Hall could earn them early While there are worse things than being locked in a stor-
release, and a new adventure to boot! age cellar beneath the Town Hole, it is an uncomfortable
place. A heavy wooden door, barred from the other side, blocks
This adventure can be played at any time after the you from freedom, and other than the occasional Bounder
events of A Conspiracy Most Cracked, immediately pre- coming by, no one has so much as brought you a seed cake to
ceding To Soothe a Savage Beast. If played in sequence, munch on for hours! When Bilbo finds out about this, they
it is now late summer, in the year S.R. 1360. will regret their actions… he will find out, right?

OUT OF THE CELLAR


part one: captive
conspirators
The incarcerated conspirators take a few moments to investi-
gate the storage cellar: they see a number of sealed beer bar-
This adventure opens with the Player-­heroes (not includ- rels and several cuts of salted meat, inedible without prepa-
ing Bilbo) having already been rounded up by several local ration, and several large loaves of crusty bread and wheels of
Bounders after news of their troublesome misadventures hard cheese (the Loremaster should note if any Player-heroes
have turned the Shire into a buzz of concern and gossip. take some of the foodstuffs as it may become relevant later
As time passed while they were wandering about, several in the adventure).
­Hobbits for whom they’ve caused trouble have reported on The ground here is packed dirt, and the walls are the
their misdeeds. This can include custodian Malva Slowfoot, same, save for a few support beams. A single, weak lantern is
Bounder Ada Burrows, Primrose and Bruno Bracegirdle, set on one of the barrels for light (using it to start a fire in
and any other busybodies they have disturbed during their the middle of Michel Delving is probably not the best idea).
adventures. Their troublesome ways have finally caught up Their usual possessions and any weapons have naturally been
with them! taken from them by the Bounders, and have been stored in

74
I nvoluntary P ostmen

If he receives a positive response, he and Mayor Pott step


within the chamber. He leaves the door open, allowing the
characters to see their gear stacked up neatly against the wall.
Odo explains that the Quick Post is short-handed and he has
a letter that needs delivering to Bamfurlong, in the Marish.
Odo Proudfoot
He has no one to send and got the impression from the
tall, hooded figure that accosted him outside town with the
letter that the message was urgent. Furthermore, there’s a lot
of traffic on the main road – Dwarves mostly, heading west or
east as the case may be, trying to get home before the year
grows too long.
The Mayor speaks up, saying that the conspirators owe com-
munity service for their transgressions and that they have been
volunteered to deliver the letter, ‘unless you’d rather stay here.’
If they accept, then Odo hands them the sealed letter,
instructing them to take it to Bamfurlong, staying off the East
Road and taking the Stock Road instead, thus cutting across
the Green Hills and going through the Woody End.
Before he lets them go, Odo adds that he promised the
hooded figure that the letter would stay sealed — only to be
opened by Farmer Maggot, to whom it is addressed.

LEAVING MICHEL DELVING


Once the characters gather up the gear, Mayor Pott leads
them back upstairs and out through the Mathom-house. Play-
er-heroes who mention that they are scouting for anything of
use notice that a series of strange, two-wheeled contraptions
the corridor outside the cellar door (the gear can be easily made of wood and metal have been lined up against the wall
retrieved if they find a way to get out). of the Mathom-house — certainly some newly-delivered acqui-
The conspirators remain here without news from out- sitions of the museum. Malva Slowfoot has labelled them with
side long enough to make them despair about their fate. Just a tag, identifying each one as a ‘velocipede’.
when they are getting too restless, a soft knock is heard at Whether they’re a strange creation by some eccentric
the door and a reluctant voice hisses out. Awkwardly, the Shire craftsman or a Dwarven smith, these velocipedes look
voice introduces itself as Odo Proudfoot. They recognize the like vehicles that can be ridden at some speed! Mayor Pott
name as belonging to someone working for the Quick Post harrumphs if the player-heroes ask to use the velocipedes; he
in Michel Delving. Odo asks if he can come in, which will reminds them that they are doing community service and he
likely seem strange to the company, seeing as the door han- expects them to suffer, at least a little bit.
dle is on his side.
If the Player-­heroes ‘borrow’ the velocipedes to leave
Michel Delving in a hurry, they must succeed on a DC
10 Dexterity (Acrobatics) check to master the strange
contraptions without anyone noticing their clumsy
THE LETTER TO BAMFURLONG attempt. A failure indicates that some local takes
­ obbits have a great respect for propriety and
H notice of the Player-­heroes’ suspicious activities, and
privacy, and that includes matters of the Quick the theft of the velocipedes is added to the conspira-
Post. The letter is sealed by wax, but has no sym- tors list of misdeeds!
bol set into the seal. Player-­heroes would know
that opening the letter would be a most improper If the Player-heroes leave Michel Delving riding the veloci-
invasion of privacy, and the Misdeed would gain pedes, whenever they must make a fatigue saving throw they
them 1 point of Shadow. have advantage.

75
THE SHIRE

part two: round and round steal some food from the travellers. If shooed away rudely,
Having escaped Michel Delving, the Player-­heroes now begin they flee into the woods and each Player-hero gains 1 point
their journey east towards the Marish and Bamfurlong. Nor- of Shadow (no saving throw to resist), but if treated kindly
mally, such a trip should take about four or five days to com- or even offered a bit of food by the ­Hobbits, they take a few
plete, and require the rules for ­Hobbit Walks described on bites off whatever they are offered, chitter excitedly, and flee
page 16. But while the Shire is a peaceful land free of many into the woods.
of the troubles that plague other regions, travelling across As the Player-­heroes enter the Woody End itself on their
its length is not without its own challenges. third day of travelling, the Lore­master must consider how the
Player-­heroes interacted with the beasts they have encoun-
From your first hours on the road, you realise that what Odo tered in their adventures so far. This includes Firework the
told you seems right — more Bounders than usual are out dog from A Conspiracy Most Cracked, Gertrude the mule and
making their rounds. So, you have no other choice than to the owl in Waymeet, and the curious squirrel couple encoun-
stay off the roads. This means riding along well-­trodden tered the previous evening. Word of their actions has spread
country paths and tracks, heading east towards Whitwell, among these creatures across the Shire, and now their rep-
and Tookland beyond. utation precedes them.
But what could be little more than an extended walking
party soon proves troublesome... You have set out on your post-
man duties across the Shire without provisions, save for a few
bits of old and stale bread and cheese from beneath the Town
Hole of Michel Delving, and this is a problem of capital import!

The first day of travel brings the Player-­heroes to the out- FINDING FOOD TO GO
skirts of Tookbank — they may consider the possibility of The Lore­master can resolve any foraging action
sneaking into town and purloining something to eat — but attempted by the Player-­heroes as follows (each
that is a risky business. Alternatively, they can search for player has one ability check for each day of travel):
wild fruits and berries growing in the open land, or even ♦ Player-heroes attempting to sneak into a
attempt to ‘borrow’ carrots or other choice vegetables from village to steal food must make a DC 15
one of the many farms of Tookland. Hunting small game is Dexterity (Sleight of Hand) or Dexterity
right out, given that the tiny creatures found in the region (Stealth) check.
are not likely to make more than a mouthful even if they ♦ Those searching the wilderness for wild
could be snared. fruit can make a DC 10 Intelligence
On their second day of travel, dawn comes bright and (Nature) check.
clear, with all indications that it will be a perfectly fine day ♦ Anyone looking for a vegetable field to
for walking. However, as midday draws near, the sky turns pluck a cabbage or two from must make a
grey, and heavy clouds roll in. By the time lunch has passed, DC 10 Intelligence (Investigation) or Wis-
a heavy rainstorm has released its fury, and the Player-­heroes dom (Perception) check.
find themselves trudging through muddy terrain as they head
towards the Green Hill Country. Success means they have found enough food
for themselves for one day. Succeeding by 5 or
Each Player-hero must succeed on a fatigue saving more yields enough food to feed themselves for
throw to avoid suffering one level of exhaustion, as an additional day — or to feed themselves and
the weight of hard travel begins to press down upon another ­Hobbit.
them, body and soul.
Any Player-hero who goes to bed each
The rain subsides at sunset, and soon the night sky clears. day with an empty belly must succeed
Plodding in the dark on hilly terrain is not a wise idea, and on a DC 10 Constitution saving throw to
while the Player-­heroes might press on into the Woody End avoid suffering one level of exhaustion
that evening, it is probably best that they bed down for the and gaining 1 point of Shadow, as they
night. Just as they are about to sleep for the evening, a pair suffer the incomprehensible fate of going
of red squirrels wander curiously into their camp, and try to to bed with no supper!

76
I nvoluntary P ostmen

If in the majority of cases the animals were treated The Elvish provisions restore both heart and spirit,
kindly and shown compassion, then the Player-­heroes granting all the benefits of a long rest.
find their journey in the forest light and easy, discover-
ing convenient berry bushes along the road, allowing Galdor is a kind but curious guest, and subtly questions the
them to eat, and finding the finch songs reaching into Player-­heroes. This attempt goes unnoticed unless a Player-­
their hearts. Each of them gains inspiration. hero succeeds on a DC 15 Wisdom (Insight) check. If they
fail, he draws the truth of their adventures from them — but
If most animals were treated poorly, the forest is he offers laughter, a light heart, and a fair song in return for
oppressive: the sounds of the beasts and birds have this information. He tells them to sleep peacefully tonight,
a dour and unwelcome note to them, and each each for they have nothing to fear.
Player-hero gains 2 points of Shadow from Dread (DC When the H ­ obbits wake in the morning, they find fresh
10 Charisma saving throw to resist). Those who fail fruit and nuts to serve as breakfast, and Galdor is already
the saving throw by 5 or more also gain one level of awake. He tells them that he has an errand to attend to, and
exhaustion. must now depart. He offers them blessings and cautions
regarding further adventures. Moments later, he vanishes

part three: enchantment


into the forest of the Woody End.

in the woody end


As the Player-­heroes reach the eastern edge of the Woody
Galdor of the Havens
End and they hear the babbling waters of the Stock-­brook, a
new enchantment reveals itself.

The stars burn bright and free tonight, in spite of your wea-
riness and the hunger you have faced along your journey.
A lightness enters your heart as you rest upon the banks of
the Stock-­brook. Then, as if the starlight were given form
and voice, you see a being from legend step out of the soft
embrace of night to shine upon you. A voice like music says
“Elen síla lúmenn’ omentielvo.”
As if given form by that song, you see an Elf, clad in blue
raiment with hair as fair as gold. He smiles at you and your
companions, “Whether it be a merry chance or some greater
will that has brought us together, I am glad for it. I am Gal-
dor of the Havens, and I have long been curious about the
mischievous H ­ obbits that have been going about causing all
manner of stories to be spun by birds and beasts across the
Shire. Why, I spoke only a few days ago to Badger-­brock of
the Withywindle, and he told me of your company, each by
name, as he had heard it from a finch, who heard it from a
fox. I suspect that by now, even Iarwain in the Old Forest
has heard of your merry mishaps. But I am forgetting myself,
adopting rustic ways for these rustic realms. May I trade
some simple Elvish travelling fare in exchange for sharing
your Company and your camp this evening?”

If the Player-­heroes accept Galdor’s Company, he does indeed


provide them with loaves of fair white bread and a light,
golden beverage.

77
THE SHIRE

Farmer Maggot

As the Player-­heroes approach, they see a young but


broad ­Hobbit in his tweens working the fields, and stop-
ping to watch them closely as he leans upon a shovel. Upon
spotting the Player-­heroes, he shoulders the shovel, saun-
ters towards them, and tersely asks them their business. He
regards them cautiously, one by one. He offers them noth-
ing but a stern look and his name, Farmer Maggot, dismiss-
ing them out of hand unless they mention that they carry
a letter for him. He asks them to produce the letter, which
he snatches from them and tears open on the spot. After
reading a few lines, he lets out a deep laugh, and seems to
relax into an amiable H­ obbit.

“I was told you were coming, but I wasn’t sure I would have
actually seen you in the flesh. It’s quite a long road from
Michel Delving! Please, please, follow me. You must be hun-
gry, and thirsty, and quite weary by the look of you.”

Farmer Maggot invites the conspirators to follow him to his


home, where he leads them into his kitchen. There, they see
a fine table has been laid, and none other than Bilbo Baggins

epilogue
himself sits at it, eating a bright-­coloured apple!
Bilbo smiles impishly at Maggot, and winks at the Player-­
Later that same day, the conspirators finally cross the Stock-­ heroes.
brook at a spot where it meanders shallowly and can be
forded. After having asked some fishermen for directions, “Oh, I see you got my letter, good Mister Maggot! Now that
the Player-­heroes arrive that afternoon at Bamfurlong in we’re all here, we’ll get to the business at hand!”
the Marish.
Bamfurlong is a long brick farmhouse with a thatched At the end of this adventure, the Loremaster should
roof, surrounded by great fields of vegetables in their full award each Player-hero 75 to 150 XP, depending on
bloom of the season which run up to a high wall with a gate how they fared during the journey.
that marks the entrance upon the lane. It is located approx-
imately halfway between Stock and Rushey.

78
T o S oothe a S avage B east

to soothe a savage beast


There was victory and defeat; and towers fell,
fortresses were burned, and flames went up into the sky.

One final favour, and Bilbo will leave his beloved conspirators
in peace. He joins them for a visit with young Farmer Maggot,
freshly of Bamfurlong, as he is a shrewd farmer with much
insight into the misunderstood ways of Bucklanders. But Mag-
got has his own troubles with a terrible beast from over the
High Hay, and before long, the conspirators find themselves
in the heart of the Old Forest after dark and face to face with
the true wonder and danger that awaits when simple H ­ obbits
move beyond the borders of the Shire.

This adventure should be played as the last one taken


from this volume. If played in sequence, summer is
now waning, in the year S.R. 1360.

Having arrived before the others at Bamfurlong, Bilbo


returns as a playable Player-­hero available to the play-
ers. If they need to swap out an existing character it is
recommended that Lobelia be the one to leave the con-
spirators — clearly having had more than enough of
this nonsense, and quite infuriated to have anything to
do with Bucklanders and any business beyond the Shire
proper, she returns to her mother’s home in the Yale.

part one: buckland bound farmlands. “Chickens,” he says suddenly as he blows out a
The adventure opens with the Player-­heroes awakening once long line of blue-­grey smoke. “It is because of my chickens
again in comfortable beds inside the farmhouse of Bamfur- that I sent my letter, Master Baggins.”
long to the scent of eggs and mushrooms cooking for a late Any hint of jest fades away as he leans in to you and
breakfast. The last few days have been a welcome comfort your friends. “And to be honest, I’m glad you have not come
after their long journey across the Shire. alone. When I saw that thing that night, blood in its teeth
and fire in its eyes, I knew it was something beyond the
The Lore­master should grant each character the ben- ken of myself or any other folk in the Eastfarthing. It was
efits of a long rest. a beast, I tell you, and not some hungry wolf that came up
from Dunland starving. This was a black thing, as if its fur
Bilbo and Maggot both dismiss any ‘business talk’ until after had been burnt like kindling, with nothing natural about
the table has been cleared, but soon after the crockery has it, and it set chills down my spine — no easy task, mind
been cleaned and pipes have been lit, Maggot’s demeanour you. But when I heard it growl at me, we locked eyes and I
turns grim. saw naught but a lust for death in its gaze. It meant to kill
The Lore­master can read or paraphrase the following text. more than my chickens in their coop that night. I grabbed a
lantern in one hand you see, and my chopping axe. If it was
Sitting upon a long bench under the eaves of Bamfurlong, going to take me, I wasn’t going down without a fight. Before
Farmer Maggot takes a long draw from his pipe and gazes I knew what happened, it was on me, crossing the field in a
out to a small ruined building on the far side of his wide bound and pinning me to the soil, snarling and slavering.”

79
THE SHIRE

Maggot’s eyes glaze over in memory and you see him Ferry. Indeed, they can see it for themselves in the distance, illu-
tremble at the recollection. “In a fit, I swung my lantern up minated by starlight reflected in the Brandy­wine River.
and it shattered, pouring oil upon its muzzle. It yelped and The Lore­master can read or paraphrase the following text.
screamed as the fire blazed, and it fled into the dark. The
last things I saw before it disappeared towards the Brandy­ At last this uneasy night stroll reaches its destination. You
wine were those horrible, fiery eyes.” see as you turn off the Causeway, further down the lane, the
He sets his pipe on the bench beside him. “It's still out square floating platform that is the Buckle­bury Ferry. With
there. I swear I’ve seen it beyond the edges of Bamfurlong no ferryman tending it at night, you will have to cross on
on more than one night since then, those eyes burning into your own, but the water is calm, and the stars are bright.
me from the dark. And if the stirrings from Buckland are A sigh of released tension is prematurely interrupted when
any hint, it is causing no end of trouble there too. Master you see a pair of red eyes come up from the ditch along the
Bilbo, sir, I was hoping that you and your friends here western side of the Causeway.
might help me and the Buckland folk put a stop to that It may have once been a dog or wolf, but its fur is burnt
foul thing’s hunting before it gets a taste for something and stiff, the colour of cold ashes. Fiery eyes gleam in the
more than chickens.” night as it prowls towards you, never flinching. Its predatory
confidence grows with each step. Never once does it make a
Maggot has little to offer in reward for their aid, but will give sound, not even its footfalls. Nearly as tall as a ­Hobbit at
the conspirators a bed at Bamfurlong should ever they need it the shoulder, its silent snarl reveals white fangs stained pink,
in days to come, and send them off with a basket of his mush- as it breaks into a charge towards you!
rooms, which can serve as fine provender as they search for
the ‘Burnt Beast’, as he calls it, with a promise of more any
time they wish after the matter is settled.
Finally, Maggot adds that he only ever saw the beast at
night, and he believes it has somehow crossed over to Buck-
land and is troubling the Brandybucks now, based on news
he’s heard from Buckle­bury. They might want to begin their
search for the creature by crossing the Brandy­wine at Buckle­
bury Ferry, and should probably depart this same evening.

UP THE CAUSEWAY TO BUCKLE­B URY FERRY


The trip up the Causeway to reach Buckle­bury Ferry is an
easy one, but the evening air feels strangely still. No ­Hobbits
are seen relaxing out of doors on their farms in the Marish,
and no children are found catching fireflies.
One hour later, about halfway to the Ferry, the Player-­
heroes feel a growing sense of dread creeping over them, as
if a rabbit were sensing a nearby predator. It’s a disheartening
feeling, seeping into their very bones.

As they continue on, each Player-hero gains 2 points


of Shadow from Dread (DC 10 Charisma saving throw
to resist). Those who fail are unable to spot something
specific that is causing their unease, but those who are
successful see a pair of red eyes here and there. Once
behind a fence, another time obscured by a row of
hedges, and again slipping away behind a small house.

Upon finally reaching the winding road that turns east off the
Causeway, they begin walking down the path towards Buckle­bury

80
T o S oothe a S avage B east

This is a true battle. The Player-­heroes have little time to pre- ACTIONS
pare for it, and indeed it might be wiser for them to consider MULTIATTACK. The Burnt Beast can use its Strike Fear.
the option of escaping, for example using the Ferry. It then makes one attack with its bite.
BITE. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Racing down the road and leaping onto the ferry target. Hit: 8 (2d4 + 3) piercing damage. If the target is
requires a DC 10 Strength (Athletics) check, and the a creature, it must make a DC 12 Strength saving throw
choice of whether to stand and fight or flee must be or be knocked prone.
made quickly. STRIKE FEAR. Each creature of the Burnt Beast's choice
that is within 60 feet of the Burnt Beast and aware of
The Lore­master should press the players, and force them to it gains 1 Shadow point from Dread, resisted by a DC
13 Charisma saving throw. On a failed save, a target
make their choice swiftly. Those who fail their check to flee fall
becomes frightened for 1 minute. If the save fails by 5
behind and become a prime target for the terrible black beast.
or more, the target gains 2 Shadow points instead of
1 and is also stunned while frightened. A creature can
Player-heroes who muster their courage and decide repeat the saving throw at the end of each of its turns,
to stand and fight in hopes of delaying the creature ending the effect on itself on a success. If a creature's
or protecting their friends start the fight 30 feet from saving throw is successful or the effect ends for it, the
the beast. If the creature is reduced to half or less of creature is immune to the Burnt Beast's Strike Fear for
its hit points, it turns and flees, leaping over the far the next 24 hours.
side of the Causeway and disappearing into the night.

part two:
buckland troubles
Once the characters have begun their crossing, they can gaze
back upon the western bank of the Brandywine River, noticing
a pair of red eyes watching them from the darkness, before After crossing the Brandy­wine, the Player-­heroes enter Buck-
the beast darts north along the river bank. land and head towards Brandy Hall in the late hours of the
night. Right after leaving the ferry, they are approached by
Burnt Beast a Bucklander watchman carrying a lantern, with his other
Medium beast hand resting on the pommel of a sheathed short sword. He is
terse with the Player-­heroes, telling them that they shouldn’t
STR DEX CON INT WIS CHA be using the ferry at night, and that any strangers are to be
14 (+2) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 7 (-2)
escorted to Brandy Hall for their own safety. He offers to
ARMOUR CLASS 15 (natural armour) guide them the rest of the way. If they refuse, he insists, say-
HIT POINTS 45 (7d8 + 14) ing it’s the Master of Buckland’s orders.
SPEED 50 ft.
SKILLS Intimidation +1, Perception +5, Stealth +5 While walking to Brandy Hall, any Player-­heroes that
SENSES darkvision 60 ft., passive Perception 15 (20 when ask the guard what is causing the extra security mea-
relying on hearing or smell) sures must make a DC 10 Charisma (Persuasion) check
LANGUAGES - to get him to open up — though no check is necessary
CHALLENGE 2 (450 XP, proficiency bonus +2) if Rory or ­Primula Brandybuck are among the Player-­
FEAR OF FIRE. If the Burnt Beast takes fire or radiant heroes present. If successful, he introduces himself
damage, it must succeed on a Charisma (Intimidation) as Braddoc, and reveals that there are rumours of
check (DC 10 + damage taken) or be frightened until the a savage creature threatening the locals. If they suc-
end of its next turn. ceed by 5 or more, he tells them some kind of wild
POUNCE. If the Burnt Beast moves at least 20 feet dog matching the description of the beast was seen
straight towards a creature and then hits it with a bite prowling around Crickhollow, terrorizing the area.
attack on the same turn, that target must succeed on a
DC 13 Strength saving throw or be knocked prone. If
Upon arriving at Brandy Hall, the Player-­heroes are given
the target is prone, the Burnt Beast can make one bite
a chance to rest and recount their troubles. The Master of
attack against it as a bonus action.
Buckland himself, Gorbadoc Brandybuck, comes to hear their
KEEN HEARING AND SMELL. The Burnt Beast has ad-
vantage on Wisdom (Perception) checks that rely on tale, for it concerns him greatly, as Rory and Primula are his
hearing or smell. children and Drogo is to be his son by marriage.

81
THE SHIRE

The beast, Gorbadoc tells them, has been taking livestock


from Newbury, and just last night Rollo Boffin sounded the
alarm, claiming he saw the beast on the edge of his property
at Crickhollow. He fears it's only a matter of time before the
creature hurts someone.
Before going to bed, Gorbadoc adds that even as Master
of Buckland, he’s got no right to tell others how to live, but
if they’re going to stick their nose into this matter they’d
best be careful.

CRISIS AT CRICKHOLLOW
An hour before dawn Saradas Brandybuck (brother of Rory
and Primula) wakes the Player-­heroes, and tells them that
there’s been another attack. Rollo Boffin came running from
Crickhollow all the way to Brandy Hall, screaming that he’d
seen the beast again, and that this time the thing had been
snarling at his very window. Saradas tells the Player-­heroes
that Gorbadoc is asleep, and he didn’t want to wake the old
Master, so he came and got them instead.
Saradas leads them to a parlour in Brandy Hall where
Gorbadoc Brandybuck
the newly arrived Rollo is sitting with shaking hands, nurs-
ing a cup of tea. Fearfully, and with stumbling words, Rollo
describes the beast he saw, with fur burnt black and red
Lore­masters can read or paraphrase the following text fiery eyes, stalking back and forth near the edge of his
to open the scene. property. He panicked and fled, running as fast as he could
until he reached Brandy Hall. He begs the conspirators
Braddoc the watchman leads you up the road and to the main to help him.
entrance of the grand ­Hobbit-­hole that is Brandy Hall. Much When Rollo’s story ends, the players turn to see Gorbadoc
to your surprise, given the time of night, you see none other than who has been standing in the doorway listening quietly. With a
the Master of Buckland, Gorbadoc Brandybuck himself, pacing reluctant look upon his face, he nods, saying Rollo is right. He
on the front walk. Pipe clenched in his teeth and leaning on a needs to keep the watchmen here and it's only proper that the
heavy wooden cudgel, he looks up at the light of Braddoc’s lan- Player-­heroes investigate since they’ve encountered the creature
tern and smiles. “Glad to see you, my lads and lasses.” before. Once all is agreed upon, if Drogo is in the Company, then
Gorbadoc puts a hand on his shoulder and tells him “Thank you,
Trouble is visible on Gorbadoc’s face, but he waves it away after son. For what you’re doing for my family and my daughter. You
offering Braddoc a quick thank you and asking the group if and your family will always have a room at Brandy Hall.”
they’d like to come in for some late-­night vittles. Once they’ve The characters arrive at Crickhollow after a brief early
all sat down at the table, Gorbadoc assures everyone that morning walk from Brandy Hall a few miles away, but find no
they’ll have proper lodging for the night. It’s only then that he damage to the house itself. Anyone who searches the prop-
brings up the subject of the creature, asking anyone injured erty discovers signs of disturbance — trampled flower beds,
in their previous encounter with the beast where they got bark ripped from trees as if by animal claws, the carcasses of
their wounds. He tells them that the beast has been prowling a few dead rabbits, and most disturbing of all, great gouges
about Buckland as well, and it troubles him to hear it's some- in the rear door of Rollo Boffin’s house.
how crossed the Brandy­wine — such a thing makes no sense
to him, as the creature was only spotted last night, and he Anyone who succeed on a DC 10 Intelligence (Inves-
finds it hard to believe that the beast swam the length of the tigation) check spots a small trail leading towards the
Brandy­wine and then back again to trouble Farmer Maggot. eastern end of the property that appears to dip and
run to the very High Hay itself. Once they get near
it, the Player-­heroes get the uncanny sense that they
are being watched.

82
T o S oothe a S avage B east

It is then that the beast strikes again! Leaping from a long Player-­heroes asking the Lore­master what they know
shadow cast by the rising sun against the High Hay, the horrid about tales of the Old Forest may make a DC 10 Intel-
creature lunges at the nearest Player-­hero! But the creature ligence (Old Lore) check. With a success, they learn
is not moving in for the kill — after a single successful attack that rumour has it that the forest is alive and actively
or after being hit, the beast runs down the narrow path to dislikes visitors, with some believing that the trees
the end of the property and disappears. themselves actually move to obstruct travellers with
The path from Crickhollow to the High Hay dips very twisting roots and tangling branches. Long ago some
low as it goes on for some time, eventually coming to a brick ­Hobbits actually drove the Old Forest back when
lined gap in the Hedge where it ends in a set of thick iron the wood itself moved and tried to attack the hedge.
bars. Though once forming a sturdy barrier, the gate appears Bucklanders travelled beyond the High Hay and drove
to have been bent and twisted by some creature from the Old it away with fire. Succeeding by 5 or more includes
Forest trying to get in. knowledge that the Old Forest is said to be the home
Careful examination of the gate via another successful of a wandering spirit that speaks to trees and bends
DC 10 Intelligence (Investigation) check reveals a few tufts the beasts that live in it to his will.
of black fur caught in a hinge. It is clear that the black beast
came this way, from somewhere inside the Old Forest. If they THE HUNT FOR THE BURNT BEAST
do not dare to take the hunt for the terrible creature into such The Lore­master should ask the players which one (and
a gloomy and dangerous place, it will only continue to plague only one) of the Player-­heroes will act as the scout for the
the people of the Eastfarthing for countless nights to come. group. The scout is in charge of trying to maintain orien-
tation and prevent them from getting lost in the strange

part three: the old forest


and shifting Old Forest. All Player-­heroes not serving as the
scout are instead searching for signs of the beast's passage
The Player-­heroes have now truly passed beyond the safety of as hunters. This could include tufts of fur, blood, or paw
the Shire. After slipping through the tiny iron gate beneath prints. There is no limit to the number of Player-­heroes
the High Hay and into the Old Forest proper, they catch their attempting to track the beast, though no character can be
first full look at this strange and legendary wood. both scout and hunter.

The Old Forest. Countless tales are told, from Buckland to For every hour of search, the scout must make a DC
the White Downs, about the strange affairs of this untamed 15 Wisdom (Explore) check, while the hunters must
wild. To your surprise, the forest itself does not immediately accumulate three successful DC 15 Wisdom (Hunt-
leap out and attack you as soon as you step past the bent ing) checks. If the Wisdom (Explore) check fails, the
iron gate and fully into the woods. Wisdom (Hunting) checks have disadvantage; if it suc-
Instead, a thin collection of trees, bent and gnarled, sur- ceeds by 5 or more, they have advantage instead.
rounds you, just out of reach, their full branches not quite
touching you. A wide path, barely visible from the gate, runs
east and slightly to the north, over a low rise where you see
a break in the trees. After a brief walk through moss-­covered
trees growing in countless shapes and sizes, you come to a
wide, bare space where no trees grow. It forms a wide circle,
and the sun reaches down, unobscured by the thick canopy ANGERING THE OLD FOREST
of reaching branches and wide leaves. Player-­heroes who brandish axes or speak ill of
Beyond this, the Old Forest grows thick and free. Trees, the forest may find the trees treat them with even
gnarled and twisted, with great roots sticking up from the more contempt and malice than before. Insults
ground and dipping back down again, grow freely, and and threats spoken aloud in the Old Forest can
there is little in the way of a path as the ground continues a make this journey even more dangerous, and the
slow ascent, and the sense that you are an unwanted visitor Lore­master should consider increasing the number
and are being watched grows in your mind. In this wild and of successful Wisdom (Hunting) checks required if
twisted place, it is clear that the Burnt Beast will have the they speak so foolishly!
advantage, and your hunt will be most difficult.

83
THE SHIRE

After each check, the Loremaster must roll a d12 to After a number of turns of battle, Tom Bombadil
determine what type of strange encounter occurs, arrives and chases away the beasts. The number of
using the table found on page 51. Likewise, for every turns is equal to 10, minus 2 for each instance that
failed Wisdom (Hunting) check, the Loremaster rolls the Player-­heroes have shown kindness to the animal
on the table again. inhabitants of the Shire (including, but not limited to,
the owl at Waymeet, Firework the dog, the squirrels
Once the required successes have been reached, the Com- of Woody End, etc.).
pany finds the Burnt Beast, which prowls near the banks of
the Withywindle, prepared to ambush the characters. Go to If the Player-­heroes defeat the Burnt Beasts before Tom’s
Part Four. arrival, this changes little, and the situation still plays out
narratively as before. They simply flee into the forest and

part four: burning battle


Tom arrives moments later.

The Player-­heroes have finally cornered the Burnt Beast, Breaking through your fear and weariness, you hear a
and can put an end to the troubles it is bringing to the strange voice rise, and the black beasts draw back from you,
Eastfarthing! looking towards the sound. Dancing as though at a spring
festival, you see a wanderer merrily skipping about in yellow
The thick woodland opens ever so slightly to reveal a great boots. Taller than a ­Hobbit, though not as tall as a Man, his
thorn thicket that is impossibly large and twisted. From face sports a careful smile, and he sweeps off his great floppy
under the strangling vines, you see a familiar pair of hat with a bow to you, and then again to the two beasts!
burning eyes, as the Burnt Beast slithers forth from the Rising again, replacing his hat and straightening his blue
darkness. An instant later, a chill runs down your spine, jacket, he speaks in a kind of sing-­song rhyme.
as a second pair of eyes appears in the darkness only a
moment before another of these horrid creatures comes forth, “Hey ho, silly ho, tramp across the forest
intent on devouring you and your friends. It is not one Little creatures under foot, black dogs are the sorest
of these shadowed predators prowling the Old Forest, but Go now, silly dogs, cast away your ire
a fierce mated pair that has been cornered and driven to ­Hobbits only hope to help,
defend the bramble-­ridden thorn hedge they’ve taken as Come now, little dogs, no need to be so dire”
home. They leap forward, prepared to finish you and your
friends off now that there are no people of the Shire to hear Tom prances over to the Player-­heroes, and the Burnt Beasts
your screams. break off their attack and flee from his presence. He pays
them little heed for his part, much more interested in the
The Burnt Beasts, now revealed to be a pair and not a singu- Player-­heroes. Instead, he sings his brief rhyme and then
lar creature, are cornered and threatened, fighting fiercely. merrily bids the ­Hobbits to follow him to his house, where
More dangerous than anything the conspirators have faced they can find refreshment and recover (see page 53).
so far, this seems a true life-­or-­death situation — the Burnt While the Player-­heroes rest for the evening in the House
Beasts have drawn the Player-­heroes out of the Shire and of Bombadil, Tom reveals what he knows about the true
into their territory. nature of the Burnt Beasts: They were once hounds owned
The Lore­master should refer to the stats presented on by a lord of Men, residing long ago in a tower of stone which
page 81 for both Burnt Beasts. rose among the hills which are now known as the Barrow-­
downs, beyond the Old Forest. In a time of terrible war, the
ANCIENT SONGS AND NEW FRIENDS lord perished among the flames, and his faithful hounds with
Fortunately, all the commotion going on in the Old Forest him. When evil spirits descended upon the Barrow-­downs,
has not gone unnoticed. Depending on how the Player-­heroes many years later, the hounds returned as dark reflections of
have acted through the course of their adventures, aid may what they once were.
soon arrive to help them in this dire time. They are now terrible creatures, but yet, they are not
entirely evil, says Tom — something of their faithful nature

84
T o S oothe a S avage B east

remains, and they seldom attempt to kill. But their malice is epilogue
growing year after year, as if the ill-­will of the Old Forest itself Having released the hounds from their curse, the Player-­heroes
is slowly taking over. Can it be that something can be done to make their way through the Old Forest back towards the Shire,
remind them of what it means to be steadfast and true? Can and oddly enough, the woods do not seem to impede their
they be given peace? Perhaps, Tom asks, if the Player-­heroes are travel. Once back in Buckland, the Player-­heroes are given a
willing to help them find their way back to being fine compan- warm welcome by Gorbadoc, and another night of fine eating
ion hounds, they could be released from their wretched state. and resting before crossing the Brandy­wine back into the Marish.
If the Player-­heroes agree, Tom tells them that the Burnt The Lore­master can read or paraphrase the following text.
Beasts must be again given proper names, and if the Player-­
heroes will give them such names, the true and loyal nature You arrive at Maggot’s house just in time for dinner, and
of their hearts can perhaps be restored. When asked why Tom find the farmer intent on rebuilding his chicken coop. As
couldn’t name them himself, he says: you greet Maggot, to your surprise and amazement the once-­
“Tom doesn’t fear the hounds, and the hounds leave Tom cursed dogs appear out of nowhere and run to Maggot, bark-
be, my merries! Listen to Old Tom’s songs and sing them back, ing merrily. At first, the farmer is a bit fearful, but both dogs
recalling hearth and home. Gentle voices and kind souls will tackle him and begin to lick him and play with him. Slowly,
cast away the doom.” Maggot’s demeanour changes, and he begins to pet and play
Tom teaches them several of his strange songs, as if they with them. In time, Maggot gently brings them to heel and
were simple children’s rhymes, then merrily bids the charac- calls you to join him for dinner.
ters get a good night’s rest in his home. Come dawn, they can As you sit at the dinner table, Maggot asks if these fine
set out with a song in their hearts to restore the Burnt Beasts. beasts have names. You recount what happened in the Old
Forest, and as you do so, you realize that the friendliness
RETURN TO THE LAIR of the two dogs towards Maggot must be a sort of gift from
At dawn, the Player-­heroes awake to find Tom has gone out to Tom — could it be that they know each other?
collect river lilies for his wife. Goldberry tells the Player-­heroes
that the Burnt Beasts are still prowling around their lair in Over a hearty home-­cooked meal, Maggot says that he was not
the nearby thorny thicket. Upon returning to the thicket, the one to keep beasts around, but these dogs seem rather fond
Player-­heroes spot the mated pair of creatures at once. They of him, and they might make fine breeding stock for years
move to attack as soon as the conspirators arrive. to come. If any fierceness remains in their hearts, they’ll be
Though the Player-­heroes can kill the Burnt Beasts with fine protectors for his family. He thanks the Player-­heroes for
their weapons, their death is not permanent. They will rise their aid and asks them if they’ll stay for the night.
again, and return to plague the Shire, unless they are slain Come morning, Bilbo declares that he has had a wonder-
using blades of Westernesse or similar magical weapons. Instead, ful little adventure, and enough proper research has been
some among the Player-­heroes must hold off the savage beasts gathered for his book. He kindly thanks the Player-­heroes for
while others sing the songs they learned from Bombadil. their involvement and declares that they all shall be invited
to the next great party he throws, and every party to come.
This requires the conspirators to succeed on three DC As time goes on, Bilbo becomes more reclusive, and the
12 Charisma (Performance) checks. Any number of other H ­ obbits return to their lives. Gossip regarding their
Player-­heroes not engaged with the Burnt Beasts can mischief fades away over the years, and life once again returns
sing as an action. to normal in the Shire, for a few years at least...

If successful, the Burnt Beasts become light of heart, as all dark- At the end of this adventure, the Loremaster should
ness and sorrow is washed away from their spirit. At that point, award each Player-hero 150 to 300 XP, depending on
the Player-­heroes can give them a name. Once the power of whether they released the Burnt Beasts from their
Tom’s song and their new names have taken hold, the ashen curse or not.
features of the Burnt Beasts fade away, and their eyes brighten
from fiery red to a gentle colour. The hounds, joyful, cheerful
creatures once more, run away to play on the paths of the Old
Forest, running beyond the edge of the Player-­heroes’ sight.

85
He looked at maps, and wondered what lay beyond their edges:
maps made in the Shire showed mostly white spaces beyond its borders.

This page marks the end of your adventures in the Shire for the moment!
You can continue by creating your own, using the information contained in the Regarding The Shire chapter.
APPENDIX
drogo baggins
I get myself all settled in Buckland and ready to get married with a nice wing of Brandy
Hall all to myself, and Cousin Bilbo goes calling me to Hobbiton! It’s not quite proper,
mind you. But I’ve done my fair share of improper things, I suppose, like packing up to
live across the Brandywine like some boot-wearing river-Hobbit. Primula tells me I need
to buck up my courage (a little Brandybuck humor, that) and get past my fears if I’m
ever to earn a proper place at Brandy Hall. So, I suppose we’ll see what strangeness
Cousin Bilbo’s got planned, so long as there’s no boats involved. I’m still a proper
Westfarthing Hobbit, and not comfortable with those untrustworthy contraptions yet.

Drogo Baggins is about fifty years old at the time of these adventures, and is quite the proper Hobbit, if a little overweight. One
day, he will marry his lovely Primula, and the two will have a son, Frodo Baggins.
NAME Messenger 1
Drogo Baggins Calling and Level Distinctive Features Player Name

Harfoot Hobbit
Culture Shadow Path Experience Points

STRENGTH

inspiration
10 12 30ft Heir Name

ARMOR
CLASS INITIATIVE SPEED
Investment
+0 HEIR

+2 proficiency bonus
10
DEXTERITY
Hit Point Maximum

10 Disadvantage on ability checks

Temporary Speed halved


+0 Strength Hit Points
+2 Dexterity Disadvantage on attack rolls and saving throws
CURRENT HIT POINTS
Constitution
CONSTITUTION Hit point maximum halved
Intelligence

14 Wisdom Successes Speed reduced to 0


+4 Charisma Failures
6- Death
HIT DICE DEATH SAVES
+2 SAVING THROWS EXHAUSTION

INTELLIGENCE
Acrobatics (Dex) Weapon Atk Bonus Damage Range
Folk-lore, Hobbit-sense, Tireless and Swift,
12 Animal Handling (Wis)
Athletics (Str) Unarmoured Defence, Unobtrusive
Deception (Cha)
+1 Explore (Wis)
Hunting (Wis)
+3 Insight (Wis)
WISDOM
Intimidation (Cha) ATTACKS
Investigation (Int)
14 Medicine (Wis)
Nature (Int)
+2 +3 Old Lore (Int)
Perception (Wis)
+4 Performance (Cha)
CHARISMA +4 Persuasion (Cha)
+3 Riddle (Int)
15 Sleight of Hand (Dex)
+2 Stealth (Dex)
+2 +4 Travel (Wis)

SKIll S REWARDS

12 PASSIVE WISDOM (PERCEPTION)


Traveller’s clothes,
pipe (10 uses)
Copper Coins
Tools: Chess, fiddle, herbalism kit, pipes

Languages: Westron Silver Pennies

Gold Pieces
TOOL PROFICIENCIES AND LANGUAGES EQUIPMENT FEATURES, TRAITS, AND VIRTUES
esmeralda took
Oh, this is going to be delightful! A true Baggins Adventure right here, set out by
the Master of Bag End himself! Yes, I know I’m technically here because Great Aunt
Lalia wanted me to make sure “that Mad Baggins didn’t stir up any nonsense”,
and more likely to get me out of Tuckborough for a few days after the to-do at her
birthday party last year, but that wasn’t my fault, and truth be told, I plan on coming
back with a good story or two in my pocket. In fact, I’ve no doubt that I’ll have more
yarns to spin than Gammer Rosa keeps by that creaking old rocker of hers.

A great-granddaughter of Gerontius, the Old Took, she is still in her tweens. She was about five years old when Bilbo Baggins
left Bag End to go and claim the gold of Smaug the Dragon. She’ll marry Saradoc Brandybuck, and one day become the mother
of one Meriadoc Brandybuck.
NAME Treasure Hunter 1
Esmeralda Took Calling and Level Distinctive Features Player Name

Fallohide Hobbit
Culture Shadow Path Experience Points

STRENGTH

inspiration
8 13 25ft Heir Name

ARMOR
CLASS INITIATIVE SPEED
Investment
-1 HEIR

+2 proficiency bonus
10
DEXTERITY
Hit Point Maximum

17 Disadvantage on ability checks

Temporary Speed halved


+3 Strength Hit Points
+5 Dexterity Disadvantage on attack rolls and saving throws
CURRENT HIT POINTS
Constitution
CONSTITUTION Hit point maximum halved
+2 Intelligence
14 Wisdom Successes Speed reduced to 0
Charisma Failures
6- Death
HIT DICE DEATH SAVES
+2 SAVING THROWS EXHAUSTION

INTELLIGENCE
+5 Acrobatics (Dex) Weapon Atk Bonus Damage Range
Expertise (Perception, Stealth),
10 +1
Animal Handling (Wis)
Athletics (Str) Hobbit-sense, Sneak Attack (1d6),
+4 Deception (Cha)
Unobtrusive
+0 +3 Explore (Wis)
Hunting (Wis)
Insight (Wis)
WISDOM
Intimidation (Cha) ATTACKS
Investigation (Int)
12 Medicine (Wis)
Nature (Int)
+1 Old Lore (Int)
+5 Perception (Wis)
Performance (Cha)
CHARISMA Persuasion (Cha)
Riddle (Int)
14 +5 Sleight of Hand (Dex)
+7 Stealth (Dex)
+2 Travel (Wis)

SKIll S REWARDS

15 PASSIVE WISDOM (PERCEPTION)


Staff

Copper Coins
Tools: Cartographer’s tools, flute, pipes, quoits

Languages: Westron Silver Pennies

Gold Pieces
TOOL PROFICIENCIES AND LANGUAGES EQUIPMENT FEATURES, TRAITS, AND VIRTUES
lobelia bracegirdle
Can you believe the gall of that… that… Brandybuck! Oh, he calls himself a Baggins, but
no right and proper Baggins would run off with a pack of mad Dwarves and a half-cracked
wizard into the blue, let alone have the audacity to show his face over a year later with a pony
full of gold and pretend everything’s right as rain! I’ll not have it, I tell you. And I’ll not have
him bringing anymore undo scandal to the proper people of the Shire. He’s up to something,
calling Tooks and Brandbucks to Bag End for some nasty, troublesome business no doubt.

The daughter of Blanco Bracegirdle and Primrose Boffin, Lobelia has yet to marry Otho Sackville-Baggins. She’s about forty
years old, and she has already seen her ambition to enter Bag End as rightful owner disappear once, when Bilbo returned from
his adventure against all odds.
NAME Champion 1
Lobelia Bracegirdle Calling and Level Distinctive Features Player Name

Harfoot Hobbit
Culture Shadow Path Experience Points

STRENGTH

inspiration
12 13 25ft Heir Name

ARMOR
CLASS INITIATIVE SPEED
Investment
+1 HEIR

+2 proficiency bonus
12
DEXTERITY
Hit Point Maximum

16 Disadvantage on ability checks

Temporary Speed halved


+3 +3 Strength Hit Points
Dexterity Disadvantage on attack rolls and saving throws
CURRENT HIT POINTS
+4 Constitution
CONSTITUTION Hit point maximum halved
Intelligence

15 Wisdom Successes Speed reduced to 0


Charisma Failures
6- Death
HIT DICE DEATH SAVES
+2 SAVING THROWS EXHAUSTION

INTELLIGENCE
Acrobatics (Dex) Weapon Atk Bonus Damage Range
Fighting Style (Duelling), Hobbit-sense,
10 Animal Handling (Wis)
Athletics (Str) Surge of Vigour (1d8 + 3), Unobtrusive
Deception (Cha)
+0 Explore (Wis)
Hunting (Wis)
+4 Insight (Wis)
WISDOM
+1 Intimidation (Cha) ATTACKS
+2 Investigation (Int)
14 Medicine (Wis)
Nature (Int)
+2 Old Lore (Int)
+4 Perception (Wis)
Performance (Cha)
CHARISMA Persuasion (Cha)
Riddle (Int)
8 Sleight of Hand (Dex)
+5 Stealth (Dex)
-1 Travel (Wis)

SKIll S REWARDS

14 PASSIVE WISDOM (PERCEPTION)


Fine clothes,
umbrella (1d4, Finesse, Light)
Copper Coins
Tools: Cook’s utensils, pipes, weaver’s tools

Languages: Westron Silver Pennies

Gold Pieces
TOOL PROFICIENCIES AND LANGUAGES EQUIPMENT FEATURES, TRAITS, AND VIRTUES
paladin took ii
Minding my business in Whitwell and who should come trundling up the lane of my farm
but young Esmeralda! Off to see Cousin Bilbo she is, and I thought to myself, that is a
right fine idea. What’s wrong with a Took having a touch of fun before settling down and
becoming a proper farmer? I’m still a tween myself, why not set off responsibility for another
season or two and honor my great-grandfather with a bit of adventure? Seems only proper.

Underage brother to Esmeralda Took, and future Thain, for the moment his only claim to fame is being the oldest son of Adal-
grim Took, and a newly-settled farmer from Whitwell. One day, he’ll have a son, and name him Peregrin.
NAME Captain 1
Paladin Took Calling and Level Distinctive Features Player Name

Fallohide Hobbit
Culture Shadow Path Experience Points

STRENGTH

inspiration
12 13 25ft Heir Name

ARMOR
CLASS INITIATIVE SPEED
Investment
+1 HEIR

+2 proficiency bonus
12
DEXTERITY
Hit Point Maximum

15 Disadvantage on ability checks

Temporary Speed halved


+2 Strength Hit Points
Dexterity Disadvantage on attack rolls and saving throws
CURRENT HIT POINTS
+4 Constitution
CONSTITUTION Hit point maximum halved
Intelligence

14 Wisdom Successes Speed reduced to 0


+5 Charisma Failures
6- Death
HIT DICE DEATH SAVES
+2 SAVING THROWS EXHAUSTION

INTELLIGENCE
Acrobatics (Dex) Weapon Atk Bonus Damage Range
Hobbit-sense, Leadership, Unobtrusive
+2 Animal Handling (Wis)
8 +3 Athletics (Str)
Deception (Cha)
-1 Explore (Wis)
Hunting (Wis)
Insight (Wis)
WISDOM
Intimidation (Cha) ATTACKS
Investigation (Int)
10 Medicine (Wis)
Nature (Int)
+0 Old Lore (Int)
Perception (Wis)
Performance (Cha)
CHARISMA +5 Persuasion (Cha)
Riddle (Int)
16 Sleight of Hand (Dex)
+4 Stealth (Dex)
+3 +2 Travel (Wis)
SKIll S REWARDS

10 PASSIVE WISDOM (PERCEPTION)


Leather shirt,
backpack,
Copper Coins
tinderbox,
Tools: Darts, drum, pipes
waterskin

Languages: Westron Silver Pennies

Gold Pieces
TOOL PROFICIENCIES AND LANGUAGES EQUIPMENT FEATURES, TRAITS, AND VIRTUES
primula brandybuck
It’s quite proper that Drogo and I head back to Bag End for a bit. We’ve not seen his Uncle
Bilbo since Drogo promised to marry me right there in front of everyone under the Party Tree.
Dear Drogo may be stiff at times, but he’s got a touch of his uncle in him. Rory’s coming along,
shrewd as ever and convinced something strange is afoot. Esmeralda is convinced we’re going
to find a dragon or some such nonsense. As for Lobelia, well the less said the better. Someone’s
got to keep a level head in this whole affair, and it seems like I’m the only one fit for the job.

A cousin of Bilbo Baggins (on her mother’s side), Primula is the youngest daughter of Gorbadoc Brandybuck, the Master of
Buckland. Soon, she will marry Drogo Baggins, and the two will have a son, Frodo.
NAME Scholar 1
Primula Brandybuck Calling and Level Distinctive Features Player Name

Stoor Hobbit
Culture Shadow Path Experience Points

STRENGTH

inspiration
8 13 25ft Heir Name

ARMOR
CLASS INITIATIVE SPEED
Investment
-1 HEIR

+2 proficiency bonus
10
DEXTERITY
Hit Point Maximum

12 Disadvantage on ability checks

Temporary Speed halved


+1 Strength Hit Points
Dexterity Disadvantage on attack rolls and saving throws
CURRENT HIT POINTS
Constitution
CONSTITUTION Hit point maximum halved
+4 Intelligence
+4 Wisdom
14 Successes Speed reduced to 0
Charisma Failures
6- Death
HIT DICE DEATH SAVES
+2 SAVING THROWS EXHAUSTION

INTELLIGENCE
Acrobatics (Dex) Weapon Atk Bonus Damage Range
Crafts (Leech-craft, 1 slot), Hobbit-sense,
15 Animal Handling (Wis)
Athletics (Str) Rhymes of Lore (1d6), Unarmoured Defence,
Deception (Cha)
Unobtrusive
+2 Explore (Wis)
Hunting (Wis)
+4 Insight (Wis)
WISDOM
Intimidation (Cha) ATTACKS
+4 Investigation (Int)
14 +4 Medicine (Wis)
+4 Nature (Int)
+2 +4 Old Lore (Int)
Perception (Wis)
Performance (Cha)
CHARISMA Persuasion (Cha)
Riddle (Int)
12 Sleight of Hand (Dex)
+3 Stealth (Dex)
+1 Travel (Wis)

SKIll S REWARDS

12 PASSIVE WISDOM (PERCEPTION)


Fine clothes,
healer’s kit,
Copper Coins
herbalism kit
Tools: Calligrapher’s supplies, herbalism kit,
pipes, water vehicles

Silver Pennies
Languages: Westron

Gold Pieces
TOOL PROFICIENCIES AND LANGUAGES EQUIPMENT FEATURES, TRAITS, AND VIRTUES
rorimac brandybuck
All those dragon tales and children’s stories aren’t without some truth, I tell you. Mad
Baggins is up to something, and I mean to find out what. Plain and proper he was before
that wizard dragged him off into the blue, only to plop him back down over a year later with
a pack full of gold and a twinkle in his eye. I’m not judging him, mind you. We Bucklanders
get called strange enough by these stiff Westfarthing Hobbits, but if Baggins is up to some
new strangeness, I mean to witness it first hand and see what’s going on for myself.

Brother to Primula, Rorimac (called ‘Rory’) will soon inherit the title of Master of Buckland. For the moment, he’s a stout
Hobbit, suspicious of anything uncanny, and always ready to defend his sister.
NAME Warden 1
Rorimac Brandybuck Calling and Level Distinctive Features Player Name

Stoor Hobbit
Culture Shadow Path Experience Points

STRENGTH

inspiration
10 13 25ft Heir Name

ARMOR
CLASS INITIATIVE SPEED
Investment
+0 HEIR

+2 proficiency bonus
13
DEXTERITY
Hit Point Maximum

14 Disadvantage on ability checks

Temporary Speed halved


+2 +2 Strength Hit Points
Dexterity Disadvantage on attack rolls and saving throws
CURRENT HIT POINTS
Constitution
CONSTITUTION Hit point maximum halved
Intelligence
+4 Wisdom
16 Successes Speed reduced to 0
Charisma Failures
6- Death
HIT DICE DEATH SAVES
+3 SAVING THROWS EXHAUSTION

INTELLIGENCE
Acrobatics (Dex) Weapon Atk Bonus Damage Range
Hobbit-sense, Shadow-lore (Beasts),
8 Animal Handling (Wis)
Athletics (Str) Unobtrusive, Warded Lands (Buckland,
Deception (Cha)
the Old Forest and the Shire)
-1 +4 Explore (Wis)
+4 Hunting (Wis)
+4 Insight (Wis)
WISDOM
Intimidation (Cha) ATTACKS
+1 Investigation (Int)
14 Medicine (Wis)
Nature (Int)
+2 Old Lore (Int)
+4 Perception (Wis)
Performance (Cha)
CHARISMA Persuasion (Cha)
Riddle (Int)
13 Sleight of Hand (Dex)
+3 Stealth (Dex)
+1 Travel (Wis)

SKIll S REWARDS

14 PASSIVE WISDOM (PERCEPTION)


Dagger,
leather shirt,
Copper Coins
pipe (10 uses)
Tools: Bowls, pipes, water vehicles,
woodcarver’s tools

Silver Pennies
Languages: Westron

Gold Pieces
TOOL PROFICIENCIES AND LANGUAGES EQUIPMENT FEATURES, TRAITS, AND VIRTUES
bilbo baggins
They call me cracked, odd, and even a touch mad. I suppose, by Shire standards, they
might be right. But, and perhaps I’m being a bit overly Tookish here, I say, is there
anything wrong with a little adventure now and again? I dare say these silly simpletons
and gallivanting gossips could do with more excitement in their lives. I’ve certainly had
my fair share in my years - and a grand helping it was all at once, I tell you! What
with that business with Dwarves and wizards and dragons and all. Ask a Bolger or
Boffin, and they’ll say no good came of it, but they don’t know what they’re missing!

A friend of bears and a guest of eagles, Bilbo Baggins is Ringwinner and Luckwearer, and even Barrel-rider! He is at the same
time the greatest Hobbit adventurer of all time, and the most peace-loving one. But behind his joyous manners, he hides a
terrible secret…
NAME Treasure Hunter 6 (Burglar)
Bilbo Baggins Calling and Level Distinctive Features Player Name

Fallohide Hobbit
Culture Shadow Path Experience Points

STRENGTH

inspiration
8 19 25ft Heir Name

ARMOR
CLASS INITIATIVE SPEED
Investment
-1 HEIR

+3 proficiency bonus
33
DEXTERITY
Hit Point Maximum

18 Disadvantage on ability checks

Temporary Speed halved


+4 Strength Hit Points
+7 Dexterity Disadvantage on attack rolls and saving throws
CURRENT HIT POINTS
Constitution
CONSTITUTION Hit point maximum halved
+5 Intelligence
10 Wisdom Successes Speed reduced to 0
Charisma Failures
6- Death
HIT DICE DEATH SAVES
+0 SAVING THROWS EXHAUSTION

INTELLIGENCE
Acrobatics (Dex) Weapon Atk Bonus Damage Range
Features:
14 Animal Handling (Wis)
Athletics (Str) Clever-handed, Cunning Action,
+4 Deception (Cha)
Expertise (Riddle, Stealth), Hobbit-sense,
+2 Explore (Wis)
Hunting (Wis) Sneak Attack (3d6), Tree-climber,
Insight (Wis)
WISDOM Uncanny Dodge, Unobtrusive
Intimidation (Cha) ATTACKS
+5 Investigation (Int)
14 Medicine (Wis)
Virtues:
Nature (Int)
+2 Old Lore (Int) Brave at a Pinch, Sure at the Mark
+5 Perception (Wis)
Performance (Cha)
CHARISMA +4 Persuasion (Cha)
+8 Riddle (Int)
13 +7 Sleight of Hand (Dex)
+10 Stealth (Dex)
+1 Travel (Wis)

SKIll S REWARDS

15 PASSIVE WISDOM (PERCEPTION)


Bilbo’s ring (Blessing of
Stealth, …?), Mithril mail-
Copper Coins
shirt (Ancient Close-fitting,
Tools: All gaming sets, calligrapher’s supplies,
cartographer’s tools, cook’s utensils, pipes Mithril), Sting (short sword
with the Bane of Orcs, Keen,
Silver Pennies
Languages: Westron Luminescence), pipe (10 uses)

Gold Pieces
TOOL PROFICIENCIES AND LANGUAGES EQUIPMENT FEATURES, TRAITS, AND VIRTUES
OPEN GAME LICENSE VERSION 1.0A 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
The following text is the property of Wizards of the Coast, Inc. and is Copy- portion of this License to include the exact text of the COPYRIGHT
right 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. NOTICE of any Open Game Content You are copying, modifying or dis-
tributing, and You must add the title, the copyright date, and the copyright
1. Definitions: (a)”Contributors” means the copyright and/or trademark holder’s name to the COPYRIGHT NOTICE of any original Open Game
owners who have contributed Open Game Content; (b)”Derivative Mate- Content you Distribute.
rial” means copyrighted material including derivative works and trans-
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2. The License: This License applies to any Open Game Content that Content due to statute, judicial order, or goverNMental regulation then
contains a notice indicating that the Open Game Content may only be You may not Use any Open Game Material so affected.
Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to or 13. Termination: This License will terminate automatically if You fail to comply
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other terms or conditions may be applied to any Open Game Content aware of the breach. All sublicenses shall survive the termination of this License.
distributed using this License.
14. Reformation: If any provision of this License is held to be unenforce-
3. Offer and Acceptance: By Using the Open Game Content You indicate able, such provision shall be reformed only to the extent necessary to
Your acceptance of the terms of this License. make it enforceable.

4. Grant and Consideration: In consideration for agreeing to use this 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
License, the Contributors grant You a perpetual, worldwide, royalty free, Wizards of the Coast, LLC.
non exclusive license with the exact terms of this License to Use, the
Open Game Content. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
5. Representation of Authority to Contribute: If You are contributing orig- Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
inal material as Open Game Content, You represent that Your Contribu- Townshend, based on original material by E. Gary Gygax and Dave Arneson.
tions are Your original creation and/or You have sufficient rights to grant
the rights conveyed by this License. END OF LICENSE

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