The Black Sheep of the Family

1. Introduction

A short adventure, originally designed for a single character, Milo Goodbody, Hobbit craftsman (blacksmith) of the village of Hesard's Ford in the Northfarthing of the Shire.

The adventure is set after Bilbo's return from Erebor but before the War of the Ring (how much before is uncertain at this time). After 2953 or thereabouts is a good time: Saruman begins spying on Bree and the Shire in this year.

2. Prerequisites

This was a first adventure for a player with no prior experience of RPGs. Therefore, certain design considerations were paramount:

3. Adaptations

More experienced players may be ready for a sterner challenge than that which Milo faced. Here are some ideas for expanding this scenario to a small group.

4. Situation

Milo is the village blacksmith, a position of some respect and importance in the community. This will give him a small bungalow with attached workshop for his forge. The dwelling will be above ground which, while unusual, at least allows the workshop to be properly ventilated.

If Milo is a pillar of the local community (despite his weapon smithing skills which ordinary Hobbits consider a little strange) the same cannot be said for his brother Rorimac (Rory). Kindly described as “the black sheep of the family” Rory had been involved in a number of very roguish pursuits in his tweens, much to the shame of the Goodbody family. A year ago, Rory announced that “I am off to seek my fortune, like that old Baggins fellow down Hobbiton-way”. With that, he departed, and most people were glad to see the back of him.

But now, Rory is back, and in somewhat deeper trouble than he's ever been!

5. The Prodigal's Return

Late one night, Milo is woken by a crash coming from his workshop. It is to be hoped that he will investigate, after all, someone is breaking in to his place of business.

Milo will have a lantern or candle at his bedside but give him a Luck roll to see if he has his sword handy. If this roll fails, the sword can't be found quickly enough, or Milo can't remember quite where he left it. If the roll is fumbled, Milo has left his sword in the forge room and therefore the intruder could use it against him.

In the workshop is, of course, Rory. He returned to the Shire only a week ago and has been camping out in the countryside, trying to pluck up the courage to do what needs to be done.

Lord of the Rings NPC Record

Rorimac (Rory) Goodbody, Hobbit Rogue, Age 57

STR 5 CON 12 SIZ 5 INT 13 POW 15 DEX 14 CHA 9

Armour Leather (D6-1)

Initiative D10 + 2

Hit Points 9

Damage Bonus -1D4

Weapon Attack Parry Damage

Dagger 47% 47% D4+1 -D4

Short Sword 52% 52% D6+1 -D4

Sling 50% N/A D6+1 -D4/2

Skill Bonuses

Attk +2% Parr +6% Agil +6% Mani +2% Perc +4% Stea +9% Know +2% Comm +4%

Skills Climb 46%, Conceal Object 53%, Devise 27%, Listen 74%, See 79%, Search 40%, Move Quietly 79%, Filch 59%, Appraise 52%, Hide 77%, Throw 38%, Language: Westron (54/27), Lore Realm (Eriador) 52%, Survival (Forest) 32%.

Notes

Rory has traveled widely around the North, from Bree to Fornost and Lake Evendim, along the Great East Road and down the River Hoarwell to the ruins of Tharbad. He found adventure aplenty in these far-flung locations but fortune always evaded him. Despairing of ever striking it rich, Rory began the long journey back to the Shire, eating Humble Pie (his least favourite dish), all the way. Until, that is, while traveling along the Greenway towards Bree, he met a small company of travelers, also heading North.

One of these travelers - a swarthy Southerner with black hair and an unpleasant attitude - had upon his person a large pouch. He was careful to conceal it (often sleeping with it) but Rory noticed it one night: gold and silver coins he spotted and maybe - Rory had to stifle a gasp - jewels too! His mind wheeling, determined never to eat Humble Pie again, Rory decided to pilfer the treasure. He would then make a run for it, back to the Shire, and make up whatever story took his fancy.

The problem, of course, lies in whom the treasure belonged to. The “swarthy Southerner” was none other than a Half-Orc spy of Saruman the White.

Rory has the treasure stashed. It is buried under an old oak tree about a mile outside the village. It equates to about 300sp (silver pennies) in a mixture of coppers, silvers and even the odd gold penny. (This is equivalent to the Hoard-2 Edge.) Rory himself carries about 10 copper pennies and a couple of silvers.

This scene will require a map of Milo's home and workshop. Give Milo skill rolls for Move Quietly, Listen, See and Hide, as applicable. Depending on how this plays out, it is entirely possible that the brothers could end up fighting in the workshop.

One fly in the ointment here is Milo's dog. In such a case, it could be expected that the dog makes a racket and alerts Milo sooner. This could be worked around if it is assumed that Rory knows the dog (he's only been gone a year) and has brought some tasty treats with which to bypass that threat.

Hopefully the encounter will not end in bloodshed. Over breakfast the following morning, Rory will proceed to spin his story to Milo.

6. Rory's Story

The tale Rory spins Milo goes here. It resembles the truth and will run something like this:

You, know, adventures aren't all they're cracked up to be. I've been cold and wet and hungry more times than I can count ...”

(This first is little more than a sneaky plea for some breakfast.)

... and the stars might make a fine blanket in old Bilbo's tales but solid ground covered in creepy-crawlies is no substitute for a good mattress under your back.”

(And this is thinly-disguised begging for a bed for the night.)

Still, I've seen my fair share of adventures in my time. Once, away down South, in the ruins of this big old town [Tharbad] we were set upon by Bandits. Then there was that scary time when the Goblins came. Whooping and hollering they attacked the camp at night. They can see in the dark, they can, and we were hard pressed to defend ourselves, I can tell you.”

If Milo questions his brother, here are some possible answers.

Where have you been?

See above for a general route and add the following:

“Bree's not half as strange as some folk around here make it out, you know. Yes, it's a village of Men, and all, but there's Hobbit folk there too, not much different to you or me. And the beer at the Prancing Pony is the best I've tasted - even better than old Dad Goodbody's home-brew!”

Who were you with?

“It varied. I made some good friends on the Road. I met Dwarves and Men and once I was sure I heard Elven voices singing away off in the distance. One Man, a Southerner, he said he was from a place called Gondor, taught me a bit of sword-play. And that's some teaching that came in useful when those Goblins attacked, I can tell you!

“But some of the Men are a bit grim, if you take my meaning. The tall ones, out of the North lands, the ones as folk call Rangers. Not talkative, no singing, and precious little laughter. No fun at all, that lot.”

See Section 10 for names/stats for the Dwarves and the Ranger of Rory's acquaintance.

What brings you back home?

“Well, I just wanted to see the old place, you know. Catch up with all the goings-on.”

Rory is a bit shifty at this point. Milo can attempt an Insight roll (give him a +20% bonus for being family and knowing what his brother's like!)

So did you find your fortune?

“Err, well ...”

Rory is notably evasive at this point. Milo can attempt an Insight roll (give him a +20% bonus for being family and knowing what his brother's like!) If pressed, Rory will blurt

“Yes, well, I did come into some money, actually. But I don't have it with me.”

He might well then confess that he has it buried outside the town and this is suspicious behaviour, even for Rory. Milo should then press his brother for further information.

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7. The Enemy

Lord of the Rings NPC Record

Azdurk (Dirk), Half-Orc Warrior, Age 20

STR 17 CON 13 SIZ 9 INT 10 POW 10 DEX 14 CHA 10

Armour Leather D6-1 + Shield

Initiative D10 + 14

Hit Points 12

Damage Bonus +1D4

Weapon Attack Parry Damage

Longsword 57% 57% D10+D4+1

Lge Shield 47% 47% D6+D4

Club 37% 37% D6+D4

Skill Bonuses

Attk 7% Parr 7% Agil 7% Mani 7% Perc 00% Stea +2% Know 00% Comm 00%

Skills Hide 32%, Climb 47%, Dodge 37%, See 30%, Listen 30%, Track 35%, Rope Use 57%, Ride 32%, Throw 44%, Language: Westron (50%/21%), Language: Orkish (50%/21%), Intimidate 43%, Insight 20%, Ambush 34%

Notes

Dirk is a Half-Orc who looks human enough to pass for a normal (if rather brutish and smelly) Man. His Orc fangs are short and the claw-like fingernails are not as pronounced as they are in true Orcs. His skin is a deep tan (almost ruddy) and his black hair is long, thick, unkempt. When he speaks, his voice is deep, coarse and littered with bad language (typical Orc Cockney bully-boy). Anyone with Lore: Orcs will recognise Dirk for what he is but it's unlikely that the unworldly Hobbits or Bree-landers will know this.

In addition to the coins Rory stole, Dirk also has 5 small gems - a mixture of unpolished, uncut stones: 2 rubies, 2 pearls, 1 sapphire and 1 emerald. These he keeps in a small pouch secreted under his armour. The total value of this little lot is a further 100sp. He has ingratiated himself with the various Bree-land lowlifes by flashing these gems (and some other small coins he had that Rory didn't filch), saying “There's more where that came from, mates.”

Dirk is not the brightest opponent but he is ruthless and cunning. Needless to say, the Half-Orc is not pleased with Rory and is also in mortal fear of Saruman's wrath. He is determined to track down and kill Rory (and his accomplices if any) and recover his master's treasure. The White Wizard has begun to pay attention to the Northern lands again, after his suspicions were aroused by Gandalf's interest in the Shire and environs. The treasure Rory stole was to pay for bribes amongst the Men of Bree for information about the Shire and its comings and goings. Dirk must recover the treasure and carry on with his mission of spying for Saruman.

He used both bribery and coercion to find out that Rory is not a Bree-land Hobbit. This brings him to the Shire itself. In the village of Frogmorton in the East Farthing, Dirk found out that the Goodbody family has many members living in the North Farthing. This information puts him but a few days' travel from Hesard's Ford, and a reckoning with the thief, Rory Goodbody.

8. What next?

Rory's life is in danger, that much is clear. Dirk will stop at nothing to retrieve the treasure and kill whomever has come into contact with it. This means Rory, of course, and now Milo. What might Milo do?

Go Public

Milo might decide to “front it out”. While Rory is a rogue and known trouble maker, blood is thicker than water and Milo may decide to publicise his brother's return. Rory won't like this idea at all.

He will spin another story and try to convince Milo not to let people know he's back. “Milo, look. People round here can't see beyond my old ways. I've changed, honest. But we should break it to them gently. Invite some friends round for afternoon tea and I'll just casually walk into the parlour. They might be a bit flabbergasted but they'll recover. Believe me, it'll be best all round.”

Alert the Hobbit authorities

Milo should have a Lore: Shire (preferably) or Idea roll to know about the correct authorities.

Milo could report the Enemy to the Bounders and/or the Shirriffs. Being a weaponsmith, Milo would have legitimate reasons to have contacts with these people. Of course, Rory won't like this idea, either.

One possibility would be to have Milo making swords and arrow heads for the Bounders, which is certainly a change from shoeing ponies and repairing plough-shares. This should be a clue to Milo that not all is as it should be in the Shire. After all, some in the village regard his interest in weapons to be a bit odd.

The Bounders are busier than ever. There are many rumours of Strangers crossing the Shire's borders. One recent incident has seen Bounders discovering the bodies of strange Big Folk on the Eastern and Northern borders of the Shire. (These are Orcs, killed by Rangers, and left as an example to others of their kind.)

It is also possible that the Shirriffs of the East Farthing have sent messages to those of the other Farthings (via the Shire Post) informing them of the stranger (Dirk) in Frogmorton. “Be on the lookout for a Man calling himself Dirk. Squat and ill-favoured, he was asking questions about the Goodbodys. He may even have clubbed the inn-keeper, Balbo Grubb, before making off with the day's takings.”

This message, reaching Hesard's Ford will send a Shirriff to check on Milo Goodbody.

See Section 10 for typical Bounder and Shirriff stats.

Hide Rory

This is an OK plan but someone will eventually notice Rory's return. Assume it will be two days maximum before the secret is out. Rory, bored with confinement, probably sneaks out of Milo's house and is seen in the village. (This is despite what's been said above: Rory hasn't changed that much.)

If this happens, Dirk will find out that much more quickly.

Flee

This is possible. Both Hobbits have relevant Survival skills and may take off into the wilderness in order to escape their pursuer.

Milo should be given Lore: Shire rolls to know the best places to hide. He should know well enough to avoid the Barrow Downs and Old Forest. But there's nothing stopping him heading for other destinations, perhaps Hobbiton, Fornost or even Bree.

In this case, run an encounter with a couple of Orcs and bail out the Hobbits with the timely appearance of a Ranger.

Kick him out

Milo might decide to wash his hands of Rory. Harsh but fair. In this case, Dirk catches up with Rory two days later. Rory is found floating face down in the river the following morning. His body shows signs of torture and his throat has been cut.

Milo's problems are only just beginning.

9. Trouble in Town

Dirk gets to Hesard's Ford 2 - 3 days after Rory's arrival. Dirk may use any of the following tactics.

Lone Hobbit

If Rory is by himself, Dirk interrogates and kills him. Rory's dying words are “Bastard brother ...” Rory does not reveal the location of the stolen treasure but his last words are enough of a clue to point Dirk in Milo's direction.

Dissembling Guise

Dirk could try subtlety first. This is a roleplaying exercise. Dirk turns up at Milo's workshop during the day. (He's a Half-Orc, therefore sunlight doesn't affect him unduly.) He questions Milo about

As Milo owns a dog, then the animal certainly does not like the look or smell of Dirk. If Milo fails an Animal Lore roll to control the beast, it may even attack the Half-Orc. This is both good and bad. Good because Dirk knows about the dog before attempting any stealthy break in. Bad because Milo could well be onto Dirk (“he must be a bad 'un if Fido doesn't like him”) before things get interesting.

Ambush

Dirk lays an ambush for Rory and Milo. This will work if Milo has gone public with Rory's return. The ambush will happen one evening, perhaps on the Hobbits' way back from the local tavern.

Review the rules for ambushes in the combat chapter and game the attack.

Stealth

Dirk breaks into Milo's home one night. He will have to neutralise the dog (if he knows about it) otherwise the beast will alert Milo (and Rory if he's present). If the Hobbits are prepared for an attack (possible if Rory has come clean about his adventures), then the encounter could go badly for Dirk who may decide to beat a retreat and get the Hobbits some other way.

Brute Force

At its most drastic, Dirk could simply attempt to burn down Milo's home and workshop (after thoughtfully blocking the doors). This is a very dangerous tactic for the Hobbits. Remember that Dirk wants either or both of them alive so he can find out where the treasure is. He won't be too concerned about burning down the house: the treasure should emerge unscathed from the fire assuming it has been hidden in Milo's house.

The Hobbits are looking at Dodge, Acrobatics and perhaps Climb rolls as they try to escape the flames. If things get desperate, they can try breaking through windows or the barricaded doors. (STR vs. STR - shuttered windows are STR 8, while the doors are STR 14 with their barricades. One Hobbit can force a window, both may work on the doors.)

Dirk will be waiting outside and will attempt to grab a Hobbit as he makes an escape. Make Luck rolls for both Hobbits. Whoever fails by the widest margin gets caught by Dirk: roll combat as normal.

10. Outcome

This scenario could easily end with one or both the Hobbits dead.

Dirk could survive or be killed.

11. Auxiliary NPCs

Hobbit Bounder

Lord of the Rings NPC Record

Typical Hobbit Bounder, Border Guard, Age 50+3D6

STR 8 CON 12 SIZ 5 INT 11 POW 10 DEX 16 CHA 11

Armour Leather D6-1

Initiative D10+16

Hit Points 9

Damage Bonus 0

Weapon Attack Parry Damage

Hatchet 30% 30%

Sling 60% 00%

Skill Bonuses

Attk 00% Parr 00% Agil 00% Mani 00% Perc 00% Stea 00% Know 00% Comm 00%

Skills Dodge 40%, Brawl 30%, Wrestle 30%, Weather Sense 50%, Lore (Shire) 65%, Survival (Hills or Forest) 35%, Hide 70%, Move Quietly 70%, Throw 55% See 40%, Listen 35%, Track 45%

Notes

The Bounders are busier than normal. Several (2D6) patrol the area north of Hesard's Ford, in groups of 1D3. Their names include: Fosco and Fredegar Brockhouse (brothers), Odo Hornblower and Longo Burrows.

Hobbit Shirriff

Lord of the Rings NPC Record

Paladin Proudfoot, Fallohide Hobbit Shirriff, Shire Police, Age 64

STR 8 CON 12 SIZ 5 INT 14 POW 10 DEX 16 CHA 11

Armour None

Initiative D10+16

Hit Points 9

Damage Bonus 0

Weapon Attack Parry Damage

Shortsword 30% 30%

Sling 60% 00%

Skill Bonuses

Attk 00% Parr 00% Agil 00% Mani 00% Perc 00% Stea 00% Know 00% Comm 00%

Skills Dodge 40%, Brawl 30%, Wrestle 30%, Weather Sense 50%, Lore (Shire) 65%, Survival (Hills or Forest) 35%, Hide 70%, Move Quietly 70%, Throw 50%, See 40%, Listen 35%, Track 45%

Notes

There are only three Shirriffs per Farthing at this time. Paladin is a typical example.

Dwarf Adventurer

Lord of the Rings NPC Record

Typical Wandering Dwarf, Warrior, Age 90+3D10

STR 16 CON 16 SIZ 7 INT 10 POW 11 DEX 11 CHA 10

Armour Chainmail (D8-1) + Shield

Initiative D10 + 11

Hit Points 12

Damage Bonus 0

Weapon Attack Parry Damage

Battle Axe 50% 50%

Shield 40% 40%

Mace 30% 30%

Skill Bonuses

Attk 00% Parr 00% Agil 00% Mani 00% Perc 00% Stea 00% Know 00% Comm 00%

Skills Craft (Blacksmith) 25%, Craft (Stonemason) 25%, Craft (Brewer) 30%, Lore (Eriador) 30%, Dodge, Brawl 55%, Wrestle 55%, Ambush 30%, Appraise 45%.

Notes

Rory met several Dwarves on his travels. They were all from the Blue Mountains, and their names included Borin, Fror, Nain and Farin.

Ranger

Lord of the Rings NPC Record

Targon, Dunadan, Warrior, Age 24

STR 15 CON 14 SIZ 12 INT 16 POW 16 DEX 12 CHA 15

Armour Leather (D6 - 1) + Shield

Initiative D10 + 12

Hit Points 13

Damage Bonus +1D4

Weapon Attack Parry Damage

Longsword 60% 60%

Longbow 50% 00%

Shield 30% 30%

Skill Bonuses

Attk 00% Parr 00% Agil 00% Mani 00% Perc 00% Stea 00% Know 00% Comm 00%

Skills Ride 65%, Track 75%, See 45%, Weather Sense 40%, Ambush 20%, Hide 55% Move Quietly 55%

Notes

This should be my character, so take care of it!

Orc

Lord of the Rings NPC Record

Orc Scouts

STR 14 CON 11 SIZ 9 INT 10 POW 10 DEX 14 CHA 7

Armour Leather + Shield

Initiative D10 + 14

Hit Points 10

Damage Bonus 0

Weapon Attack Parry Damage

Scimitar 50% 50%

Short Bow 40% 00%

Shield 30% 30%

Skill Bonuses

Attk 00% Parr 00% Agil 00% Mani 00% Perc 00% Stea 00% Know 00% Comm 00%

Skills Track 20% See 30% Ambush 30% Hide 25% Move Quietly 25% Language - Common (25/00)

Notes

Run an encounter, possibly an Ambush, with two Orcs if the Hobbits take off into the wilderness to escape from Dirk.