Something Evil This Way Comes


The follow-up to the “Black Sheep” scenario.


1. Introduction

This scenario picks up approximately one week after the events described in Black Sheep. The outcome of Black Sheep was (roughly) that Dirk tracked Rory to Hesard's Ford, captured and killed him, only to be slain in turn by Milo, working with the Shirriff, Paladin Proudfoot. Milo, somehow, kept the subject of Rory's treasure hidden from Proudfoot. He has therefore profited to the tune of about 200sp, but lost a brother in the process. As Dirk is dead, the trail to the stolen money goes cold: Milo needn't fear reprisals from Dirk's master (Saruman).

2. Rules Modifiers

This scenario is also designed to test the following extra rules

3. Wrapping up from Black Sheep

4. Adaptations

If this scenario is being played by a different group, the GM will have to build a rationale for starting the scenario. If Black Sheep has been played first, then use the outcome of that scenario to determine a starting point for this adventure.

If playing with a larger or tougher group, the enemy forces could be stronger in number and/or better fortified.

5. Ashes to Ashes

The scenario opens at Rory's funeral.

It seems that Hobbits bury their dead, usually on hills outside the main settlement. Thus, the Hesard's Ford cemetery is a two-mile walk north of the village, on a small hill planted with (now weather-beaten) flowers. The ceremony is conducted by Rolo Brockhouse, the worthy Hobbit who passes as the village mayor. Kind words are spoken of Rory by those who knew him, even those who may have been victims of his roguish ways, and members of the family are invited to speak. Rory might have been a rogue and met a bad end but Hobbits are decent folk and they don't like to think ill of the dead.

Give Milo a chance to speak. It will be interesting to hear what he has to say. Use the ceremony as an opportunity for a bit of roleplaying.

The weather is unseasonably grey and miserable. It has rained solidly for the past two days and, although it does not rain during the ceremony, the threat of a downpour is ever-present. The area of the funeral plot is muddy underfoot. The recent heavy rain has turned to a thick mist that chills the lungs.

Despite the inclement weather there is quite a turnout. Twenty or thirty people have braved the elements. Present will be various notables of Hesard's Ford: Paladin Proudfoot, Odo Hornblower, the Post Master (Hob Noakes), the Innkeeper (Reginard (Reggie) Bunce - but Dayve the Barman can't get the day off), Londo Cotton, the farmer, and his wife Ivy, and Rolo Brockhouse (father of the Bounders, Fosco and Fredegar).

Lord of the Rings NPC Record

Typical Hobbit Villager, Age 50+3D6

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

Courage 0

Armour Leather D6-1

Initiative D10+16

Hit Points 9

Damage Bonus 0

Weapon Attack Parry Damage

Brawl/Wrestle 25% 25%

Hand Weapon (*) 25% 30%

Sling 40% 00%

Skill Bonuses

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

Skills Dodge 40%,Weather Sense 25%, Lore (Shire) 45%, Craft (GM decision) 35%, Hide 50%, Move Quietly 50%, Throw 45%, See 30%, Listen 35%


During the proceedings, have Milo make a See roll. If this is successful, he notices a Man, crouched at the base of a nearby tree.

Further (surreptitious, perhaps -10%) See rolls get a vague description of the Man. He is dressed in dark colours with a dark green/grey/black cloak, the hood of which is drawn up against the weather. Milo sees no visible armour and the only weapon is a shortsword. A Craft (Weaponsmith) roll identifies the weapon as an eket, a Dunadan shortsword, but Milo lacks the Lore to connect the Dunedain with the Rangers: to him, they're all Mannish races.

He could ask other Hobbits about this. Rolo Brockhouse fancies himself a bit of a Loremaster (though the rest of the village considers him to be a know-all). Rolo can tell Milo that the Dunedain “are the remnants of the race of Men which once ruled Eriador. The old High King at Norbury (aka Fornost Erain) was of their line. Decent folks avoid them now, as they live out in the Wilds, and that's not civilised, is it? Other folks call them Rangers. A dangerous lot, by all accounts.”

The Man appears to be watching the ceremony intently. If the Man notices Milo watching him (a counter-See roll) he will quietly slip away. Under such circumstances, Milo might investigate. If he does, he can try See or Track, perhaps with hefty negative modifiers, but will find no trace of the stranger, unless he can make critical skill rolls.

6. Who is the Stranger?

The stranger is a Ranger of the North, a Man by the name of Hinluin (Blue Eyes). This is the character I generated for me.

Lord of the Rings NPC Record

Hinluin, Dunadan Warrior, Age 21

STR 14 CON 15 SIZ 12 INT 15 POW 12 DEX 14 CHA 11

Courage 4

Armour Leather (D6-1)

Initiative D10 + 2

Hit Points 15

Damage Bonus +1D4

Weapon Attack Parry Damage

Longsword 50% 50% D10 + D4 +1

Eket 40% 40% D6 + D4 +1

Longbow 30% N/A D10 + 2 + (D4/2)

Skill Bonuses

Attk +8% Parr +4% Agil +4% Mani +8% Perc +4% Stea +6% Know +8% Comm +4%

Skills (remember to add the skill bonuses above)

Ride (Horse) 65%, Track 34%, Weather Sense 45%, Rope Use 29%, Survival (Highlands) 32%, Survival (Forest) 45%, Move Quietly 60%, Hide 35%, See 25%, Listen 25%, Dodge 28%,

Brawl 25%, Wrestle 25%, Climb 40%, Language: Westron (60%/40%), Sindarin (40%/--),

Orkish (10%/--), Lore: Animals 50%, Lore: Eriador 40%

Notes

Hinluin is a Dunadan warrior and tracker who has ambitions to become a Ranger and take his place among the best of his people. (In DI's rules this means he is a Warrior aiming to advance into the Ranger Elite Order.) He fights in two-weapon style, with longsword and eket.

Hinluin is a man with a Dark Secret, undecided at this point. Perhaps he has suffered the death of a brother (or brother in arms) and it was his fault?

His Dark Secret manifests itself as a taciturn, secretive nature. Milo can have an Idea roll to remember a comment Rory made in passing: “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.”

Hinluin actually met Rory during the latter's wanderings around the Northern lands. Impressed with the Rogue's adventurous spirit - if not his methods - Hinluin intended to enlist Rory's help on a mission. The Ranger is fully aware that Orcs are crossing the borders of the Shire. He also knows why. He has been tasked to investigate.

Hinluin spent one night at the White Swan Inn. He had intended to ask for Rory's whereabouts, the Hobbit having once mentioned Hesard's Ford being his home village. He overheard bar-room gossip about the recent unpleasantness. While shocked that such things have happened even here, and upset about what happened to Rory, Hinluin seems further impressed by Milo's guts and reputation. He decides to seek out Milo and see if he can be persuaded to help.

He has secreted most of his kit - armour, weapons, provisions, and gear - outside Hesard's Ford.

7. Man meets Hobbit

Hinluin will approach Milo. This can be handled in several ways. As an “atmosphere” point, try all three methods and see how Milo handles the situation.

At the Wake

Plenty of food and drink is available after the funeral. This is another tradition of Hobbits.If Milo doesn't volunteer to host the Wake, his parents will arrange the party at the White Swan.

Hinluin will “gatecrash” whatever party is arranged for after Rory's funeral. He will attempt to be unobtrusive, initially, lurking in the background until Milo notices him. The Ranger will be armed with his eket but no other weapons or armour.

This is likely to be Milo's first good look at Hinluin. If he mentions this to other Hobbits, the Innkeeper, Reggie Bunce, states: “That's 'im, the Stranger who stayed at the Swan a couple of nights ago. 'Ad just enough for 'is board that night and was up and away with the lark. Quiet, though. Kept 'imself to 'imself and rarely spoke to others.”

Unless he is accosted by Milo (perhaps backed up by other Hobbits), Hinluin will gaze pointedly at Milo before turning to leave the gathering.

At the Inn

Milo is a known regular at the White Swan Inn. Hinluin could turn up one night after the wake. The Innkeeper will be cordial with the Ranger. He may point him in Milo's direction (30% chance), otherwise, Bunce will be evasive and will send Dayve the barman to warn Milo. Milo's options then are to make a swift exit or confront the Man.

At Home

This has been done before, when Dirk found his way to Goodbody's Forge. This encounter should run entirely differently, however.

Hinluin approaches Milo's home, either from the living room side or via the workshop and back yard, depending on the time of day and/or whether Milo is working. He makes no attempt to hide or approach by stealth. In fact, he is quite open. If Milo notices the Ranger, Hinluin makes a great show of unbuckling his sword-belt and laying down his weapon.

It's also possible that Milo's dog (Damage) will notice the Ranger and begin barking. Depending on how previous encounters have played out, Milo might set the dog on the Ranger. If this occurs, the dog rushes the Ranger who stands calmly and “stares down” the dog, speaking in Sindarin (Milo gets a Speak Sindarin language check to determine this). Damage comes obediently to heal, wagging his tail. (In game terms, this is a Lore: Animals skill roll.)

8. Enlisting Milo's Aid

Rangers are a loosely organised group of Men. They travel alone (usually) and only rarely come together in groups of more than two or three. Inexperienced Rangers such as Hinluin are not normally allowed to carry out important missions alone. However, an exception has been made in this case: Hinluin is one of only a few Dunedain who have met and adventured with Hobbits.

Hinluin is well-mannered with Milo. He is aware of the Hobbit's recent bereavement and can sympathise with the loss of a brother but will reveal nothing of his own past.

Milo is in a position to be both frightened of, and angry with, this Man. Hinluin's methods to this point have been off-putting to say the least. However, the Ranger will calmly address all of Milo's bluster. Hopefully, he will get to say his piece.

“You must be aware that the Shire's borders are unsafe. Your own encounter recently must prove that to even you! It is not the first such incident: it will not be the last, believe me. Orcs and Goblins are moving through your lands and it is only a matter of time before they mass and cause great harm.

“I met and travelled with your brother, in the lands north of here. He was spirited and brave. I am sorry for your loss. I was hoping to persuade him to help me. Now I need to ask your help. Please.”

The Ranger's Mission

Hinluin will paraphrase as much or as little of this information as necessary to get Milo on side.

“Some days ago, a Dunadan Loremaster named Ingold, en-route to Bree was waylaid by Orcs near the Old Forest. Ingold was gravely injured and left for dead by the Orcs who stole money, his horse, all his gear, and a small chest the Loremaster was transporting.

“When Ingold failed to arrive at Bree as planned, a search was launched. I found the Loremaster under the very eaves of the Old Forest. Nearby were the corpses of two Orcs. With his dying breath, Ingold explained what had befallen him and tasked me with the recovery of the chest.

“It contains,” said the dying Loremaster, “a Morgul-knife, a weapon of terrible sorcery. We had captured one from a servant of the Enemy and were hoping to study it to understand its evil poison. If we could but learn these secrets, we would have a new means of countering the fear of the Shadow. Evil draws evil to it. Find the Knife before its evil spreads.”

And with these words, the Loremaster died.

Hinluin continues with the information he has gathered so far:

“North of here, in what your people call the Fenring Forest, are the Mourn Hills. This is an ancient name. The Mourn Hills are the southernmost marches of the Hills of Evendim, which surrounded the ancient capital of the Realm of Arnor, now lost for centuries. The Orcs have withdrawn to the Mourn Hills. I do not know why. But with his dying breath, Ingold, my kinsman, tasked me with the retrieval of the chest. If I can also find out the Orcs' purposes in the Mourn Hills, we can warn others in your lands and mine of the gathering threat.”

What can Milo do?

Hopefully help Hinluin! He could, for instance:

Hopefully Milo will agree to help. Calling for backup is a possibility. Milo should make a Negotiate roll to see if he can persuade someone to help. He cannot raise the Hobbit militia - only the Thain of the Shire can do that - but he could perhaps enlist Paladin Proudfoot or a couple of the Bounders to help out. Stats for Paladin and the Bounders are at the end of the adventure.

9. What's Going on in the Mourn Hills?

It would be nice to present some grand conspiracy or plot at this point. This is not the case, however. Ingold was simply the victim of a random act of senseless violence: a group of Orc marauders ambushed him and took whatever they could. They retreated North, skirting the edge of the Shire, into the Fenring Forest.

Orcs may be coarse and savage but they needn't be stupid. Of the plunder they had garnered from the Loremaster (and a few other victims) the one treasure the leader could do nothing with was the chest containing the Knife. The chest would yield to neither brute force, nor the cunningest lockpicks the Orcs could contrive. Ordinarily, the Orcs would have discarded the chest without a second's thought. But the leader of the small warband could sense he was onto something “big”.

An Orc by the name of Maubug - blessed with a bit more smarts and low cunning than his cohorts - noticed a couple of things. First, the chest was somewhat cold to the touch. Second, when the chest was nearby, Maubug's Boyz would obey him more easily. Being possessed of a good deal of low cunning, Maubug has convinced his troops that there is a demon bound into the chest and that, should they disobey, he will release the creature to destroy them.

Now, holed up in a small cave complex in the Mourn Hills, Maubug plots greater things!

Maubug's Camp Map

During daylight hours, two Orc sentries will be patrolling around the camp's perimeter along the route shown. It takes 10 minutes to complete a circuit. The other Orcs will be in the cave complex itself, hiding from the Sun.

At night, the two Orc sentries will be closer to the campfires, probably gnawing some locally-caught and poorly-skinned rabbits. There's a 50% chance that such rabbits will be uncooked. Further, there's a 25% chance that some or all of the Orcs will be drunk, having captured some brandy from an earlier victim.

The Orcs will defend their camp. Even during the day, they will raise the alarm and call for reinforcements. This could turn into quite a scrap.

Scattered amongst the boulders is the Orcs' trash pile. This includes some of the bones of Ingold's horse.

Judge all plans to take the camp by stealth on their merits.

Maubug's Cave Map

In the area labelled SUPPLIES, there are various items like rope; spare arrows and a couple of scimitars (Orc workmanship); the saddle and harness from Ingold's horse; sacks. Add in a few other trinkets from other victims, perhaps as plot hooks for the future (maybe Milo could return them?)

There is a sentry posted opposite the supply area.

In the area labelled BOYZ, will be the remainder of Maubug's troops. How many depends on the time of day or night and how many have been killed previously.

MAUBUG himself resides in the last cave, from which there is no escape. He has a rough pallet (mattress) made of bracken and sacking. The Orc leader is a vicious fighter and will not surrender. However, as he is beaten down he may threaten his attackers:

“Let me go or I'll let it out! The Demon of the Box. Let me go I say!”

Eventually Maubug will be killed. His treasure consists of a few dozen copper pennies and a handful of silver pennies. There may (30% chance) be a measure of the Orc healing ointment (the brown, stinging stuff used on Merry and Pippin after they were captured and taken to Isengard). This ointment stops bleeding and heals (eventually) 1D6 Hit Points damage but it stings like Hell!

Lord of the Rings NPC Record

Maubug, Orc Warrior, Age ??

STR 22 CON 11 SIZ 9 INT 13 POW 9 DEX 14 CHA 10

Armour Leather (D6-1) + Shield

Initiative D10 + 2

Hit Points 10

Damage Bonus +1D4 / (+D2)

Weapon Attack Parry Damage

Scimitar 45% 44% D8 + D4 +1

Shield (S) 45% 44% 2D4

Shortbow 45% N/A D6 + D2 +1

Skill Bonuses

Attk 13% Parr 12% Agil 12% Mani 13% Perc 1% Stea 1% Know 2% Comm 1%

Skills Hide 31%, Dodge 42%, Climb 52%, See 31%, Listen 31%, Track 46%, Rope Use 63%, Ambush 45%, Scent 25%.

Notes

Maubug lead a gang of six (6) other Orcs. Two of these were slain by Ingold.

He knows the chest contains “something” (he can hear it rattling) and he has felt the weird coldness of the chest and the strange effect it has on his Boyz. Not being the most charismatic leader in Middle-earth, Maubug primarily rules by Strength. Since he came into possession of the chest, such forcefulness has been unnecessary. This in itself is strange enough for the Orc to start getting ideas.

These ideas were reinforced a couple of days ago when two new Orcs joined his encampment, immediately bowing to his authority. Now his gang is back up to strength, Maubug is planning to recruit still more Orcs, perhaps to sweep south into the North Farthing.

The Chest

This is a simple wooden chest made of darkly stained oak, marred by what look like hammer blows and sword cuts. Despite these, the chest is still strong. It is bound in iron and measures about 18” (long) by 8” (wide) by 6” (deep). The chest is locked by a complex mechanism of Dunadan manufacture (-50% to Devise skill to pick the lock, though a Craft Locksmith roll would be able to make a key). The chest is noticeably cold to the touch.

Maubug has fashioned a rough sling from cut up sacking so the chest will be with him always.

The Knife

The Knife is a Morgul-blade, a weapon of dread sorcery carried by Sauron's most powerful servants. The blade is long, thin and cruel, etched with patterns resembling horns and fangs. The hilt is made of bone, wrapped in black leather, and the pommel is set with a dull black stone. The weapon radiates evil (i.e. a Fear power with a Force of 5, increasing by 1D6 at night). Its stats are

STR = N/A; DEX = 3; Damage D4+3 + special effects; Weight 1lb; Size S

Special Powers

Lord of the Rings NPC Record

Maubug's Boyz, Orc Warriors, Age ??

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

Armour Leather (D6-1) + Shield

Initiative D10 + 2

Hit Points 10

Damage Bonus

Weapon Attack Parry Damage

Scimitar 32% 32% D8 + D4 +1

Dagger 32% 32% 2D4 + 2

Shield (S) 32% 32% 2D4

Shortbow 32% N/A D6 + D2 +1

Skill Bonuses

Attk 13% Parr 12% Agil 12% Mani 13% Perc 1% Stea 1% Know 2% Comm 1%

Skills Hide 31%, Dodge 42%, Climb 52%, See 31%, Listen 31%, Track 36%, Rope Use 50%, Brawl 50%, Wrestle 50%, Scent 25%.


Boy 1 Init D10 +2 __________________________ Damage ______________________________

Boy 2 Init D10 +2 __________________________ Damage ______________________________

Boy 3 Init D10 +2 __________________________ Damage ______________________________

Boy 4 Init D10 +2 __________________________ Damage ______________________________

Boy 5 Init D10 +2 __________________________ Damage ______________________________

Boy 6 Init D10 +2 __________________________ Damage ______________________________


All Boyz are armed with Scimitar, Dagger and Shield. Even numbered Boyz (2,4,6) are also armed with a Shortbow.

10. After the Battle

When the situation is resolved (i.e. Maubug defeated and his Boyz killed or routed) Hinluin will want to take the Chest and the Knife to Bree. He cannot open the Chest and will strongly discourage Milo from trying. (The Chest's coldness and Fear Aura will probably see to that.)

Milo may accompany Hinluin to Bree if he wishes.

Deal with loose ends (such as the deaths of any accompanying Hobbits) at the start of the next game.

11. Further Adventures

Hinluin's Dark Secret

He had been tasked with watching the Eastern routes into the Shire. He failed in his mission and Dirk slipped over the border with tragic results. This would be an excellent roleplaying opportunity for Milo.

At a later stage, probably in a subsequent adventure, Hinluin has found information that a companion of Rory's killer - perhaps another Half-Orc, perhaps a wicked Man - has been spotted in Bree. This might give him the chance to redeem himself in Milo's eyes.

Getting the Chest to Bree

In the original scenario, Milo agreed to help Hinluin take the chest containing the Morgul Blade to Bree. This will (eventually) become the basis for more of Milo's adventures. Perhaps other players would do the same?

12. 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

Courage 3

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, sons of Hesard's Ford's mayor, Rolo), 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

Courage 3

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. He helped Milo with the Dirk situation and may be favourably inclined to help out now.