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  The Ruins at Deadman’s D ike  Th e Ru in s a t D e a d m a n’ s D ike  Th e Ru in s a t D e a d m a n’ s D ike  The Ruins at Deadman’s Dike © Joe Mandala, July 2002

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Adventure for MERP published in guild companion

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 The Ruins at Dead m an’s Dike The Ruins at Dead m an’s Dike The Ruins at Dead m an’s Dike The Ruins at Dead m an’s Dike© Joe Mandala, July 2002

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Int roduct ion

Deadman’s Dike is the common name for the ruins of Fornost Erain. Fornost was the

military capital of Arthedain during the long and brutal wars with Angmar. When it was

overrun and destroyed by the Witch King in Third Age 1974, the evil sorcerer cursed the

ruins and caused them to become haunted. The Witch King was then destroyed by acomined army of the remnants of the Arthedanian military, Elves from Lindon, and a

large force from Gondor. This is all a thousand years before our present story, whichoccurs in T.A. 2989, the same year that Balin re-enters Moria.

Surrounding Fornost were many small keeps and manors belonging to the Greater and

Lesser Houses of Arthedain. These were also overrun in the Witch King’s initial victory,

and many were subsequently haunted just as the city was. Many of these manors weredefended to the last by their inhabitants, and many of the landowners were able to hide

their treasures before being overtaken. Our story takes place in one of these Manors, to

the south of Fornost Erain (Deadman’s Dike).

The Story North of Bree lived an old Hermit, who many in the area thought a bit daft. He was, in

fact, the last heir of a Lesser House of Arthedain. Once a member of the Rangers of the

 North, he had decided to spend his time studying the history of the kingdom, and haswritten many scrolls about it. At the time of our story, he has died, but had given a map

of his family’s estate to an old friend of his – a farmer in Bree. Now the old farmer has

 passed on, giving the map to his grandson (Harry Milkvine). He told Harry it was an old

treasure map, and the young man has decided to go treasure hunting. Harry didn’t keephis map a secret, and had soon gathered a group of people to accompany him on his

venture – folks from in and around Bree.NOTE:   If there are not enough players for the characters, then Tom, followed by Rory, and then Darim

can be omitted. No others should be omitted. It would be preferable to have them run as NPCs. Meanwhile, the Rangers had heard of this map, and have decided to send along one of

their own – one who is experienced in recovering old treasures, and knows much about

the history of Arthedain. This is the Ranger Feredir, who also has asked a Dwarf warrior(Darim) to accompany them. Feredir has left Harry little choice in the matter, and Harry

was easily convinced to bring along the self-invited chaperone. This is mainly because

nobody in Bree really knows how to read Sindarin all that well, and the map is written in

this language. Feredir, being a Dunadan, knows Sindarin and is able to read the mapeasily. The map is titled “Keep at Little Hill” and has two annotations on it. To the

northwest of the keep is “stony land,” and to the southeast is a “barrow.” The road to

Bree and Fornost Erain is also labeled.

At the old manor, things are a bit different than the map shows. The farmland is allwoods now, and the manor completely ruined. A group of Orcs from Angmar (a land

still infested with much evil) has come this far south in search of easy plunder. TheRangers are as yet unaware of this small threat, but there is little chance that the Orcs

would make it far once the Rangers know of them. The orcs have encamped themselves

in a cave near the manor. They have approached the manor, but are afraid to enter, for

they can sense that there is something more powerful than themselves there.

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In fact, the manor is haunted by a minor wight, who is tied to both the long-dessicated

 body of the manor’s former owner, and the cache of weapons and treasure hidden there.

The wight will assail the party if they discover and disturb either the bones or thetreasure. The orcs will not approach the manor, but if they notice the intruders they will

attack them on their way out.

Enemies

There are several potential enemies on this trip. The first is a member of the party, BertCowleaf. Bert is somewhat of a ruffian, and may take advantage of any weakness in the

 party to make off with what he can. Bert is not really that bad  of a person, though, and

will relent if confronted (see character sheet for Bert). Things may get interesting just

 before the party returns to Bree, however, as Bert’s “henchmen” will become a factor.The natural dangers of the wilderness could also be considered an enemy. The party will

encounter a bear and her cub on the journey up. If they do something foolish they could

very well have some serious trouble on their hands.The orcs, of course, are the most obvious and normal of the enemies on this trip. They

are a small band (5 of them), and not terribly dangerous as the denizens of evil go. Ifthey manage an ambush, of course, things could get very bad very quickly for our heroes.Finally, there is the wight which haunts the manor. This is a dangerous foe, and should

 be described in a very spooky and creepy way (there are suggestions later). Wights can

only be affected by magical weapons (which none in the party will have until they disturbthe cache of treasure). They are, however, chased away by the sunlight. A successful

Willpower check against the wight’s Bearing will allow free actions – one of which

should be to somehow expose the wight to sunlight. Fighting the thing is a dangerous

and likely futile course of action.

The Adv enture

After getting themselves equipped, the party sets off north along the old Greenway (the North Road). It will take them approximately 5 days to reach the manor.

 As you travel north, the weather is pleasant and warm (but not hot). The trees sway softly in the breeze, and you hear the sounds of the wilderness all around you – birds and

 small animals living their small lives. The old road is level and easy to travel, and you

make good time.

On the third day, however, something of interest occurs. As the party comes around a bend in the road (which is overgrown and surrounded by stands of trees), they are

confronted by a large and surprised bear.

 As your round a bend in the road, you are surprised to see a large bear in the center of your path. The bear also seems a bit surprised, and rears itself up, roaring a challenge.

 It is a large bear, and seems not the least bit intimidated by your presence. It shuffles

 forward a bit, refusing to back away.

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Have the players make Observe:spot rolls with a TN of 10. If anyone succeeds, they will

see a cub standing off to the side of the road on the right. The mother bear will insert

herself between the party and the cub. If the party simply goes around the bears on theside opposite the cub, they will have no problem (have them make a Lore: Fauna roll

with a TN of only 5 to realize this if they don’t on their own).

Black BearAttributes

Bearing 7 (+0), Nimbleness 9 (+1), Perception 10 (+2), Strength 11 (+2), Vitality 10 (+2), Wits 2 (-2).

ReactionsStamina +2, Swiftness +2, Willpower +0, Wisdom +0

Skills

A.Combat: Fangs +2, A.Combat: Claws +5, Indimidate: Fear (roar) +4, Observe: smell (+8), Run +3

Special Abilities

Fangs: the bear does 1d6+2 damage with its fangs, Claws: the bear does 1d6+3 damage with its claws

Health: 12

Following the encounter with the bear, the party makes it with little trouble to the area of

the Manor. Only Feredir has a good idea of exactly where they’re going – he has been

through this area many times before. Turning east off of the Old North Road, the partytravels for the remainder of the fifth day before they spot the hill with its ruins crowningit. Nearby is the ruined foundation of the inn that sat at these crossroads, and several

ruined buildings that are indistinguishable from the natural rocky outcroppings in the

area.

The hill upon which lie barely visible jumbled ruins pokes up through the treetops to your

east. The “road” you’ve been following is at this point little more than an unused trackthat plunges down to the banks of a stream below. Just off the path are the ruined

 foundations of a fairly large building – completely overgrown and almost invisible. It is

 growing darker, and as the sun sets in the west an eerie hush falls over the woods.

The party is only 1/8 of a mile or so from the ruins, but will need to camp here for the

night rather than risk crossing the stream in the dark. The night is unusually quiet, butnothing really happens. The next morning when they awaken and make their trek to the

ruins, nothing interesting happens. They all get a bit wet crossing the stream, and Darim

(the Dwarf) is probably not all that happy. As they approach the top of the hill, theynotice that there don’t seem to be any small animals around.

 Approaching the top of the hill, you see scattered foundations and ruined buildings hereand there. You reach the sparsely wooded hilltop and you see the remains of a large

building which is half-surrounded by a monstrously overgrown hedge, and small building

 just to its west which has a tree growing through the center of it. What once must havebeen an impressive building is completely ruined. There are piles of stone all around,and the only thing left of the keep is the foundation wall. The northwest and northeast

corners of the keep are the only areas where this wall is higher than two feet. You still

notice no small animals, and the hilltop seems strangely quiet.

There is nothing really of interest in the outbuilding, but nearby are the tracks of the orcs

who came to investigate when they arrived three days ago. Have Feredir make a Track

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roll with a TN of 12. If he succeeds by 5, he will note that the tracks are three days old.

If he succeeds by 8, he will also note that there were 3 orcs, and that they turned

immediately around and left the hill going eastward. If he succeeds by 10 he will inaddition gather the information that they were joined by two other orcs at the bottom of

the hill before they left the area – and that one of the orcs is larger than the rest.

 If the party decides to track the orcs before entering the ruins, go to the Orcs section.In the ruins of the keep, though, there is a trap door in the northwest corner buried under

rubble and overgrowth. Have the characters make Search rolls with a TN of 10 to find

the trapdoor. If they do not succeed, then give them hints that something seems not rightin the NW corner, and have them try again with a TN of 8.

THE RUINS

This trap door (or what’s left of it) opens into the remnants of the first basement of the

old keep. When the characters open it, or even mess with it much at all, it will collapse,

spilling debris and rubble down a dark black hole.

 As you stand over the hole, a strange mildewy smell wafts upward. The air is stale anddank, and you cannot see far. There is a floor below – around 10’ down. As the trappedair escapes, it makes a sighing, almost mournful, sound. Off in the far distance you hear

the howl of a wolf.

When the characters lower themselves into the hole and get some light down there, they

will see a fairly large room (around 50’ on a side) strewn with rubble. The walls are

 buckled and have collapsed in several places. The weight of the earth above seems to be pressing down on the very air in the chamber. On the east and south wall are collapsed

doorways. A successful search roll (TN: 7) will reveal that the rubble in the south wall

almost completely covers a skeleton, and that there may be a way to clear some of the

rubble and get to what looks like a room beyond.

 Buried under the rubble of the collapsed wall are the bones of a man. His belongings arerotted away, but as you uncover the corpse you see that his helmet is intact and not evenrusted. He clutches in his right hand a long dagger, the blade of which is covered in

runes. You can see an empty space beyond the rubble – perhaps a room beyond this one.

The helmet and dagger are magical. The helmet will increase the wearer’s Bearing by +1

while it is worn. The dagger is of Numenorian make, and gives it’s wielder a +1 Armed

Combat when used. It will also deal +2 damage to orcs, goblins, and their ilk. The partywould do well to safely inter this body before they leave the site so that the wight will not

return. The next room is small (15’x15’ or so), and better preserved than the first room.Only the SE corner is collapsed, and beyond this rubble there is only more rubble. Asuccessful search roll (TN: 10) will reveal an alcove on the west wall – some of the

stones meant to hide it are on the floor in small piles. Inside the alcove is a treasure

cache. There are two unblemished longswords (both give a +1 and are magical), a chainshirt (which is also magical and will absorb 3 extra damage), two daggers identical to the

one the corpse was clutching, and a beautiful ring. The ring is the signet ring of this

manor’s House Seal. There are also two piles of metal – one is an almost completely

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corroded pile of silver (from which can be recovered around 10 silver pieces worth of

wealth), and a pile of gold coins (40 gold pieces of ancient Arthedainian mint). Soon

after the items are disturbed (minutes), things get very strange in the ruins (this affects theentire basement area, but not the ruins above).

 It suddenly seems darker in the room, as if the torchlight was coming from far off. Youbegin hearing strange sounds – as if shouts coming from far away, or maybe from up

above and other places in this basement. You hear the clanging of metal, and the

 guttural voices of orcs. Screams of terror and pain are coming from all around you, and

the torches sputter and go out.

As the torch goes out, the wight will come forth and attempt to draw the characters intothe shadow realm. If it manages to touch them and draw them into slumber, they will

dream of the Angmarean assault on this keep. The wight will begin with those that are

nearest the treasure alcove, and work its way toward the trap door. There are two ways todefeat the wight. If anyone makes it back to the entrance, they will notice that the trap

door is closed and seems to suddenly be in perfect shape. They are seeing the shadow-realm version of the door. All they need to do is open this door and light will comestreaming into the basement. The wight will wail and fade away when exposed to the

sunlight. The other way to defeat the wight is to battle it with the newly acquired magicswords. This will not be easy in the dark.

Lesser WightAttributes

Bearing 11 (+2), Nimbleness 8 (+1), Perception 8 (+1), Strength 10 (+2), Vitality 8 (+1), Wits 7 (+0)

ReactionsStamina +2, Swiftness +1, Willpower +2, Wisdom +2

Skills

A.Combat: longsword +5, Indimidate: Fear +5, Observe:spot +4, Stealth: hide +7

Special AbilitiesBURNED BY DAYLIGHT: exposed to sunlight causes 2d6 damage every round

ICY TOUCH: every round of contact, victim loses 2 points of STR and VIT, when either reaches zero,

victim is unconscious for 2d6x10 minutes – recover 1 in each attribute every 10 minutes

SPELLS: see book (p 294?)

Health: 13

After (hopefully) defeating the wight and resting a bit, the party can choose to track down

the orcs. This might also happen before they even enter the ruins.

THE ORCS

The orcs should be a relatively simple challenge after the horror of the wight. There are 5

of them, and they are all fairly identical except for their leader. They have made theirtemporary home in a cave to the east of the ruins, and should be relatively easy to track

there (TN: 5). If the characters arrive there during they day, the orcs will not come out tofight in the sunlight. They will remain in the back of the cave (which is protected from

the sun). If the characters enter, there will be a short and bloody fight. The orcs hold no

treasure, and only have the standard orcish trappings, which are usless to the charactersand worth nothing.

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Orc LeaderAttributes

Bearing 8 (+1), Nimbleness 7 (+0), Perception 8 (+1), Strength 10 (+2), Vitality 10 (+2), Wits 8 (+1)

Reactions

Stamina +2, Swiftness +1, Willpower +1, Wisdom +1

Skills

A.Combat: scimitar +6, Indimidate: fear +4, Observe: spot +5, R.Combat: shortbow +3Run +3, Stealth: sneak +4, Track:scent +1

Health: 12

Orcs (4)Attributes

Bearing 6 (+0), Nimbleness 7 (+0), Perception 8 (+1), Strength 8 (+1), Vitality 8 (+1), Wits 5 (+0)

ReactionsStamina +2, Swiftness +1, Willpower +0, Wisdom +0

Skills

A.Combat: scimitar +4, Intimidate: fear +2, Observe: spot +4, R.Combat: shortbow +2

Run +3, Stealth: sneak +4, Track:scent +1

Health: 9

If the characters do not track the orcs down and kill them, then the orcs will attempt to

ambush the characters near the ruins of the old inn (down by the stream) at night. That

would be a much more difficult fight.

THE TRIP HOME, CONCLUSION

The trip home will be mostly uneventful, until they get near Bree. There they will beconfronted by Bert’s ruffians. They will not fight, but will only demand that they turn

over the treasure. If the party attacks them, they will flee (and Feredir will hold the PCs

 back if this happens). If the party refuses, they will strut a bit, then give up. They reallydon’t want to fight Feredir and Darim, as heavily armed and armored as they are. If they

are shamed they will be conspicuously absent when the party returns to Bree and

everyone turns out at the Prancing Pony to hear the story (and perhaps a song composed

 by Tom).Feredir will ask Harry to let him have the magical items, but will not want any of the

money. If Harry doesn’t want to give up the weapons, then Feredir will ask for at least

the two (or even one) longswords – but he will not insist. Some moral pressure should be placed on Harry (and the others) for this, since Feredir wants them for the fight against

the Enemy.

Willie (the innkeep and Rory’s boss) will be happy to see Rory, and will want to put him back to work as soon as possible. Harry’s father will be happy to see him, but will want

to know what he gained from the adventure. Tom will no doubt immediately start

singing to the crowd. Depending on the denoument of the adventure, Bert will probablynot be present. Feredir will quietly slip out of the crowd and disappear. Darim will

likely get ready to leave Bree and head back to the Blue Mountains within a day or two.

The townsfolk will be amazed at the stories and want to hear them over and over again.

They will be the topic of conversation for some time, and eventually the stories will become a small local legend.

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Appendix A

Maps

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Appendix B

Characters

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Bert CowleafBert CowleafBert CowleafBert Cowleaf

Race::::  Man of Bree (Middle Man)Racial Abilities::::

Adaptable: +2 Stamina

The Dominion of Man: extra point of CourageSkilled: +2 Legerdemain: open locks

Attributes::::

Bearing 10 (+2)

 Nimbleness 12 (+3)Perception 9 (+1)

Strength 10 (+2)

Vitality 10 (+2)Wits 9 (+1)

Reactions::::

Stamina +4

Swiftness +3

Willpower +2

Wisdom +2

Order::::  RogueOrder Abilities:::: 

Lurking in Shadows: +5 instead of +3 when use courage on stealthAdvancements:::: 3 

Skills::::

SKILL

TEST

CATEGORY ATTRIBUTE

ATTRIBUTE

MODIFIER

SKILL

RANK

MISC.

MODIFIER

TOTAL

BONUS

Craft: Farming Physical Nimbleness +3 +2 +0 +5

Debate: Bargain Social Wits +1 +1 +0 +2

Games: Wrestling Physical Nimbleness +1 +1 +0 +2

Run Physical Strength +2 +1 +0 +3

Appraise: Crops Academic Wits +1 +1 +0 +2

A.Combat: shortsword Physical Nimbleness +3 +3 +0 +6

Climb Physical Strength +2 +2 +0 +4

Conceal: treasure Physical Wits +1 +2 +1 +4

Inquire: Converse Social Bearing +2 +1 +0 +3Jump Physical Strength +2 +2 +0 +4

Legerdemain: open lock Physical Nimbleness +3 +3 +1 +7

Observe: Spot Physical Perception +1 +2 +0 +3

Stealth: Hide Physical Nimbleness +3 +3 +1 +7

Stealth: Sneak Physical Nimbleness +3 +2 +1 +6

Stealth: Surveil Physical Nimbleness +3 +2 +1 +6

Stealth: Shadow Physical Nimbleness +3 +1 +1 +5

R.Combat: throw knife Physical Nimbleness +3 +4 +0 +7

Search Physical Perception +1 +3 +0 +4

Survival: Forests Physical Perception +1 +1 +0 +2

Edges::::

Friends: +4 to Inquire tests in Bree

Furtive: +1 to Conceal, Legerdemain, and Stealth testsWary: +3 to swiftness tests involving initiative

Flaws::::

Health:::: 12

Courage:::: 4

Gear:::: Shortsword, throwing knives (3), lock picks, bedroll, leather armor 

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Backstory: Bert has had a hard life. His father died while he was young, and he and

his mother (he was an only child) were turned out of the family farm and forced to live

with relatives. Bert took to stealing to help pay his way, and found that he was quitegood at it. He never has done anything big, but he leads what small underground there is

in Bree – some ten or so disaffected men who find it easier to prey than to work. He hasingratiated himself to Harry, and the naïve young farmer looks up to Bert, thinking ofhim as an experienced and world-wise person. If given an easy opportunity, Bert will

have no problem with making off with a goodly portion of the gain from the expedition.

He has instructed his ruffians to be waiting for them a little way outside of Bree in case oftrouble, though he doesn’t plan any sort of ambush now that the Ranger Feredir is coming

along. Bert does not like Feredir, and Feredir mistrusts Bert.

Description: Bert has brown hair and eyes, and a face marked by scars of a fever hehad as a youngster. His normal expression is a scowl, and he rarely smiles. When he

does, it is a wolfish smile that generally makes the recipient a bit nervous. He is short

(just over 5 feet), but wiry and deceptively strong.

Notes: ________________________________________________________________  ________________________________________________________________________ 

 ________________________________________________________________________  ________________________________________________________________________ 

 ________________________________________________________________________ 

 ________________________________________________________________________ 

 ________________________________________________________________________

 Weapons:

Name Ranges Damage

Parry

Bonus Size

Attack

Bonus

Shortsword n/a 2d6+3 +0 M +6

Throwing Knives 5/10/20/40 2d6+2 +0 S +7

 Wealth:

Copper pennies: ___

Silver pennies: ___ Silver pieces: ___

Gold pennies: ___ Gold pieces: ___

Health:

□  Healthy (-0) ___/12□

  Dazed (-1) ___/12□

 

Injured (-3) ___/12

□ 

Wounded (-5) ___/12□

  Incapacitated (-7) ___/12

 Weariness:

□  Hale (-0)□  Winded (-1)

□ 

Tired (-2)□

  Weary (-4)□

 

Spent (-8)

□  Exhausted (**)

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Dar imDar imDar imDar im

Race::::  Dwarf of the Blue MountainsRacial  Abil ities::::

Animal Aversion: -2 ride and all other animal tests

Craftsmanship: +2 smithcraft and stonecraftFirestarting: +2 to all survival test when starting a fireHardiness of  Body: +2 to Stamina rolls to resist losing Weariness levelsHardness of  Mind: +2 to Willpower tests against intimidations and dominationHealthy: +6 to stamina or other tests against diseaseStout: though small, still have 5 wound levels

Attr ibutes::::

Bearing 7 (+0)

 Nimbleness 7 (+0)Perception 6 (+0)

Strength 12 (+3)

Vitality 11 (+2)Wits 5 (+0)

Reactions::::

Stamina +3

Swiftness +0

Willpower +0

Wisdom +0Order ::::  Warrior

Order  Abil ities::::  Favored weapon: Battleaxe, develops at 2x normal rate, but all other armedcombat weapons are at -4

Advancements:::: 4 Skil l s::::

SKILLTEST

CATEGORY ATTRIBUTEATTRIBUTEMODIFIER

SKILLRANK

MISC.MODIFIER

TOTALBONUS

A.Combat: battleaxe Physical Nimbleness +0 +6 +3 +9

Smithcraft: armorsmith Physical Strength +3 +2 +2 +7

Stonecraft: fortification Physical Strength +3 +2 +2 +7

Survival: mountains Physical Perception +0 +1 +0 +1

Language: Khuzdul Academic Wits +0 +6 +0 +6

Language: Westron Academic Wits +0 +6 +0 +6Lore: Ered Luin Geog. Academic Wits +0 +3 +0 +3

Intimidate: Fear Social Bearing +0 +4 +0 +4

Observe: Spot Physical Perception +0 +3 +0 +3

R.Combat: shortbow Physical Nimbleness +0 +6 +0 +6

Ride: ponies Physical Bearing +0 +1 -2 -1

Run Physical Strength +3 +2 +0 +5

Siegecraft: Defence Physical Wits +0 +3 +0 +3

U.Combat: brawling Physical Nimbleness +0 +2 +0 +2

Edges::::

Weapon Mastery: +3 Armed Combat: Battleaxe

Hardy: Reduce all injury penalties by 2Fl aws::::  None.

Heal th:::: 14

Defense: 10

Cour age:::: 3

Gear :::: Battle-axe, Dwarven chainmail, short horn bow, camping gear, pack pony,

knife, 50’ rope, cooking gear, torches (3), tinderbox, armor repair tools

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Backstor y: Darim is a doughty warrior of the Blue Mountains. He is well-known

among his kin as a fierce warrior. He is returning there from Erebor after seeking news

of his cousin who traveled there on a trading expedition. His cousin never arrived, and itis assumed that he was waylaid by orcs in the mountains. Darim was asked to

accompany the expedition to Deadman’s Dike by the Ranger Feredir. He readilyassented when Feredir explained that there might be weapons against the Enemy in anyhidden cache that might be there. Darim has vengeance strongly in his mind. He

considers all of the companions useless except Feredir.

Descr iption: Darim is, like all Dwarves, short and stocky. His bushy black beard isnot that long, for he is not a very old Dwarf. His beetling black eyes glare from beneath

 bushy black brows. He wears a full hauberk of Dwarven chain armor, and a helmet of

strong steel. His battle-axe has seen much use, and he wears it lightly on his back.

Notes: ________________________________________________________________ 

 ________________________________________________________________________ 

 ________________________________________________________________________ 

 ________________________________________________________________________  ________________________________________________________________________ 

 ________________________________________________________________________  ________________________________________________________________________

Weapons:

Name Ranges DamageParryBonus Size

AttackBonus

Battle axe n/a 2d6+5 +0 M +9

Short bow 5/25/50/100 2d6+2 n/a n/a +6

Weal th:

Copper pennies: ___Silver pennies: ___ Silver pieces: ___Gold pennies: ___ Gold pieces: ___

Heal th:!  Healthy (-0) ___/14!

  Dazed (-1) ___/14!

 

Injured (-3) ___/14

!  Wounded (-5) ___/14!

  Incapacitated (-7) ___/14

Wear iness:!

  Hale (-0)!  Winded (-1)

!  Tired (-2)!

  Weary (-4)!  Spent (-8)

Exhausted (**)

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FeredirFeredirFeredirFeredir

Race::::  Man (Dunadan)Racial Abilities::::

Adaptable: +2 Swiftness

The Dominion of Man: extra point of CourageSkilled: +2 Lore: Artifacts

Attributes::::

Bearing 8 (+1)

 Nimbleness 10 (+2)Perception 8 (+1)

Strength 10 (+2)

Vitality 12 (+3)Wits 10 (+2)

Reactions::::

Stamina +3

Swiftness +4

Willpower +2

Wisdom +1

Order::::  Warrior/RangerOrder Abilities:::: 

Evasion: dodge action gets 3 dice: keep highest twoHard March: can travel through hills as though normal ground

Advancements:::: 5 Skills::::

SKILL

TEST

CATEGORY ATTRIBUTE

ATTRIBUTE

MODIFIER

SKILL

RANK

MISC.

MODIFIER

TOTAL

BONUS

A.Combat: Longsword Physical Nimbleness +2 +6 +0 +8

R.Combat: Longbow Physical Nimbleness +2 +5 +0 +7

Stealth: Hide Physical Nimbleness +2 +2 +0 +4

Track: Humans Physical Perception +1 +7 +1 +9

Stealth: Sneak Physical Nimbleness +2 +5 +0 +7

Healing: Treat Wounds Physical Wits +2 +3 +0 +5

Observe: Spot Physical Perception +1 +3 +0 +4

Ride: Horse Physical Bearing +1 +2 +0 +3Climb Physical Strength +2 +2 +0 +4

Survival: Forest Physical Perception +1 +7 +1 +9

Stealth: Surveil Physical Nimbleness +2 +2 +0 +4

Swim Physical Strength +2 +2 +0 +4

Weather-sense Physical Perception +1 +2 +1 +4

Language: Westron Academic Wits +2 +6 +0 +8

Language: Sindarin Academic Wits +2 +6 +0 +8

Lore: Arthedain Geog. Academic Wits +2 +6 +0 +8

Lore: Arthedain History Academic Wits +2 +5 +0 +7

Lore: Artifacts Academic Wits +2 +4 +2 +8

Edges::::

 Night-eyed: penalties for seeing in dark reduced from -5 to -3Woodcrafty: +1 to all wilderness skills and stealth in wildernessTravel-sense: never get lost in place you’ve been, and never lose N/S/E/W

Flaws::::  None.

Health:::: 14

Courage:::: 6

Gear:::: longbow, longsword, camping gear, pipe and weed, chain armor 

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Backstory: Feredir is somewhat of a specialist among the Rangers. He has long

 been enamoured of ancient things – especially those things that can be used as weapons

against the Enemy. Most of his time is spent searching throughout ancient Arthedain forthe Heirlooms of the Great Houses. He has heard of Harry’s map, and has basically

invited himself along. He knows that they are traveling to the ruined manor of a minorhouse of Arthedain, and also knows that this House did hold some weapons of worth thatwere not recovered after Arthedain’s fall. He suspects that Bert is up to no good, but is

not interested in a confrontation. He has discovered that the old hermit who gave Harry’s

grandfather the map was actually the only known heir of this minor House. He willtherefore not insist on claiming any of the treasure, but will request that Harry give him

anything useful against the Enemy to be used by the Rangers. Feredir requested that

Darim accompany them on the quest, because he respect Darim’s reputation and has

consulted with the Dwarves occasionally on matters dealing with the artifacts he hunts.

Description: Feredir has black hair and steel-grey eyes. He has a hard face, but not

an unhandsome one. He is tall and stern, much like the rest of his kin. His face and

hands hold many scars. He is not entirely dour and serious, however, as he is quick tolaugh at a good jest, and his laugh is deep and heartfelt. Those around him find it hard to

resist joining Feredir when he laughs good and well.

Notes: ________________________________________________________________ 

 ________________________________________________________________________ 

 ________________________________________________________________________ 

 ________________________________________________________________________  ________________________________________________________________________ 

 ________________________________________________________________________ 

 ________________________________________________________________________

 Weapons:

Name Ranges Damage

Parry

Bonus Size

Attack

Bonus

Longsword n/a 2d6+5 +1 M +8

Longbow 5/30/60/150 2d6+2 n/a n/a +7

 Wealth:

Copper pennies: ___

Silver pennies: ___ Silver pieces: ___

Gold pennies: ___ Gold pieces: ___

Health:

□ 

Healthy (-0) ___/14□

  Dazed (-1) ___/14□

  Injured (-3) ___/14□  Wounded (-5) ___/14

□  Incapacitated (-7) ___/14

 Weariness:

□  Hale (-0)□

  Winded (-1)□  Tired (-2)

□  Weary (-4)□

  Spent (-8)□

 

Exhausted (**)

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Harry MilkvineHarry MilkvineHarry MilkvineHarry Milkvine

Race::::  Man of Bree (Middle Man)Racial Abilities::::

Adaptable: +2 Swiftness

The Dominion of Man: extra point of CourageSkilled: +1 Persuade, +1 Games:Wrestling

Attributes::::

Bearing 8 (+1)

 Nimbleness 9 (+1)Perception 6 (+0)

Strength 7 (+0)

Vitality 7 (+0)Wits 5 (+0)

Reactions::::

Stamina +1

Swiftness +3

Willpower -2

Wisdom +1

Order::::  Craftsman (farmer)Order Abilities::::  Place of Trade: 1d6 silver piece income per month from farm

Advancements:::: 2 Skills::::

SKILL

TEST

CATEGORY ATTRIBUTE

ATTRIBUTE

MODIFIER

SKILL

RANK

MISC.

MODIFIER

TOTAL

BONUS

Appraise: fruit/veg. Academic Wits +0 +1 +0 +1

Craft: Farming Physical Nimbleness +1 +4 +2 +7

Craft: Blacksmith Physical Nimbleness +1 +2 +2 +5

Games: Wrestling Physical Nimbleness +1 +2 +1 +4

Lore: Herbs Academic Wits +0 +6 +0 +6

Lore: Breeland Flora Academic Wits +0 +1 +0 +1

Pursuade: Fast Talk Social Bearing +1 +2 +1 +4

Observe: Spot Physical Perception +0 +2 +0 +2

Healing: Herbal Physical Wits +0 +1 +0 +1

Ride: Horses Physical Bearing +1 +1 +0 +2A.Combat: woodaxe Physical Nimbleness +1 +2 +0 +3

Language: Westron Academic Wits +0 +6 +0 +6

Lore: Breeland Fauna Academic Wits +0 +4 +0 +4

Lore: Breeland Myths Academic Wits +0 +1 +0 +1

Weather-sense Physical Perception +0 +2 +1 +3

Edges::::

Craftmaster: +2 to all Craft, Smithcraft, Stonecraft testsTravel Sense: never get lost in area that’s been visited, never lose N/S/E/W

Woodcrafty: +1 to all wilderness-based skills

Dodge: +3 Swiftness for Dodge actions

Flaws::::

Weak-willed: -2 to Willpower Tests

Health:::: 7 

Defense: 11

Courage:::: 4

Gear:::: Wood axe, leather armor, billowy white shirt with leather vest, pallet, knife, 50’

rope, old treasure map 

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Backstory: Harry Milkvine is the young son (21 years of age) of a local farmer who

lives just south of Bree. When his grandfather died just a few months ago, the old mangave him what he claimed was a treasure map. Old Man Milkvine insisted that he’d

gotten the map from a grizzled old hermit “up nort’ summat, and near’n ta th’Deadm’ns

Dike.” Harry’s father is convinced the old man was crazy, and heartily disapproves of

his son’s plan to find the treasure revealed on the map – especially because none of themcan read “fancy letters’n all that ELVISH rubbish.” Harry is a bit naïve, and has made no

secret of his map, or of his plans to retrieve the treasure. He has gathered a group offolks willing to help him (mostly from patrons of the Prancing Pony where his claims

were heard loudest after a good pint or so of ale), and plans to set out soon.

Description: Harry is a fairly non-descript young man. He doesn’t really have thestrapping build his father does, and doesn’t relish doing farm work for the rest of his

days. His hair is brown, as are his eyes. He has a distinctive scar running from the back

of his wrist to the inside of his elbow where he was kicked by a new-shod horse. He rubs

the scar when he’s nervous or lying.

Notes: ________________________________________________________________ 

 ________________________________________________________________________  ________________________________________________________________________ 

 ________________________________________________________________________ 

 ________________________________________________________________________ 

 ________________________________________________________________________  ________________________________________________________________________

 Weapons:

Name Ranges Damage

Parry

Bonus Size

Attack

Bonus

Skinning knife n/a 2d6+1 +0 S +1Wood axe n/a 2d6+3 +0 M +3

 Wealth:

Copper pennies: ___

Silver pennies: ___ Silver pieces: ___Gold pennies: ___ Gold pieces: ___

Health:

□  Healthy (-0) ___/7

□  Dazed (-1) ___/7□

  Injured (-3) ___/7□  Wounded (-5) ___/7

□ 

Incapacitated (-7) ___/7

 Weariness:

□ 

Hale (-0)

□  Winded (-1)□

  Tired (-2)

□ 

Weary (-4)□  Spent (-8)□

  Exhausted (**)

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Rory HedgehillRory HedgehillRory HedgehillRory Hedgehill

Race::::  Hobbit (Fallohide) Racial Abilities:

Six Meals a Day: +3 to Craft:Cooking Skill

Small Folk: size is small, only 4 wound levelsSoft-footed: +4 to stealth tests, and any who track him get -2 penalty to track

Sure at the Mark: +2 Ranged Combat skill bonus

Tough as Old Tree Roots: +2 Willpower versus corruptionAttributes:

Bearing 11 (+2)

 Nimbleness 10 (+2)

Perception 8 (+1)

Strength 4 (+0)

Vitality 7 (+0)

Wits 10 (+2)Reactions:

Stamina +0

Swiftness +2

Willpower +2

Wisdom +1

Order::::  Craftsman (Innkeeper)Order Abilities::::  Speedy Work: create item in ½ required time if spend Courage point

Advancements:::: 1Skills::::

SKILL

TEST

CATEGORY ATTRIBUTE

ATTRIBUTE

MODIFIER

SKILL

RANK

MISC.

MODIFIER

TOTAL

BONUS

Games: Gambling Social Wits +2 +2 +0 +4

Debate: Bargain Social Wits +2 +2 +0 +4

Language: Westron Academic Wits +2 +6 +0 +8

Lore: Breeland Geog. Academic Wits +2 +6 +0 +8

Lore: family geneolog. Academic Wits +2 +5 +0 +7

Lore: Breeland fauna Academic Wits +2 +6 +0 +8

Lore: Breeland flora Academic Wits +2 +5 +0 +7

Lore: Local Gossip Social Wits +2 +2 +0 +4Lore: Breeland History Academic Wits +2 +5 +0 +7Appraise: alcohol Academic Wits +2 +2 +0 +4

Craft: Innkeeping Social Bearing +2 +3 +0 +5

Craft: Brewing Academic Wits +2 +2 +0 +4

Craft: Cooking Academic Wits +2 +1 +3 +6

Observe: Spot Physical Perception +1 +1 +2 +4

Persuade: Charm Social Bearing +2 +2 +0 +4

R.Combat: shortbow Physical Nimbleness +2 +1 +2 +5

Edges::::

Friends (Bree) x2: +6 to Inquire tests in Bree

Ambidextrous: penalty for off-hand use reduced from -8 to -4Keen-eyed: +2 to Observe:Spot tests

Curious: +5 bonus instead of +3 when using Courage point on Lore or Search test

Flaws::::  None.

Health:::: 8

Defense: 12

Courage:::: 3

Gear:::: Knife, Shortbow, Leather armor, Cooking gear, Pipe and weed, 50’ rope, pallet

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Backstory: Rory Hedgehill serves Willie Butterbur, the owner and proprietor of ThePrancing Pony Inn at Bree. He is quite an accomplished cook, specializing in creating

dishes for the Hobbit patrons at the Inn. He would much rather be a customer, however,

and can often be found enjoying a fine ale (or three) with those he is supposed to serve

(much to Willie’s annoyance). He is a great friend of Harry Milkvine, a young farmer’sson from south of town. When Harry came to the Inn talking of a great adventure to

recover a huge pile of treasure, Rory was captivated – mostly by the idea of havingenough money to open his own brewery and tavern where he could chat with his friends

all the day long. Willie Butterbur has reluctantly agreed to let Rory take some time off

(after much cajoling), which is not a popular decision with the regulars at the Prancing

Pony. They have come to love Rory’s mutton stew and charming banter.

Description: Rory is a bit tall for a Hobbit (over 4 and a half feet tall!), and

winsome according to the lasses. A bright shock of yellow hair tumbles around his face,

which is marked by dark brown eyes and boyish freckles. Like all Hobbits, he’s a bit pudgy around the middle, but is still young (in his ‘tweens) and hasn’t developed the

respectable rotundity of his elders. The quick flash of his smile and a witty comment areoften remembered fondly by folks who meet him.

Notes: ________________________________________________________________ 

 ________________________________________________________________________ 

 ________________________________________________________________________  ________________________________________________________________________ 

 ________________________________________________________________________ 

 ________________________________________________________________________  ________________________________________________________________________

 Weapons:

Name Ranges Damage

Parry

Bonus Size

Attack

Bonus

Knife n/a 1d6+1 +0 S +2Short Bow 5/15/50/100 2d6+2 n/a n/a +5

 Wealth:

Copper pennies: ___

Silver pennies: ___ Silver pieces: ___Gold pennies: ___ Gold pieces: ___

Health:

□  Healthy (-0) ___/8

□ 

Dazed (-1) ___/8□  Injured (-3) ___/8

□  Wounded (-5) ___/8□

  Incapacitated (-7) ___/8

 Weariness:

□ 

Hale (-0)□  Winded (-1)□

  Tired (-2)□

  Weary (-4)□  Spent (-8)

□  Exhausted (**)

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Tom OakrootTom OakrootTom OakrootTom Oakroot

Race::::  Man of Bree (Middle Man)Racial Abilities::::

Adaptable: +2 Swiftness

The Dominion of Man: extra point of CourageSkilled: +2 Acrobatics:Tumble

Attributes::::

Bearing 10 (+2)

 Nimbleness 9 (+1)Perception 8 (+1)

Strength 8 (+1)

Vitality 7 (+0)Wits 9 (+1)

Reactions::::

Stamina +1

Swiftness +3

Willpower +2

Wisdom +2

Order::::  MinstrelOrder Abilities::::  Jugglery: +2 Acrobatics, Games, Legerdemain, and R.Combat:Thrown

Advancements:::: 3 Skills::::

SKILL

TEST

CATEGORY ATTRIBUTE

ATTRIBUTE

MODIFIER

SKILL

RANK

MISC.

MODIFIER

TOTAL

BONUS

Perform: sing Social Bearing +2 +2 +0 +4

Observe: spot Physical Perception +1 +2 +0 +3

A.Combat: longsword Physical Nimbleness +1 +2 +0 +3

Debate: bargain Social Wits +1 +1 +0 +2

Persuade: Oratory Social Bearing +2 +3 +0 +5

Language: Westron Academic Wits +1 +6 +0 +7

Lore: Breeland songs Academic Wits +1 +5 +0 +6

Lore: Breeland history Academic Wits +1 +5 +0 +6

Lore: Breeland myths Academic Wits +1 +5 +0 +6

Lore: Shire myths Academic Wits +1 +5 +0 +6Lore: Shire songs Academic Wits +1 +2 +0 +3

Acrobatics: Tumbling Physical Nimbleness +1 +2 +4 +7

Games: Gambling Physical Wits +1 +2 +0 +3

Legerdemain: Prestidig. Physical Nimbleness +1 +3 +2 +6

Mimicry: Voices Physical Bearing +2 +1 +0 +3

Perform: tambor Social Bearing +2 +2 +0 +4

R.Combat: Thr.knife Physical Nimbleness +1 +4 +2 +7

Stealth: hide Physical Nimbleness +1 +3 +0 +4

Language: Sindarin Academic Wits +1 +1 +0 +2

Edges::::

Travel Sense: never get lost in area you’ve been, never lose N/S/E/WHoney Tongued: +2 social skills when pleasant speech is involved

Quickdraw: drawing weapon is one free action per round

Flaws::::  None.

Health:::: 8

Courage:::: 4 

Gear:::: Tambor, throwing knives (5), longsword, pony, camping gear, several costumes,

tumbling paraphernalia, cooking gear, pipe and weed, pallet

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Backstory: Tom Oakroot is a rarity in these times – a traveling performer, though

he hails from right here in Bree. He most commonly travels between Bree and the Shire,

 but has made some trips farther afield – even as far as Dunland on one occasion where hewas received poorly. He arrived in Bree only a week or two ago, and has been

 performing at the Prancing Pony, where he is given free room and board for a fortnight.He loves stories of heroism and adventure, a mainstay of his act, and practically beggedHarry to let him accompany the expedition to Deadman’s Dike – it only took two pints of

ale. Tom wants to write a song about the great adventure they are about to embark upon.

Description: Tom is a fairly tall man (nearly 6 foot!), and is lithe and quick. Hishair is a shocking red and he has pale blue eyes and freckles. He is very good with

 people, and can insert himself almost effortlessly into any conversation (which he often

does).

Notes: ________________________________________________________________ 

 ________________________________________________________________________ 

 ________________________________________________________________________ 

 ________________________________________________________________________  ________________________________________________________________________ 

 ________________________________________________________________________  ________________________________________________________________________

 Weapons:

Name Ranges Damage

Parry

Bonus Size

Attack

Bonus

Longsword n/a 2d6+5 +1 M +3

Throwing Knives 5/10/20/40 2d6+2 n/a S +7

 Wealth:

Copper pennies: ___Silver pennies: ___ Silver pieces: ___Gold pennies: ___ Gold pieces: ___

Health:

□  Healthy (-0) ___/8□

  Dazed (-1) ___/8□

 

Injured (-3) ___/8

□  Wounded (-5) ___/8□

  Incapacitated (-7) ___/8

 Weariness:

□  Hale (-0)□  Winded (-1)

□  Tired (-2)□

  Weary (-4)□  Spent (-8)

□ 

Exhausted (**)