Adventures In Middle Earth - Game Concepts
The roads leading to Bree come from many different directions, each with their own tales. However their threads nonetheless intertwine in this place. On more than one occasion, this intersection of threads has acted as the jumping point for many important events in Middle-Earth’s history, not that the locals would be equipped to tell you which, however. You are all travel weary, several of you having faced sweltering sun, flippant rains, and long nights on the road, but your arrival in the town of Bree manages to raise your spirits, knowing that the road is behind you for now.
Once beyond the gates, you notice a plethora of people all going about their lives, guards walk through the square, using their spears as walking sticks, peddlers stand at market stalls where they sell produce, homemade goods, and other everyday items. The town appears full to the brim with men and hobbits from near and far all on their own personal errands.
The main road from the square branches off to the north, south, and west, and all along it are a collection of streets and alleyways that lead into Bree-hill, where many of the town’s hobbits are known to make their homes. In the main square, a number of signs hang from the sides of buildings, denoting shops such as a clothier’s and a blacksmith, though most of the other shops don’t seem to furnish any items that might be considered useful to the adventuring sort.
It is here that your group meets face-to-face for the first time, all seeming to be lost in the bustle of the village, not sure from where the next leg of your journey will present itself.
Adalgar’s Clothier
Not far from the Prancing Pony is a modest looking shop run by the hobbit Adalgar Oldbank. Adalgar is fairly well dressed in custom tailored clothing, and wears a green vest. Rather young to be running a store, it was left to him when his father passed on. Now he makes a living buying and selling light armors, clothing, and other textiles.
The party can purchase the following from Adalgar:
Clothes, Common - 100 Copper
Clothes, Fine - 10 Silver
Cloths, Spring & Summer Traveller’s - 2 Silver
Clothes, Fall & Winter Traveller’s - 5 Silver
Leather Jerkin - 10 Silver
Leather Corslet - 45 Silver
Arrows (20) - 1 Silver
Asking Adalgar about the rangers will get the following reply “I don’t often deal much with the big folk, though I do like those rangers that come into town. They always bring such fascinating news from all over. I forget how it started now, but I’ve been known to put together a few bundles of arrows for the rangers when they’re in town- Now that I mention it, however, one of the rangers, Hador, was supposed to pick up some arrows yesterday, but never did. Rangers are usually never late…”
Side Quest: If the party makes mention that they’re traveling to Sarn Ford, Adalgar will ask them to take two quivers full of arrows and deliver them to Hador, since he’s late picking them up and has already paid them off.
The Blacksmith
Sitting behind an anvil, hammering away, is a man named Elmund Brushwood. Elmund is a middle-aged man with a dry, bushy beard, wearing a long, white, unfastened coif that is as stained as his well worn blacksmith’s clothes. Elmund is no stranger to weapon making, but doesn’t get much call for it outside the occasional visit from traveling dwarves or visiting rangers.
The party can purchase the following from Elmund.
Dagger - 2 Silver
Hand-Axe - 5 Silver
Hammer - 2 Silver
Spear - 3 Silver
Axe - 10 Silver
Short Sword - 10 Silver
Broadsword - 30 Silver
Sling Bullets (20) - 10 Copper
Shield - 10 Silver
Manacles - 2 Silver
Pot, Iron - 2 Silver
Spikes, Iron (10) - 1 Silver
Travel Pots & Pans - 50 Copper
Whetstone - 3 Copper
Asking Elmund about the rangers will get the following reply “I know a few rangers stationed at Sarn Ford about two days from here. Though come to think of it, I haven’t seen them back in a few days now. Course those ranger folk are always sticking to the shadows, ya know.”
Noticing the dwarf in the party, Elmund would ask them to rate some of their wares, and how they might improve upon their technique, should the dwarf be so willing to share such information with him. A DC 10 Investigation Check from a Dwarf discerns that the blacksmith’s creations are at least above average, considering the somewhat backwater state of Bree.)
The Prancing Pony
Through an archway that interrupts a row of buildings near the square, lies a somewhat secluded innyard with a sign for the Prancing Pony hanging at it’s entrance. The innyard itself acts as a staging area for the adjoined stable, where Bob the ostler cares for the horses, while a small set of stairs leads up and into the inn proper.
As you walk through the entrance to The Prancing Pony, you’re met with a long hallway flanked on your left and right by two large wooden doors. Almost as soon as you enter, a hobbit barges through the door on the right, balancing a tray of meals and drinks which clatter about with every step. He spares you only a glance before opening the door to your left with his shoulder, causing what was previously muffled conversation to climb to a raucous wall of banter and cheers. You’d wager that the room to your left must be the common room, and that heading further down the hall must lead to the bedrooms. A smell of freshly baked bread and warm stew fills your noses as you shake the September chill from your bodies.
In the common room at The Prancing Pony, Barliman Butterbur and his general servant Bob seem to run a tight ship. There are several spots open when the party arrives, either at the bar itself, or at one of the tables near the back of the room. Regardless of where they sit, Barliman will approach. He will say “Welcom’ to The Prancin’ Poney, strangers! If ye’s be needing a drink, just give a shout to ol’ Nob who’s scootin’ about the place. Longs as ye’ can sees him in the crowd, hahaha!” Noting that there have been several more elves that have passed through recently, he’ll turn his attention to the Elf and say “Been seeing more a’ you folks around a’ late. Ain’t seen ‘em come round ‘ere with the likes a’ men and dwarves though. You off to the coast like the rest a’ yer kin?” After some conversation, Barliman will offer them food and drink:
Bread And Butter - 3 Copper
Hot Beef And Vegetable Stew - 6 Copper
Ripe Eriador Cheese - 4 Copper
Salted Beef - 10 Copper
Blackberry Tart - 4 Copper
Bree-land Ale - 3 Copper
Butterbur Beer - 5 Copper
After their meal, one of the party members will eventually notice a hooded figure at the back of the common room that seems to have been keeping a close watch on them. A DC 14 Perception Check will confirm that although acting inconspicuously, the hooded figure has near constant gaze on the party.
If no one chooses to approach him, he will approach them once the common room has calmed down for the night. Aragorn will say “It is not all too often that a group such as yourself travels together. Surely you are not simply in Bree for the beer.” He will continue to cautiously prod at the party, not initially alluding to who he is beyond “Strider”. The party can either present him with information that would invariably prove they are on the side of good, or they can succeed on a DC 15 Persuasion Check to convince him.
Once Aragorn is thoroughly satisfied that the party are not servants of the enemy, he will converse with them about the following information. “Perhaps you can be trusted after all- And perhaps you could help me in a pressing matter…” he pauses for a moment and sits down at the table if he wasn’t already seated before he continues. “There are riders from the south garbed in black, it is a matter of importance that you tell me if any of you have seen such travellers.”
Developments:
As the party inquires further, they can get some or all of the following information from Aragorn.
Aragorn will tell about being stationed with a company of rangers at Sarn Ford, to keep watch for dark riders from the south, and has kept daily contact in the months since he left for Bree, but has not heard from the rangers still stationed there in over two days. He fears something ill may have befallen them.
If asked why they’re on the lookout for riders in black riders, Aragorn will remain largely guarded. A DC 13 Persuasion Check will coerce him to say “We fear they are headed towards the shire.”
If asked why the riders might be headed to the shire, Aragorn will shoot the party a serious, cautious look. He is very careful about how he proceeds. A DC 16 Persuasion Check will get him to lower his guard one last time to say “Someone carrying an important burden is to come from the shire to Bree- Suffice it to say that they are to be protected at all costs…”
If the party tells Aragorn from where they all hail, he comments “Perhaps you are meant for a common purpose.”
If asked why he has not returned to Sarn Ford, he will say that he was asked by a very wise friend to remain in Bree to meet with someone important..
If asked about the Rangers at Sarn Ford, Aragorn will tell the party that the rangers at Sarn Ford are known as The Grey Company, and are led by a man called Halbarad.
Aragorn will eventually say “You owe me nothing, but you would be helping me and the greater good more than you might ever know if you can meet with Halbarad and get him to report in, or find out what happened to The Grey Company and report back yourselves…”
Aragorn will tell the party that Sarn Ford lies on the Brandywine River, roughly two days southwest at a full pace.
Finally, Aragorn will tell the party that they will gain a valuable friend in the rangers of The Grey Company, should they still live.
The party can continue to converse with Aragorn for a time before Aragorn insists that they get some rest. The party can stay in The Prancing Pony for the night, at Aragorn’s expense and can set off either tonight or the next morning.
--- Across The Breeland - September 25th-26th ---