
| Instance: A Road Through the Dark | [-] |
Celandine Brandybuck is a good friend of yours from your youth. Both you and her share a surprisingly adventurous spirit for hobbits, but recently, she took that spirit a step further by leaving the Shire to live among the tall-folk of Bree-land, in a town called Archet. Recently, she sent you a letter which hinted at the presence of brigands and worse folk skulking about her new home. Worried for her safety, you sent a letter back suggesting she return to the Shire, at least until things settled down over there. It has been some time since you dropped that letter off at the local post office, but you haven't heard anything since, so today you have decided to have a little chat with the postmaster to see if anything is the matter.
At the post office, the postmaster, a Took, confirms your worst fears. Archet is under siege by a band of ruffians! It seems he simply refuses to send your letter for fear that one of his employees might get hurt. Almost jokingly, he suggests that you go to Archet to deliver the letter yourself, but upon seeing the determined look upon your face, he reluctantly offers directions to Buckland, where you might recieve further directions into Bree-land and Archet. You thank him and step outside.
You head home and pack quickly, leaving that same day. By nightfall, you reach the Stock Road which leads into Buckland. Desperate to reach Archet as quick as possible, you continue onward, skipping supper altogether--a testament to your dedication.
Suddenly, you hear the distant sound of hoofbeats, and you catch a vague glimpse of a shrouded figure on horseback around a bend in the road ahead, galloping away at full speed. A man? It's odd behavior to be sure, but something about the scene seems even less natural than unnatural, and a vague anxiety unsettles your mind. Still, you press on, trying to keep your wits about you.
A little further ahead, you catch sight of the strange figure again. It seems to be enshrouded by a flowing, black garment, and rides a steed of similar color. Your heart leaps into your throat as you see that the Black Rider seems to be speaking to a Bounder, or hobbit-guard, who cowers before it in unabashed terror.
"I don't know where "Baggins" is!" the Bounder yelps.
"Fool!" hisses the Rider, the words seeming to echo from the depths of some deep chasm and sending a chill down your spine. It rears its horse and gallops away, the hoofbeats matching the thump-thump of your heart.
The Bounder, after regaining his composure, gets back to his feet, and seeing you, breathes a sigh of relief. "Gracious me, is it safe?" he hopes.
The Bounder introduces himself as Bounder Boffin and tells you his story. Seeing the Rider come down the road, he tried to stop him and ask him his business, as any Bounder should after seeing such queer behavior, but apparently, that idea didn't go so well. Boffin suggests that the two of you should lay low for the time being, not fancying another meeting with the Rider. He thinks that Old Odo's leaf-farm, just down the road, would be the perfect place to hide. He also offers you a weapon from his satchel, reasoning that with strange folk like the Black Rider about, anything else could be prowling around.
Heading towards the farm, you discover that a nest of enormous spiders has taken up residence in Odo's absence, as he leaves the farm to live in the city when it's not the proper season for farming. They have woven their webs along the road, blocking your way. You cut a path towards the farm, leaving a trail of dead spiders in your wake.
Upon arriving at the farmhouse, Boffin discovers that the door is sensibly but inconveniently locked. However, he finds the key upon his ring, since the farm is part of his patrol. You wonder why he never noticed the spiders before, however. Unfortunately, the key gets stuck in the lock, and then breaks, barring you entry altogether. You have no choice but to find another safe haven, further down the Stock Road into Woodhall. At least it's along the way that you need to go. You hope this won't delay you too long in getting to Archet.
However, as you leave the farm and head back onto the road, you feel that strange anxiety gnawing at your mind again. Rounding the bend in the road, you see it again: the Black Rider. This time, it is speaking with several men in that strange, distant hissing voice. It promises them riches, and one departs, saying something about relaying a command to someone named Éogan. For one fleeting moment, you hope that it hasn't seen you, but as if in answer, it calls out, tauntingly, "I see you, little fools..."
You hear Boffin quail in fear beside you, as the Rider advances slowly upon you, drawing a long, wicked and ancient looking blade. "Last time I let you live," it hisses. The two men also advance upon you, though they keep a respectful distance from the Rider.
"I shall not make that mistake a second time." It draws up short behind a small wooden fence. You know in your heart that such a barrier will not stop it. You doubt anything could stop it. You grit your teeth as you feel the evil thing's shadow loom over you, chilling your soul, robbing you of all hope. You know at last that the end has come.
"A Elbereth! Gilthoniel!" a voice calls from the bushes, like a beam of light made from pure sound. The Rider startles, turning away from you. "Who dares...?" it hisses in anger and surprise, as a volley of arrows are let loose from the bushes, like a rain of death. They fall upon the men with no remorse, slaying them both instantly. Four new figures burst forth from the bushes, three elves and one man. One of the elves, a being both fearsome and fair, shouts, "Depart, foul wraith! You have no power here!"
The Rider, cornered, rears its horse, declaring, "Your time is soon ended, Elf!" It gallops away down the road, hissing one final proclamation, "The Shadow of Mordor shall soon cover all!"
The elf leader introduces himself as Gildor. He seems to know Bounder Boffin, though Boffin seems to be flabbergasted by this. However, Gildor asks of you and your business. When you tell him of your intent to go to Archet, he smiles, telling you that fortune is with you, for his freind, the man Amdir, is heading there as well. He calls to Amdir, telling him of your destination.
Amdir welcomes you. He tells you that the roads to Archet are indeed dangerous, and that it is well that you travel together, for he cautions that even a hobbit as courageous as you would run afoul of the brigands which besiege the town. You say your goodbyes to Bounder Boffin and the elf Gildor, and set out with Amdir to Archet.
| Intro: Amdir's Request | [-] |
The road to Archet is long and arduous, but Amdir knows the way well, always picking the best paths, and it is not long before you make your way to the besieged village. You arrive at night, but as Amdir questions some of the local residents, he discovers dire news: Your friend, Celandine Brandybuck, and another Hobbit visiting the area, a Mundo Sackville-Baggins, have been kidnapped by the brigands plaguing the town. You are anxious to save them, but Amdir promises that he will manage their rescue and urges you to stay in Archet. You reluctantly agree.
The next day, you hear that Amdir has returned. You find him in the town square, along with your friend Celandine! You thank Amdir for her safety, but then realize that he is gravely wounded! Amdir tells you the story of the hobbits' rescue through laboured breaths. With the aid of another prisoner whom Amdir freed, the two of them located and rescued Celandine and Mundo. However, during the escape, Amdir ran afoul of another Black Rider who struck him with a fel weapon called a morgul-blade, whose bite is said to cause early death in its victims, and perhaps even the transformation into a wraith under the command of the blade's wielder.
| Intro: Captain Brackenbrook | [-] |
Horrified, you ask if there's anything you can do to help. Amdir tells you that he had planned to help the citizens of Archet deal with the brigand problem, but he is in no condition to fight any more. He implores you to fight in his stead, and to help the citizens of Archet fight back the brigands who call themselves Blackwolds, and you readily agree. He asks you to start by speaking with the captain of the local garrison, Brackenbrook by name. Apparently, Amdir had befriended the Captain's son, John Brackenbrook, who feared a traitor in the midst of the Archet garrison, a man named Calder Cob. Amdir claims to have found proof of Calder's betrayal during his mission at the Blackwold camp, and implores you to argue his case with Captain Brackenbrook.
Upon meeting with the captain, who is currently operating out of the Mad Badger inn, you find him to be unresponsive to your pleas. Apparently, Calder Cob claimed to have apprehended the leader of the Blackwolds, a man named Otto, as well as two other brigands. Certain that Amdir and his son are grossly mistaken and foolish, and that the Blackwold problem has already been dealt with, Captain Brackenbrook tells you to help Archet by dealing with the local wolf population and to tell Amdir to mind his own business.
Amdir is unsurprised by your report, when you return to him. He claims that while Captain Brackenbrook means well, he is set in his ways, and that Calder Cob has done his job well. Amdir thinks that you should do as Brackenbrook asks to help with the wolf problem, until some means might be found to explose Cob's treachery.
| Intro: Remedy of the Old Kings | [-] |
Meanwhile, your friend Celadine Brandybuck apologizes profusely for the trouble she has put you through. Simply glad that she is safe, you tell her not to worry about it and ask her to watch over Amdir. She promises to do so, and also has you collect some herbs which she can use to treat Amdir's wound while you go out and do as he asks to help Archet.
| Intro: The Spies | [-] |
You head out and locate one of the skulking Blackwold Spies, making short work of him. In his possessions, the Spy carries some kind of orders. They tell of how the Blackwolds seek retribution on Archet for the burning of one of their camps by Amdir in his attempt to save the two Hobbits. It also talks about some folk called "The Nazgul" and how they will have the "Baggins" they seek. Could they be after Mundo Sackville-Baggins? You can't imagine why.
The orders outline a plan of how the Blackwolds will take Archet and burn it down, and include a note about informing Calder Cob of the plan so that he can make ready for the attack. These orders should make excellent evidence against the traitorous guardsman!
Finally, the orders are signed "Éogan." There is that name again! He seems to be leading the brigands, but to what purpose?
You take the orders back to Dirk, who seems villified that Jon Brackenbrook was right. He tells you to take them immediately to Captain Brackenbrook so that he can see the error of his ways and put Calder Cob behind bars where he belongs.
| Intro: The Captain's Son | [-] |
Upon seeing the orders, Captain Brackenbrook is ashamed of his own obstinance at ignoring his son's advice. He ponders how much damage has been done and how much time Archet has to prepare, before ordering the guards to capture and imprison Calder Cob. Then he asks you to speak with his son, fearing that there is no other person that he can trust. He tells you that Jon Brackenbrook can be found at the Hunting Lodge to the east of Archet.
You travel to the lodge and find Jon, telling him of his father's change of mind. Jon is glad for his father, but fears that it might be too late for Archet unless the town has more time to prepare. He suggests heading to the ruins where the Blackwolds camp near Archet, called the Blackwold's Roost, and engaging some of them there in order to distract the brigands and buy more time. He tells you that the Roost can be found south of the Hunting Lodge.
| Intro: The Blackwold's Roost | [-] |
| Instance: The Assault on Archet | [-] |
You take a shortcut through the Old East Path to Archet, via the same route that the Blackwolds are using to break into the town. The way is blocked by brigand and spider alike, though you make short work of both in the chaos of their battle. You make your way quickly to the breach which the Blackwolds have used to gain entrance to Archet. The town is already alight with flames all over. Is it too late?
You find the traitor Calder Cob beating upon the helpless jailor Ned Pruner. You dispatch Cob, but it is too late for Ned. With his final breath, Ned tells you that Éogan came looking for the Hobbit named "Baggins," and implores you to find Amdir and help him save Archet. Ned's wife, Peg, arrives just then, pointing you ahead to the town square so that you can fulfill her husband's final wish, and then asks you to leave her be. You press ahead, her sobs still echoing in your ears.
You find Amdir in the Archet Jailyard, looking worse than ever. He asks you to draw water from a nearby well to put out the flames that block your way to Éogan, who has some evil purpose for poor Mundo. You do as he asks, and as the way is clear, you both storm the town square, just in time to witness Éogan, a vile man dressed in strange, evil raiment, slay Captain Brackenbrook before his son's eyes. Celandine and Mundo look on in horror.
"You shall pay for your crimes, villain!" Amdir challenges.
"Then come, Dúnadan. End this." Éogan taunts.
Amdir charges Éogan, but falters, collapsing and writing in pain.
Éogan stands over Amdir, triumphant, taunting, "The Nazgûl's morgul-knife has sapped your will, Dúnadan."
Shivering, Amdir mutters to himself, "I...cannot.... So...weak...."
Laughing, Éogan orders one of the Blackwolds to take Amdir away. Worse still, as the Blackwold orders Amdir to come with him, Amdir, your friend and companion, agrees, blankly complying, "...yes...."
"Amdir! No!" Celandine calls out to him as he disappears into the flames of the burning village.
Finally noticing you, Éogan orders another of his subordinates to deal with you. You dispatch him with ease. One by one, you visit your wrath upon the remaining Blackwolds, until at last, Éogan attempts to finish you himself. After a difficult battle, you deal the fiend a mortal wound, and he collapses, to the cheers of Celandine.
You go to check on the two Hobbits, first by speaking with Mundo. He tells you how Éogan questioned him as though he knew of a great treasure of some kind. He also says that Éogan insisted that he was the hobbit who went off with the dwarves, but notes that those were "Mad Baggins' tales." Mad Baggins, you wonder. What does Bilbo Baggins, the infamous former owner of Bag End who returned with a fortune from some adventure so many years ago have to do with all this tragedy?
Just then, Éogan springs to his feet, laughing. Apparently he wasn't as wounded as you thought!
"So this Baggins was telling the truth? He is useless to us," Éogan muses. "It is no matter. We have the Dúnadan..." he cackles, running away into the burning village, "...And he may prove to be a great boon!"
Celandine praises you for your efforts, comparing you to old Bullroarer Took, but mourns the fate of Amdir. Through your efforts, Archet was saved, but it, and its people, will never be the same. She decides that Archet is no place for a Hobbit after all, and that the three of you ought to head back to the Shire. She asks that you guide her and Mundo back to the borders of the Shire, and also requests that you help Mundo get back to his home in Little Delving. Little do you realize that your adventures are just beginning...