Download Bree And The Barrow-downs

The Barrow-downs or Tyrn Gorthad were a series of low hills east of the Shire, behind the Old Forest, and southwest of the village of Bree. Many of the hills were crowned with megaliths and barrows, hence their name. Bree-Land Quest - Bree: Return To The Barrow-Downs [Level 16] [] Reward: 2 Silver, 15 Copper. Talk to Newbold Leafcutter in central Bree (30.4S, 51.7W) Use the Blunted Pick-Axe in your inventory. Haudh Iarchith, the Breeland Rep Dungeons (Pt. 1, Southern Barrow Downs) 17 Apr 2011 Leave a comment by Iranon in Guides Tags: Bree reputation, Haudh Iarchith, Lord of the Rings Online, LotRO, map.

  1. Download Bree And The Barrow Downs Pdf
  2. Download Bree And The Barrow Downs

Sarn Ford[edit]

The start of Chapter 2 puts you in a new hub called Sarn Ford. It's been pretty much destroyed by the Black Riders, but there are enough friends there to provide you the standard services. If you feel like a makeover, there is a mirror in the main tent as well.

Chat up everyone in the camp so you know where the new stores are located. Conveniently, the standard shop (run by a guy named Maradan) and the blacksmith (run by Hador) are standing right next to each other. The only other people in the camp are Halbarad, a ranger who gives you the next part of your main quest, and a woman named Silanna, who is caring for a patient inside the main tent. When you speak to her the first time, she gets increasingly surly as she describes the symptoms of the Black Breath, but she'll task you to get some Athelas at the Barrow-downs.

Once you're ready to proceed, simply exit the camp the only way you can to be taken to the map. Note that you can return to Bree or Fornost if you really want to, but there's no reason to do so.

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The Barrow-downs[edit]

The claustrophobic forest is linear for a while and free of enemies. You'll get a view of the storm and the surrounding area shortly, then you'll wind down a small path to the right. Keep your eyes open here: at the base of the path to your left, just after the second curve, you'll see a pulsing circle on the ground. Check it to get the Athelas to fulfill the self-named side quest.

After collecting the Athelas, turn right and you should see a small campsite with a fire pit. Walk near the fire pit to get clues about the two missing rangers. There is also a Ranger's Cache and a series of rubble piles that can be looted. Once you are done leave the campsite and continue down the path.

Continue down the hill until you come into a large open area filled with tombstones. As you pass through the archway, a group of skeletons will emerge from the ground. They're pretty easy kill, probably no tougher for you than the goblins in Fornost. Once you have cleared the area continue on into the dark creepy tunnel.

HINT: The heads of Skeletons and Corpses can be blown off with a well placed arrow. This causes the enemy to lose vision and swing wildly. This is useful when fighting possessed skeletons or disabling well positioned archers.

Pass through the brief tunnel and you will emerge into a second clearing. Skeletons will again be present, but a much larger threat are the two troll-like creatures with large hammers. They're a little smaller than actual trolls, but they attack much faster, and their hammer strikes hit a much larger area. Even from a distance though, they may just throw a rock into your head, so be ready to do an emergency roll to the side.

And

You'll want to keep your distance and just strike them with ranged attacks. Like with the skeletons, a few well-placed shots from range into their faces will temporarily blind them, and they may start swinging at rocks or air for a few seconds, giving you time to get in some shots. Unless you're playing as Farin or everyone in the party is helping out, ignore the yellow mark if you see it, and just concentrate on hitting them from a distance.

Once the area is clear, loot and gather as you will. If you did not pick up the Kingsfoil at the beggining, a second plant will be growing here.

Defeating the Barrow-wight[edit]

Download Bree And The Barrow Downs Pdf

You'll have another clearing full of skeletons soon, and you'll encounter your first armored skeleton. These guys hit a bit harder, and naturally take more damage to kill, but overall they're not especially tough. They feel like a slightly weaker version of the orcs you dealt with at The Citadel, so they shouldn't be trouble.

After the next clearing, a pile of rocks held together by mystical energy will dissipate, allowing you to move on. Here, you'll face a mini-boss called the Barrow-wight, which for all intents and purposes is an undead mage.

The Barrow-wight opens its attack by summoning a bunch of rocks to swarm around itself. You'll have a clear shot though, so use whatever ranged attacks are at your disposal. Allow your companions to take down the summoned skeleton guards while you concentrate on the Barrow-wight itself.

After you knock its health down by a third, it will teleport and relocate to a different area on the surrounding rocks. You don't get a 'Point of Interest' prompt, so you'll have to manually look around, but it's pretty easy to find it. The Barrow-wight doesn't have any other tricks up its sleeve other than occasional rock-throwing, so just keep shooting it until it dies. Any remaining skeletons will instantly die as well.

Through the Crypt[edit]

With the first Barrow-wight dead, continue on into the crypt tunnel. Move forward until you enter into an open area. Directly across from you is a room containing a chest and rubble pile. Go into this room and loot the items, but be careful as the moment you emerge a large group of skeletons will spawn. Do not approach the path to continue yet, or else even more skeletons will spawn. Make sure to kill the largest armored skeletons first and take as many down as possible before they begin to glow. If a skeleton does get possessed and starts glowing, kill it before you worry about the rest.

You'll need to make use of your D-pad here because, unless you are extremely lucky, you'll be unable to kill the skeletons before they start glowing. If that happens, and more than two start glowing at once, you can be quickly overwhelmed. If you see a glowy, start attacking it, then quickly hit Up on the D-pad to order your teammates to help out. Glowing skeletons only die once all their limbs are severed, so just because you see a head or an arm fly off, don't stop the attack. If you're eyes are quick enough, you can see the XP sparks fly from the body to you once they're fully, completely dead.

Once you clear this area, proceed on (through the path on the left as you come back from the chest). The next area is more of the same, but this time you're going to have to deal with archers on top of it. The archers will cause almost as much damage as glowing skeletons, but the skeletons should still be your first priority.

If you start to get overwhelmed, retreat back to the first room. Although the glowing skeletons will be right on you, the archers tend to lag behind. Once there, you can roll around and work with your party to create a little distance and start shooting the skeletons. This is especially necessary if both your teammates go down, as you won't have the time to revive them when fighting the glowies. The glowies have no ranged attacks, so as long as you keep moving, you can take them out by yourself if absolutely necessary. Once they're all down, revive your team, then focus on finishing off the archers. Once this area is finished, you'll clear an objective of your current quest.

Continue on, and you'll be outside again. As you come out into the open, skeletons will spawn around you. Kill them, but do not continue on just yet. To your right behind the skeleton archers, you will see a small spiriling path that goes up the spire. Climb up this path and go all the way to the top. At the top you will find a chest and a Ranger's Cache. Loot them, and then continue back down. Circle the spire from the other way (left, if you had been facing where the archers were). Not only do you get a checkpoint, but you'll see a portal to go back to Sarn Ford.

The Second Barrow-wight[edit]

Proceed forward past the glowing portal after you've finished your business back in Sarn Ford. You'll immediately encounter your second barrow-wight, but the fight is identical to the first. Keep moving, use ranged attacks, and aim for the head. Let your party deal with the summoned skeletons while you focus on the target. Once it's dead, continue on up the hill.

Comments
Bree and the Barrow-Downs
AuthorHeike Kubasch
PublisherIron Crown Enterprises
Released1984
FormatSoftcover
Pages36
ISBN0-915795-16-7
ICE stock no.8010
Bree and the Barrow-Downs is a module (in the Adventure-series) for Middle-earth Role Playing, 1st Edition.

Material from this product was included in Arnor, The Realm.

[edit] Cover/Jacket Text

Here at the crossroads of the northern Dunedain Kingdom is located the old surviving settlement of Hobbits, the village of Bree. Not far away lie the eerie barrow-tombs of the cursed Kings of Cardolan..

This adventure module contains:

  • NPC charts
  • color layouts of Bree-land, Silent-Head, and the villages of Bree, Archet, Staddle and Combe
  • more than 20 barrows including the mounds of the ancient Edain Kings.

Download Bree And The Barrow Downs

In Bree you'll find

  • the haunted tombs of the fallen Edain Kings and the Princes of Cardolan
  • the evil Cormac and his small army of bandits
  • 6 pages of full color
  • detailed barrow layouts and descriptions.

BREE AND THE BARROW DOWNS: INTRODUCTION AND HISTORY

Bree-land is a small, settled area in central Eriador that lies just to the east of the Tyrn Gorthad, the ancient Barrow-downs. The region has been almost continuously inhabited since the First Age. In T.A. 1700 Bree is not much different than it would be at the time of the War of the Ring some 1300 years later - a prosperous, quiet but sometimes threatened farming community standing near the intersection of the Great East Road and the Greenway, the two major thoroughfares of the Kingdom of Arnor.

Download bree and the barrow downs

Bree-land is quite small and contains four villages within its boundaries: Bree, on the western slope of Bree Hill; Staddle, on the other side of the hill; Combe, a few miles to the east, and Archet, which lies a few miles northeast of Bree. The Chetwood, a good-sized but tame forest is also considered part of Bree-land and lies just north of Archet. The whole region is a generally pleasant, peaceful, and law-abiding spot where Men and Hobbits dwell together in peace, facing danger but rarely - unless one ventures to the Barrow-downs in search of gold and jewels and magic items, or is unfortunate enough to run into the bandits that plague the highways outside of Bree-land proper.

But the people of Bree-land generally ignore the haunted and foreboding Barrow-downs to the west. These grassy hills hold the graves of the Kings, Queens, Princes and aristocrats of Arnor. In the years after the Plague the mounds became haunted by evil spirits from Angmar and Rhudaur called Wights. The downs are rich in treasure and adventure, but it would be prudent for the adventurous to seek the council of the wise before trying their luck in the ancient and eerie tombs.

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