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Based on J.R.R. Tolkien's MIDDLE-EARTH TM as detailed in<br />

THE HOBBIT TM and THE LORD OF THE RINGS TM .<br />

<strong>Appearances</strong> I<br />

The Anduin Vale Spirit


Adventure Location – The Lower Nan<br />

Anduin<br />

1


1.0 INTRODUCTION........................................1<br />

<strong>Appearances</strong> I<br />

1.1 OVERVIEW .................................................1<br />

1.2 INTENT ......................................................1<br />

1.3 SYNOPSIS...................................................1<br />

1.4 SETTING ....................................................2<br />

Læferceaster..................................................2<br />

The Lower Nan Anduin..................................3<br />

The Steormnestan (Spinning Storm)...............3<br />

2.0 THE TALES................................................4<br />

2.1 RANDA’S BANDITS .....................................4<br />

2.2 ADUNAPHEL’S GENERAL.............................5<br />

3.0 THE NPCS...................................................6<br />

3.1 THE PATRON..............................................6<br />

Tirouv Polarion.............................................6<br />

3.2 PRIMARY TARGETS.....................................6<br />

Hlothran........................................................6<br />

Albeth............................................................6<br />

Helegorn........................................................6<br />

3.3 THE CREW OF THE STEORM’.......................6<br />

Uolgen Beolgensunnu....................................7<br />

Iliten Uolgensunnu........................................7<br />

3.4 THE GAMAILYONS......................................7<br />

Makram Gamailyon.......................................7<br />

Safiya Gamailyon..........................................7<br />

Nashita Gamailyon........................................8<br />

Maha Gamailyon...........................................8<br />

Debitha Uto...................................................8<br />

3.5 OTHER PASSENGERS...................................9<br />

Edron & Mornen............................................9<br />

Tanas, Talc and Gulas...................................9<br />

The Anduin Vale Spirit<br />

3.6 THE BANDITS ..........................................10<br />

Trangul.......................................................10<br />

Raban..........................................................10<br />

Tama...........................................................10<br />

3.7 THE URUK SHURKÚMPH ...........................11<br />

3.8 THE URUK GASHNA .................................12<br />

4.0 ACT ONE – INTRODUCTIONS..............12<br />

4.1 SCENE I – THE RECRUITMENT...................12<br />

4.2 SCENE II – THE SPINNING STORM .............14<br />

4.3 SCENE III – THE RIVER.............................14<br />

4.4 SCENE IV – LORIEN..................................16<br />

Arrival ........................................................16<br />

Loniathiel....................................................16<br />

Return.........................................................17<br />

5.0 ACT TWO – TROUBLES........................17<br />

5.1 SCENE I – BANDITS ..................................17<br />

A Bump in the Night....................................17<br />

Uninvited Guests.........................................18<br />

A Slight Change of Plans.............................19<br />

The Gang’s All Here ...................................21<br />

5.2 SCENE II – ORCS MARK I..........................22<br />

Organisation...............................................22<br />

The Advance Party......................................23<br />

Preparations...............................................24<br />

The Assault..................................................25<br />

5.3 SCENE III – REPAIRS AND REPARATIONS....26<br />

Hang-on, What, More?................................26<br />

Ad-Hoc Boat Repairs..................................27<br />

A Fireside Discussion..................................27<br />

A Conversation with Maha..........................29<br />

A Short History Lesson................................29


1<br />

An Overheard Conversation.........................30<br />

Further Conversations.................................31<br />

5.4 SCENE IV – ORCS MARK II........................32<br />

6.0 ACT THREE – HEALING........................32<br />

6.1 SCENE I – A MESSY WAY TO DIE ..............32<br />

6.2 SCENE II – IN SEARCH OF GRASS ...............33<br />

6.3 SCENE III – RESCUE PARTY.......................33<br />

6.4 SCENE IV – AMBUSHED ............................34<br />

SCENE V – REINFORCEMENTS.............................35<br />

6.6 SCENE VI – A SOMBER RETURN ................35<br />

6.7 SCENE VII – ON THE MOVE ......................36<br />

6.8 INTERMISSION ..........................................36<br />

7.0 ACT FOUR – THE STAND......................36<br />

7.1 SCENE I – A LOT TO THINK ABOUT ...........37<br />

7.2 SCENE II – A DECISION.............................37<br />

7.3 SCENE III – TURNING THE TABLES.............38<br />

Preparation of an Ambush...........................38<br />

Holding the Line.........................................39<br />

End Game...................................................40<br />

To the Victors…..........................................41<br />

7.4 BANDITS? WHAT BANDITS?.....................42<br />

7.5 INTERMISSION..........................................42<br />

8.0 ACT FIVE – HOMECOMING.................42<br />

8.1 SCENE I – FUTURE PLANS .........................42<br />

The PCs.......................................................43<br />

The Three Lads............................................43<br />

The Gamailyons..........................................43<br />

8.2 SCENE II – THE LANDING .........................43<br />

9.0 ITEMS OF NOTE.....................................44<br />

Saif Alim.....................................................44<br />

Super-Heavy Crossbow................................45<br />

10.0 MASTER NPC TABLE........................46<br />

11.0 MASTER MILITARY TABLE............47<br />

Michael Cole: 11 Woodchase Crt, Cranbourne, VIC 3977 Australia (mdc222@yahoo.com.au)<br />

8 th August 2007


1.0 INTRODUCTION<br />

This module is based on an adventure written by<br />

Richard Flunker entitled “The Anduin Vale Spirit”.<br />

Mark Owen later revised it on The 20th November<br />

1998.<br />

The central idea of the adventure has been kept, but<br />

names and nationalities have been changed, and the<br />

adventure greatly expanded and made more specific.<br />

The title has been changed to “<strong>Appearances</strong>”,<br />

because that more fits the central core of the<br />

adventure, but the original title has been retained as<br />

the subtitle.<br />

Both titles are relevant in many ways.<br />

“<strong>Appearances</strong>” refers to the fact that initial<br />

appearances can always be deceiving and to the<br />

sudden appearance of various people over the course<br />

of the adventure, and also can refer to the<br />

Appearance as a spirit or ghost.<br />

“The Anduin Vale Spirit” can refer to both the<br />

undead, and also to the spirit of the people who live<br />

in the vale.<br />

Note that this module makes reference to morality in<br />

shades of grey, and to circumstances where the good<br />

and evil of a situation may not be clearly defined.<br />

As such, this module may not necessarily be to<br />

everyone’s liking. It also features an extremely<br />

powerful weapon with unusual powers, which whilst<br />

it should not fall into the hands of the PCs, may also<br />

not be to everyone’s liking.<br />

Note also that whilst statistics for MERP and<br />

Rolemaster are included, the module is written in a<br />

generic format, such that multiple gaming systems<br />

can be used. It is set in TA1640, the standard ICE<br />

era, and so reference should be made to those<br />

publications for further information. If the<br />

MERP/Rolemaster statistics are used, then the PCs<br />

should be of roughly 3 rd to 5 th level.<br />

1.1 OVERVIEW<br />

The adventure starts off with the PCs being recruited<br />

by an agent of Gondor to secretly ride shotgun on an<br />

Nan Anduin river barge that is transporting a<br />

prominent fence of stolen goods to the Fortress of<br />

Tirith Limlaith, so that he can turn informer. This<br />

however is merely the method of introducing the PCs<br />

to the adventure.<br />

After the PCs have made the acquaintance of the<br />

people on the boat, the journey will be mostly<br />

uneventful. It is only during the final stage of the<br />

journey, the as they approach the Undeeps, that the<br />

adventure starts in earnest.<br />

The barge is attacked by a group of bandits seeking<br />

to kill the fence. Due to both tactics and magic, they<br />

manage to quickly capture the boat, but then every<br />

thing will change.<br />

The PCs will be rapidly drawn into a conflict<br />

between a fugitive General of the Nazgul Adunaphel,<br />

and two groups of orcs sent to track him down and<br />

capture him. The players will be required to join<br />

forces with someone who would normally be<br />

considered as one of the bad guys, just to survive.<br />

Through this, they may form friendships with these<br />

people, and through them gain a greater<br />

understanding of the machinations of the world.<br />

1.2 INTENT<br />

This adventure is the first of a three-part series, and<br />

is followed by <strong>Appearances</strong> II – The Pride of<br />

Calenardhon and <strong>Appearances</strong> III – The Echoes of<br />

Vamag – both of these adventures build on what<br />

happens in this one. As such, this adventure is very<br />

tightly plotted, and options for players are limited.<br />

The intent of this module is thus to introduce and<br />

ingratiate certain NPCs to the players, and thus give<br />

them a reason for continuing with the following two<br />

modules. As such, the outcomes of certain events<br />

are preordained, far more so than in the subsequent<br />

modules, and thus you will need to manipulate the<br />

outcomes to achieve the required results.<br />

Also because of this, in many aspects the PCs will be<br />

lead around, and as such will in many cases be<br />

playing more the role of bystanders rather than<br />

central characters – if the players are not used to<br />

this, it may be difficult.<br />

By the end of the series, the players should be taking<br />

the central roles, and the three adventures are<br />

structured to graduate this advancement, but for<br />

now, events may occur which may not be to their<br />

liking, nor within their ability to change.<br />

1.3 SYNOPSIS<br />

The basic idea behind the plot is that it is a story of<br />

redemption. At the start, the Gamailyon's are<br />

arrogant and selfish, not simply because it is their<br />

nature - indeed considering most of Sauron's<br />

servants, they are amongst the "nicest", but because<br />

1


2<br />

of the nature of their environment. The<br />

Numenoreans were known for arrogance and<br />

selfishness, and that didn't wane with their coming<br />

to Middle Earth. That the family has spent their<br />

entire time here in the service of Adunaphel adds to<br />

that. There are very few Numenoreans left in the<br />

service, and as such, they tend to be the elite and<br />

insulated from the wider community - their own<br />

small grouping.<br />

The main problem is not that the Gamailyons are<br />

deliberately nasty, but that they have a lack of<br />

consideration for others, in that they "know", not just<br />

believe, that they are better than all others. This is<br />

shown not only in the manner that Makram<br />

dispassionately dispatches his former comrades in<br />

the bandits, as pointed out by Tama, but also by their<br />

attitudes beforehand.<br />

The story here is in the rebirth of Makram, not only<br />

physically, but also spiritually. The physical rebirth<br />

starts the process, with the amnesia helping to<br />

remove some of his past excesses. Some of this can<br />

be seen by the fact that he insists that everyone<br />

should know the full story as to why the orcs are<br />

after them, and his insistence of having the story<br />

spoken in Westron, even though it both exposes him<br />

and brings grief to him. This spiritual rebirth<br />

continues as a gradual process through the story.<br />

It is assisted by Loniathiel, who has the gift of<br />

foresight, in her comments to Maha – note that<br />

Maha, being the youngest and most naive, is the only<br />

one who would associate with elves. Effectively she<br />

is telling Maha that their way out of being<br />

continually hunted is through selflessness, kindness<br />

and consideration for others.<br />

Out of all of the family, it is then Maha who initially<br />

shows those qualities, by her insistence on going to<br />

find the Dogmallow to help Iliten. She decides that,<br />

not only for her sake but also for that of her family,<br />

she needs to do something altruistic to gain a sense<br />

of belonging in the small community that is the boat.<br />

For her efforts, she ends up with an injury that will<br />

prevent her from ever being able to have children,<br />

but through that, she helps her family to understand.<br />

It is then, in Act Four, that Makrad completes his<br />

spiritual rebirth, in his willingness to sacrifice<br />

himself, even though he has only just located his<br />

family again, simply to try to save some local<br />

civilians whom he doesn't even know. He is<br />

basically completing what his daughter started.<br />

What completes the rebirth is the knowledge that<br />

because he is willing to make that sacrifice, others<br />

are willing to stand with him and make that sacrifice<br />

alongside him - he is no longer isolated and alone.<br />

He has now re-entered the wider community, and as<br />

such, is no longer "evil". At the end, Mornen, being<br />

rather perceptive, recognises this, and so acts as she<br />

does.<br />

1.4 SETTING<br />

This adventure is set on in the Nan Anduin (the<br />

Anduin Vale), on a boat that ends its journey in<br />

Tirith Anduin. As the conflict only occurs near the<br />

end point of the journey, the starting point can be set<br />

to whatever is convenient. Some options are<br />

Læferceaster (Gladdenburg), Maethelburg or even<br />

Thistledow.<br />

If the village of Thistledow is to be involved,<br />

Johannes Lomborg has written a supplement<br />

entitled, “Banks of the Northern Anduin”, which<br />

details this site.<br />

The initial stages of the journey will thus need to be<br />

winged by the GM. For all intents and purposes, the<br />

module will be written as if Læferceaster is the<br />

starting point.<br />

LÆFERCEASTER<br />

Læferceaster (Gladdenburg) is a city based on the<br />

City of Irilian as first detailed in White Dwarf issues<br />

42 to 47, and reprinted in The Best of White Dwarf<br />

Scenarios Volume III. It has been located on the<br />

Gladden about two thirds of the way towards the<br />

mountains. Some conversion notes have been<br />

provided in another module, so no further notes on<br />

the city will be provided here.<br />

A note on Læferceastrian language and<br />

pronunciation – generally speaking, it is pronounced<br />

as English, except that non-initial g is sounded as y,<br />

and two vowels together are sounded as one. The<br />

language is based on Old English, (as Northron is on<br />

Anglo-Saxon), so speakers of Westron (the<br />

equivalent of English) should not have too much<br />

trouble interpreting words. Think of it as English<br />

with a Scandinavian accent – Uolgen’s name is<br />

pronounced, UL-yen BEL-yen-sun-nuh. Note that<br />

names are all patronomical – Uolgen is the son of<br />

Beolgen – his sister has the surname of<br />

Beolgundohtor.<br />

All Læferceastrians are fluent in Westron and well<br />

as Northron, however to add colour, they will<br />

occasionally use words in their own language to refer<br />

to locations. Some examples: -


- Grýtíegstréam (“Great River” - The<br />

Anduin)<br />

- Læfíegstréam (“Iris River” - The Gladden)<br />

- Sihtíegstréam (“Marshy River” – the major<br />

tributary of the Gladden)<br />

THE LOWER NAN ANDUIN<br />

The Lower Nan Anduin (Lower Anduin Vale) is the<br />

portion of the Nan Anduin located between Lorien<br />

and the Undeeps. A map of the area is located on<br />

the inside front cover. It comprises the first eastward<br />

and westward bends of the Anduin as it reaches the<br />

Undeeps. The various encounter points are marked<br />

in red.<br />

Descriptions of the land are in various ICE<br />

publications, and as such, shall not be repeated here.<br />

The most applicable is the Ents of <strong>Fan</strong>gorn<br />

Campaign Module. This also includes descriptions,<br />

maps and people of Tirith Limlaith, the end point of<br />

this adventure, including a map of the Tirith<br />

Limlaith Docks. The Lorien Campaign Module may<br />

be useful for the Lorien part of the journey.<br />

Also note that the ICE Sourcebook, “Hands of the<br />

Healer”, may also be useful for several scenes.<br />

THE STEORMNESTAN (SPINNING STORM)<br />

The sister ship of the Clodnestan (Spinning Cloud)<br />

and the Windnestan (Spinning Wind), the<br />

Steormnestan is one of three river barges that ply the<br />

Anduin between Læferceaster and Tirith Anduin.<br />

Generally riverboat travel is very safe – most folks in<br />

the area are honest and hard working, and any<br />

bandits in the area generally think twice before<br />

upsetting the locals, as they are all rather clannish<br />

and independent. The orcs of the region also tend to<br />

avoid attacking boats also – there are easier and<br />

more profitable targets on land.<br />

The boat is about 45’ long and about 12’ wide, with<br />

a blunt stern and a rounded bow. It is clinker built,<br />

with a flat deck with a 6” lip running around the side<br />

and a railing 3’ above that. It has a very shallow<br />

draught, required for river navigation, and a<br />

flattened bottom.<br />

It is controlled by a single steering oar from a seat at<br />

the stern, and on the downward trip, simply goes<br />

with the current. For the return trip, it does have a<br />

single lanteen sail that can be rigged, but that will be<br />

stored away for the moment. Generally when<br />

coming up the narrower rivers, they use a horse on a<br />

path to the side of the river to pull them along.<br />

There is a long low cabin situated 20’ from the bow<br />

and running 20’ down to 5’ from the stern. The<br />

cabin is sunken 3’ into the deck and has entrances at<br />

each end, with stairs leading down. A passage leads<br />

along the full length of the cabin connecting both<br />

entrances.<br />

The cabin is only 6½’ in height, 3½’ above the deck,<br />

so that it can be seen over by the crew. Given that it<br />

curves down slightly at both sides, and that it has<br />

exposed beams, taller characters may be forced to<br />

walk around hunched over or risk whacking their<br />

forehead against a beam.<br />

Coming in from the bow, there are six tiny cabins,<br />

three on either side. They each contain a<br />

permanently fixed triple bunk bed against the far<br />

wall, a tiny wardrobe to the left of the door, and a<br />

stool to the right. A curtain over the opening<br />

maintains privacy. There is very little room to do<br />

anything in them, and they will generally only be<br />

used for sleeping.<br />

After the sleeping quarters, the cabin opens up into<br />

the main area. This contains padded benches along<br />

the length of both walls, with windows in the top<br />

half of the walls opening directly onto the deck.<br />

This is where all meals will be eaten, and most of the<br />

guests will spend their time.<br />

Past the main area is a small passage section that<br />

contains a kitchenette to the starboard and a small<br />

privy to port, both with curtains to hide them off.<br />

Note that when the kitchenette is in use, the cook<br />

will pretty much have to stand in the passage to<br />

cook. Space is at a premium here.<br />

In the centre of the foredeck is a set of large trap<br />

doors that give access to the main hold below. All<br />

bulk goods such as wool are stored in here. There is<br />

a smaller set of doors on the stern deck, where<br />

smaller goods are loaded.<br />

On the boat are located two glaives 1 , four throwing<br />

spears and a military fork (all strapped on the cabin<br />

roof), and a couple of cudgels – one near the front<br />

door of the cabin and one near the steering oar.<br />

1 For those uncertain as to what a glaive is, it is a<br />

long pole (normally around 7’ to 8’ long) with a<br />

single-edged long curving blade attached, which can<br />

be used for both slashing and thrusting.<br />

3


4<br />

2.0 THE TALES<br />

Two tales are introduced here, as the adventure is<br />

caused by an unexpected coming together of two<br />

completely separate journeys.<br />

2.1 RANDA’S BANDITS<br />

One of the many bandit groups that plague the<br />

Anduin Vale is a group lead by a Cardolani named<br />

Randa. A former mercenary in the Cardolani wars,<br />

and then a private caravan guard, he took up his new<br />

occupation about four years ago after the Plague<br />

caused his previous employer to cease business<br />

permanently.<br />

With some of his associates, they decided to join an<br />

existing bandit group located out on the east side of<br />

the river up around the confluence of the Gladden,<br />

lead by an old crusty thug by the name of Herzog.<br />

This group, which had been active for about three<br />

years before Randa turned up, met its end about two<br />

years later when, upon raiding an isolated farmsite,<br />

found that they had bitten off more than they could<br />

chew. One of the farm inhabitants managed to<br />

escape and alert neighbouring estates, and the<br />

bandits were cut off. In the ensuing fight, Herzog<br />

and a number of the bandits were slain, and Randa<br />

was beaten to within an inch of his life.<br />

Randa and a couple of the other survivors managed<br />

to avoid execution, mainly because they had at the<br />

end allowed their hostages to escape rather than<br />

killing them, and promptly fled southwards after<br />

their release. Randa then decided to start his own<br />

band, but with a change of tactics – they based<br />

themselves in the Eastern Wold, and constrained<br />

themselves to raiding only Gondorians and<br />

merchants, thus sparing themselves the wrath of the<br />

locals.<br />

They continued in this vein with limited success for<br />

about a year and a half, until about six months ago,<br />

their luck changed. A man, an obvious foreigner<br />

with brown skin and dark hair, and wearing<br />

expensive but dirty and torn utilitarian clothes,<br />

wandered into their campsite. This man professed<br />

amnesia and was obviously confused, but after one of<br />

the bandits challenged him and was promptly<br />

dispatched on the point of the stranger’s sword, they<br />

decided to welcome him into the group.<br />

He was unable to tell them his past, or much else.<br />

On pressing him for his name, he was able to give<br />

them the name of something along the lines of<br />

“Savalin”, so he was christened “Sava”, and made<br />

one of them. This turned out to be an excellent<br />

move on their part, for apart from his excellent<br />

swordsmanship, they quickly found out that he had a<br />

brilliant tactical mind, as well as several mystical<br />

abilities. With his assistance, their success rate<br />

increased greatly, to the point that they became the<br />

most feared and respected bandits in the area.<br />

As a result of this, Malion, the Governor of Tirith<br />

Limlaith, resolved to do something about the<br />

situation, and contacted his old friend, Tirouv<br />

Polarion, the current representative of the Gilds-<br />

Marchant in Læferceaster. Tirouv, by dint of his<br />

money and influence, his wide network of contacts<br />

and his diligence and persistence, managed to find<br />

out that a trader by the name of Hlothran had fenced<br />

many of the goods that Randa’s bandits has stolen<br />

many miles to the south.<br />

Tirouv then engaged in gathering evidence, some<br />

actual, some manufactured, but enough to convince<br />

Hlothran that unless he cooperated fully with him,<br />

the evidence would be handed over to the<br />

Læferceastrian authorities, and it would not go down<br />

well with them. Hlothran rapidly acceded to<br />

Tirouv’s well-formulated argument, and provide him<br />

with all the information he had on Randa and his<br />

band, which wasn’t much.<br />

Tirouv was smart enough to realise that this<br />

information was not going to be sufficient to end the<br />

threat of Randa. For a start, Randa was based far to<br />

the south, and the Læferceastrian authorities, corrupt<br />

as they are, would have no interest in pursuing the<br />

matter anyway. So he decided to come up with an<br />

alternative plan to lure Randa into the open. He<br />

would send Hlothran down the river as bait, such<br />

that Randa would come out to get him.<br />

He managed to convince Hlothran, which wasn’t<br />

hard, that he would need to travel to Tirith Limlaith<br />

in person to testify to Malion, which Hlothran after<br />

some whining, acceded to. He then had Malion send<br />

up two soldiers to escort Hlothran down the river.<br />

Even though the two soldiers were dressed in<br />

civilian clothes, everyone immediately recognised<br />

them for members of the Gondorian Military – that<br />

sort of thing is hard to hide up in these lands. That<br />

they are escorting Hlothran southwards would<br />

immediately get tongues wagging. Then, once the<br />

boat is on its way, all Tirouv would need to do is<br />

release covertly some rumours that: -<br />

- Hlothran was actually on his way to inform<br />

Malion as to the location of the bandits hold


(and collect a reward) – information that<br />

Hlothran was actually not aware of;<br />

- Malion is assembling forces now to track<br />

down and capture the bandits based on<br />

Hlothran’s information.<br />

Given the speed at which these rumours would<br />

spread, Tirouv felt that Randa would make an effort<br />

to intercept the boat and silence Hlothran. Then all<br />

that would be needed would be sufficient skilled and<br />

hardy folk also on the boat to stop and capture<br />

Randa.<br />

His next step is thus to recruit the PCs to also go<br />

down on the same boat, but to conceal their skills<br />

and abilities as much as possible, such to surprise<br />

any hijackers. Note that both the PCs and the two<br />

guardsmen will be made fully aware of Tirouv’s plan<br />

– Hlothran will of course not be.<br />

2.2 ADUNAPHEL’S GENERAL<br />

Whilst the House of Gamail may not be well known<br />

to most denizens of Middle Earth, for the natives of<br />

Haruze, whilst they may not be able to name the<br />

current members, the House is certainly part of their<br />

history. Of mixed heritage, it can trace its Haruzan<br />

roots back to the original lords of Chelkar – indeed a<br />

prominent hill near Engiz is named for them – and<br />

its Dúnedain roots back to Adunaphel’s first ship.<br />

The Lords of the House have always featured highly<br />

in the Lady’s confidences, and the current Lord is no<br />

exception.<br />

Makram Gamailyon was one of Adunaphel’s most<br />

trusted Generals, named as her Steward and thus<br />

having authority over all forces at her home, initially<br />

at Kres Lugal but for the last four years, in Nurn.<br />

The word “was” is used, because eight months ago,<br />

things changed and Makram left his employment<br />

and, along with his wife and two daughters, fled.<br />

No one truly knows the full reason – the Gamailyons<br />

certainly don’t plan to share with anyone, but several<br />

matters may have influenced the decision.<br />

- Four years ago, as the Plague passed<br />

through the lands, Adunaphel was ordered<br />

to relocate to Nurn from Kres Lugal.<br />

Makram thus travelled with her to<br />

command her new castle. The change in<br />

scenery from Chelkar to Nurn was not well<br />

though of by the Gamalyons, particularly<br />

the females, who preferred their homeland<br />

to the dreariness of Mordor.<br />

- Nashita, Makram’s elder daughter, reached<br />

an age where she began to be courted by<br />

many of the Dúnedain nobles in the service<br />

of Sauron, and this only increased once her<br />

father moved to Mordor. The numbers of<br />

the Dúnedain had never been many, and a<br />

noble lady of beauty, lineage and skill was<br />

highly sought after, however Nashita had<br />

secretly, with her father’s approval, become<br />

engaged to a young Variag, and so<br />

disapproved of all her suitors. This<br />

situation was threatening to come to a<br />

head 2 .<br />

- Maha, Makram’s younger daughter, had<br />

shown considerable skill in the healing arts.<br />

Representations had been made for her to<br />

join the Dark Lord’s healers, which was<br />

something that neither Maha nor her<br />

parents desired. This also was threatening<br />

to come to a head.<br />

Whatever the reason or combinations of, the<br />

Gamailyons decided to try a change of scenery.<br />

Unfortunately, handing in a letter of resignation to<br />

the Dark Lady is generally considered as not good<br />

for one’s health, thus a measure of discretion was<br />

called for.<br />

After considerable surreptitious planning, at a<br />

moment when Makram was called northwards to<br />

Ostigurth in Mordor itself to perform some<br />

organisational tasks, his wife and daughters took<br />

their leave to travel back to Chelkar for a holiday<br />

and to visit family. They then kept going, first<br />

travelling westwards to Ithilien and then northwards<br />

into the Talath Haroch.<br />

Makram, after leaving a suitable period of time to<br />

ensure that his family would be safe, then headed off<br />

northwards with five fully trusted companions to<br />

cross the Ered Lithui and thus rejoin his family.<br />

There has been no word, at least outside of Mordor,<br />

of any of them since.<br />

His wife and daughters have roamed Rhovanion for<br />

the last eight months, seeking word of their husband<br />

and father, but always with discretion. They have<br />

traveled as far north as Buhr Chep, and have now<br />

traveled up the Nan Anduin as far as the Old Ford<br />

seeking word. They are now travelling south again,<br />

not quite sure of what they shall do, but considering<br />

2 This will be expanded on in <strong>Appearances</strong> II – The<br />

Pride of Calenardhon.<br />

5


6<br />

travelling into Calenhardon through Tirith Limlaith,<br />

just in case…<br />

3.0 THE NPCS<br />

3.1 THE PATRON<br />

TIROUV POLARION<br />

If you are using Irilian as Læferceaster, then the<br />

most likely patron is Tirouv Polarion of the Gild<br />

Faector. As with all half-elves in the original<br />

publication, he should be changed into a Dunédain.<br />

If the PCs have played the Rising of the Dark<br />

adventure, they should be known to Tirouv and thus<br />

well respected by him. Some should also have met<br />

him in the company of the dwarves.<br />

For the purposes of this adventure, he is also a good<br />

friend of Malion, the Commander of Tirith Limlaith,<br />

and together they cooked up this scheme. It was<br />

Tirouv who got the initial information on Hlothran<br />

and performed the gentle persuasion, and it was<br />

Malion who provide two guardsmen to act as<br />

security. Recruiting the PCs as secondary security<br />

was a later plan by Tirouv, but Malion and the two<br />

guardsmen are fully aware of the details.<br />

If you are not using Læferceaster, then an alternative<br />

patron will be required. This patron should be<br />

linked or associated with Malion or Gondor in some<br />

way, but discretely – the locals of the Anduin Vale<br />

do not take lightly to Gondor interfering heavyhandedly<br />

in their affairs. It would help if the patron<br />

was aware or had previously associated with the PCs,<br />

to make their recruitment easier.<br />

3.2 PRIMARY TARGETS<br />

HLOTHRAN<br />

Hlothran is or was a local fence for stolen goods. As<br />

such, he is familiar with Randa and his crew. He<br />

has been gently blackmailed by the Patron to travel<br />

to Tirith Anduin and testify to Malion about the<br />

bandits, and as such is both very nervous and very<br />

untrusting of all and sundry.<br />

A short chubby balding person, nearing his late<br />

forties, he is lived his whole life with one foot on the<br />

other side of the law, and as such, looks after his<br />

own skin first. Although not by nature a coward, the<br />

countless situations that he has been in has made<br />

him a very cautious man.<br />

He is armed with a dagger, but combat is not his<br />

forte – he has always relied on hiring others to do<br />

that for him. Now blackmailed into impotence and<br />

no longer in control of his own circumstances, his<br />

pleasant veneer is cracking slowly, and he is liable to<br />

lose it if things totally start getting out of control.<br />

ALBETH<br />

The first of the two Gondorian soldiers supplied as<br />

security, Albeth hails from a farm just on the north<br />

side of the river from Tirith Limlaith. Indeed, both<br />

of the two soldiers are locals, cousins from the Parth<br />

Celebrant.<br />

Albeth is the older (at 28) and more senior of the<br />

two, and is of average height and of a solid build.<br />

Whilst both of them are reserved, Albeth is the more<br />

talkative of the two. He has a very dry sense of<br />

humour, and is very observant.<br />

He is reasonable proficient in hand weaponry, and<br />

passable in bows, but the main reason for him being<br />

chosen for this mission is his independence, selfconfidence<br />

and maturity. He was made a sergeant<br />

very early on, and whilst most of his roles have been<br />

in the watch or administration positions, it was felt<br />

that he was the best suited for the job. He has a good<br />

rapport with people, and has enough qualities and<br />

intelligence to act appropriately, on such an<br />

important mission so far from home.<br />

HELEGORN<br />

The second of the two Gondorian soldiers supplied<br />

as security, Helegorn’s home is to the north by some<br />

fifteen miles from his cousin’s. He is 24, and is<br />

slightly taller and a fair bit thinner than his cousin.<br />

He is a lot shier than Albeth, and tends not to talk<br />

that much to strangers. Whilst not as proficient as<br />

Albeth in melee weaponry, he is an above average<br />

shot with a bow, and has lived out on the plains long<br />

enough to be a quite reasonable hunter and tracker.<br />

Also, living near wetlands, he is knowledgeable<br />

about those locations, which will come in handy in<br />

this adventure.<br />

The main reason why he was chosen was because it<br />

was his cousin leading the two, but his outdoor skills<br />

were certainly thought of as possibly coming in<br />

handy.<br />

3.3 THE CREW OF THE STEORM’<br />

The Steormnestan can be crewed by up to four on the<br />

bulk runs, but for this journey, it is controlled by<br />

only two.


UOLGEN BEOLGENSUNNU<br />

A native Læferceastrian, Uolgen is half-owner and<br />

Master of the Stormnestan. An expert boatsman, he<br />

makes his living by transporting goods and<br />

passengers up and down the Anduin and the<br />

Gladden.<br />

He is forty years old, a large and solidly built man,<br />

almost portly, with thinning blond hair and a very<br />

bushy moustache. He tends to walk with a distinct<br />

waddle, and is completely at home on board a boat.<br />

He is and always has been a Riverman, like his<br />

father and his father before him.<br />

He dresses casually and is not an overly talkative<br />

person. He is very business-like in his approach and<br />

demeanour, and whilst pleasant enough, does not go<br />

out of his way to chat to passengers.<br />

He always has a sharp knife in a sheath on his belt,<br />

but generally goes unarmoured and unarmed. He<br />

does have a quilted vest in his cabin that he can just<br />

manage to buckle around his frame.<br />

ILITEN UOLGENSUNNU<br />

The eldest son of Uolgen, Iliten has the same sandy<br />

blond hair, but much more than his father, and is<br />

clean-shaven. He is twenty-one, slightly taller but<br />

without the bulk of his father. He is a very goodlooking<br />

young lad, and much more social – he tends<br />

to do most of the work with passengers.<br />

Like his father, he does possess a quilted vest, but<br />

has also lashed out and purchased a short-sword,<br />

which he stores in his cabin. He is not particularly<br />

proficient with it yet, and his father would prefer that<br />

he doesn’t wear it around the ship, but he does<br />

practice in private. Like his father, he is also skilled<br />

in the weapons on board the ship, particularly in<br />

spear throwing, and has been known to go spear<br />

fishing.<br />

As well as the First Mate duties, he also acts as the<br />

boat’s cook.<br />

3.4 THE GAMAILYONS<br />

The Gamailyons hail from Chelkar in Haruzan, and<br />

are of mixed Dúnedain/Haruze ancestry. All of light<br />

brown skin, dark straight hair and dark eyes, they<br />

are all relatively tall, and tend to stand out in these<br />

parts.<br />

They are of noble stock, and will act appropriate to<br />

that, often without thinking. Their social equals are<br />

few and far between in their previous service, and<br />

whilst before they would have been considered as<br />

amongst the most reasonable and modest of their<br />

peers, here they cannot help but convey an<br />

impression of arrogance and disdain, even though<br />

they try not to.<br />

They are all well read and educated, and all are able<br />

to speak at least four languages each, including<br />

Adúnaic, Westron and Apsaic (Haruze).<br />

MAKRAM GAMAILYON<br />

Makram does not start on the boat, but will make his<br />

first appearance in Act Two.<br />

Makram is the consummate General, a skilled<br />

soldier and brilliant strategist and tactician. Unlike<br />

most who serve the Necromancer or his allies, he has<br />

the ability to command through encouragement and<br />

suggestion, though if the need arise, he will certainly<br />

be able to take full control and command through<br />

force of will.<br />

He is a brilliant swordsman, and possesses an<br />

ancient heirloom of his house, the Saif Alim, or<br />

Sword of Shadows, described in the Items of Note.<br />

He is tall and very handsome, and whilst now in his<br />

sixties, is still very strong and hale, thanks to the<br />

Dúnedain blood.<br />

He is normally a reserved and self-effacing person,<br />

extremely intelligent and knowledgeable, and with<br />

the ability to make split-second decisions. He is<br />

lethal in combat, and whilst not bloodthirsty, is<br />

certainly dispassionate about the dispatching of foes.<br />

He does not seek combat, but will not shy away from<br />

it if it is required. He will use whatever tactics are<br />

required to win, and does not care if they are<br />

“chivalrous” or not.<br />

For all that, and considering where he comes from,<br />

he does unusually possess a sense of ethics, and of<br />

right and wrong, which he has attempted to instill in<br />

his daughters and his underlings, mainly along the<br />

lines of the protection of innocents. It may not be to<br />

everyone’s liking, but he is not without some sense<br />

of honour.<br />

SAFIYA GAMAILYON<br />

Makram’s wife is now in her late 50s, but is still a<br />

very beautiful woman, tall and slender, with long<br />

black hair and a very aristocratic look. She can tend<br />

to be rather haughty, perhaps more so than her<br />

husband, but that is more a matter of upbringing.<br />

She is a very kind and generous person, but does<br />

sometimes find it hard to relate to strangers, being a<br />

7


8<br />

very quiet person, and tends to cover that with a<br />

standoffishness that can translate as snootiness.<br />

She is also cousin to her husband – they have known<br />

each other from childhood and she loves him dearly<br />

and relies on him totally. The past eight months of<br />

searching have taken their toll on her, and she has a<br />

permanently drawn and tired look about her. Whilst<br />

in the absence of her husband, she is still the head of<br />

the family, she is starting to rely more and more on<br />

her eldest daughter for support, and is starting to<br />

withdraw more and more into herself.<br />

Whilst she is adequate with a sword, and possesses a<br />

very fine thin long-sword which she keeps in her<br />

cabin, she has never studied the martial arts like her<br />

daughter, always considering her role first and<br />

foremost as a wife and mother.<br />

Even though when they fled from Chelkar, they<br />

brought a lot of portable wealth with them, after<br />

eight months that is starting to dissipate. She is very<br />

prudent with their wealth, and can bargain with the<br />

best of them, but even so, they have been forced to<br />

economise.<br />

She no longer dresses brightly, favoring now more<br />

simple clothing, and her jewelry is very simple and<br />

restrained. She does however still carry herself well,<br />

and still conveys an impression of one who is<br />

comfortable in high society.<br />

NASHITA GAMAILYON<br />

The 27-year-old eldest daughter of Makram and<br />

Safiya, Nashita is a skilled warrior, extremely<br />

proficient with both bow and sword. She is of the<br />

same height as her mother, but broader in build. She<br />

is also extremely attractive, but does little to make<br />

use of it, preferring a more utilitarian look. She does<br />

still possess long dark hair to her mid back, and will<br />

wear jewelry and dresses – there are some limits.<br />

In the absence of her father, she has taken on the<br />

protector role, providing support to her beloved<br />

Umma, and sheltering, possibly overly so, her<br />

mother and sister from the approach of strangers.<br />

Unlike her mother, she is quite at home talking to<br />

others, but tends to be very sarcastic and cutting in<br />

her comments. She has come from an environment<br />

where most men were only interested in her as a<br />

potential producer of heirs, and now tends to<br />

consider all men as being only interested in one<br />

thing.<br />

She is engaged to a Variag by the name of Debitha<br />

Uto, which for her took a long time to develop. The<br />

fact that he appreciated her for more than her<br />

lineage was what finally swayed her, and now she<br />

feels that he is truly the one person that she would be<br />

able to rely on for the rest of her life. She is as<br />

devoted to him as he to her, and that gives her great<br />

strength.<br />

Whilst she will normally dress in a dress whilst<br />

travelling, she does possess a very fine long sword<br />

and small sword and a long bow, all of which she<br />

will keep in her cabin unless needed. She also owns<br />

a fine chain hauberk, which she will don with<br />

trousers and leather boots if the need arises. She is<br />

also semi-ambidextrous – whilst she fires the bow<br />

and uses the long-sword right-handed, she fights<br />

left-handed with small-sword or dagger. Note that<br />

her normal hand-to-hand combat is with long-sword<br />

and small sword together.<br />

She is stern and determined, and will not hesitate to<br />

attack should she feel her mother or sister is<br />

threatened in any way<br />

MAHA GAMAILYON<br />

The youngest daughter is 19, shorter and stockier<br />

than her mother, but still very beautiful. She is very<br />

much an innocent, possibly slightly naive, which is<br />

partially due to the attitude of her family and their<br />

protectiveness of her. She is training as a Healer,<br />

and apart from a dagger, possesses no other weapons<br />

or weapon skills.<br />

She is the most likely to strike up a conversation<br />

with a stranger, and is a very pleasant companion.<br />

She also possesses a very fine singing voice, and can<br />

be very charming and captivating.<br />

She enjoys new experiences and talking to others,<br />

and is very looking forward to Lorien and meeting<br />

some elves. She is a very kind person, and will<br />

always do what she can to help others.<br />

DEBITHA UTO<br />

Debitha also does not start on the boat, but will<br />

make his first appearance in Act Two.<br />

Debitha Uto is a 30 year old Variag from Khand,<br />

and the fiancé of Nashita Gamailyon. He is the<br />

second son of a horse breeder, and entered the<br />

military at an early age where his intelligence and<br />

qualities came to the fore, eventually being recruited<br />

and used as a ranger and messenger for Uvatha. It<br />

was during this service that he first met the<br />

Gamailyons, being assigned to run messages<br />

between Uvatha and Adunaphel. As such, he was an<br />

extremely competent and trusted person, and given<br />

that the engagement has remained secret, still is.


Her fell in love with Nashita almost immediately, but<br />

it took many years for his feelings to be reciprocated.<br />

Given his estrangement from his own family, he is<br />

very close to the entire Gamailyon family, and is<br />

pretty much considered as one of them.<br />

When they fled, he was of course aware of it, but<br />

chose to remain behind, as no suspicion would fall<br />

on him. After Makram failed to show up, Nashita<br />

got a message to him, and he has spent the last<br />

several months tracking down what happened to her<br />

father.<br />

He is smart and quick, an excellent shot with a short<br />

bow and blindingly quick with a sword. He is a<br />

brilliant horseman and an extremely skilled<br />

outdoorsman, all within a rather inconspicuous<br />

exterior.<br />

He is of average height for a Variag, which means a<br />

couple of inches shorter than his fiancée, of a slender<br />

build and unremarkable appearance, with dark skin<br />

and hair. It is only his eyes, which show great<br />

intelligence and will, that betray his mundane look.<br />

He wears a Brigantine hauberk, and carries short<br />

bow, sword and various knives. Whilst he is without<br />

horse, he still can travel very fast overland, and is<br />

skilled at avoiding others and surviving by himself.<br />

He is determined, dependable and courageous, whilst<br />

being humble and reserved. He is indeed a fine<br />

match for Nashita, something that her father<br />

recognised early. Indeed for Makram, Debitha,<br />

regardless of his Variag background, contains all the<br />

qualities that he would want in a son.<br />

3.5 OTHER PASSENGERS<br />

EDRON & MORNEN<br />

Edron (68), and Mornen (66), are two elderly<br />

Dúnedain from an estate named Amon Arindôr near<br />

Dunlostir in the Westfold of Calenardhon, who are<br />

returning from visiting their niece. They are both<br />

very nice, pleasant folk, utterly devoted to each<br />

other.<br />

Both are rather short for Dúnedain, with Edron at<br />

5’9” and Mornen at 5’7”, but both still have the dark<br />

hair and eyes. They are calm in a crisis, and<br />

resourceful and stoic in troubles. They are<br />

effectively farming gentry, and whilst solid and<br />

commanding when needed, they put on no airs, and<br />

are happy to be sociable with all.<br />

Mornen is losing her eyesight, but is still very fond<br />

of her needlework – she is currently embroidering a<br />

frock for her 7-year-old granddaughter, Bellas. She<br />

is still a very intelligent and perceptive person, and<br />

sees and realises a lot more than she lets on.<br />

Edron’s hips are starting to go, and he sometimes<br />

becomes forgetful, needing to be reminded<br />

occasionally by his wife of what he was doing. He<br />

does still possess the knowledge of his time in the<br />

service, even if his body is no longer up to combat.<br />

Both are generally non-combatants, but definitely on<br />

the side of the good guys. Play them like your<br />

favourite elderly relatives. Note that further<br />

information on their estate and family is available in<br />

<strong>Appearances</strong> II – The Pride of Calenardhon, which<br />

is set partially at their estate.<br />

TANAS, TALC AND GULAS<br />

These three young men, two brothers and a friend all<br />

under 23 years old, are farm labourers travelling to<br />

Calenhardon looking for a job. They are all friendly<br />

and good-natured and enjoying the journey<br />

immensely. They are happy to chat with anyone,<br />

and will be happy to assist with whatever is needed.<br />

Gulas is the oldest at 23, tall and lanky, with strawcoloured<br />

hair, and blue eyes. He is probably the<br />

leader of the three – he is very competent in what he<br />

does, and is intelligent and knowledgeable, but does<br />

tend to take things casually, and is reasonably<br />

cautious in his approach. He does have a very wry<br />

sense of humour, and is rather observant.<br />

Tanas is 22, dark haired, and shorter and more solid<br />

than Gulas, his best friend. He is the most talkative<br />

of the three, and the most sociable. He is also<br />

possessed of the same sense of humour as his friend.<br />

Talc is 19, the younger brother of Tanas. He is<br />

shorter than his brother, and much more shy. Tanas<br />

and Gulas tend to kid him around quite a bit.<br />

All three are a unit, and will generally remain<br />

together and act as one. The two older boys are<br />

particularly protective of Talc, regardless of any<br />

ribbing they may give him.<br />

They will be very respectful of Edron and Mornen,<br />

and whilst politely rebuffed, will try to draw the<br />

Gamalyons out of their isolation. Note that the<br />

youngest brother, Talc, will take a shine to Maha,<br />

and her to him. They will get on well with the two<br />

guardsmen, and will make friendly approaches to the<br />

PCs.<br />

They do have quilted vests and short swords in their<br />

cabin, and can use any of the spears and pole-arms<br />

9


10<br />

on board, but are average at best in their use – they<br />

are labourers, not soldiers.<br />

3.6 THE BANDITS<br />

Given the nature of the adventure, the players will<br />

not be making the acquaintance of the bandits for<br />

very long, so their descriptions shall reflect that.<br />

Short descriptions of six of the major bandits will be<br />

given in Act One – Scene I, which will basically be<br />

what Tirouv Polarion will be able to tell the PCs<br />

before they leave. Three further bandits – the<br />

survivors from the attack – will be described here in<br />

more detail.<br />

TRANGUL<br />

Trangul is a half-orc, the child of a serf who was<br />

raped by an orc. As such, he couldn’t come from a<br />

much lower social status. Growing up is a small<br />

community, he had no friends, and very few<br />

acquaintances, and was pretty much ostracised by<br />

everyone. As soon as he was old enough, he ran<br />

away from his home, and made his way in joining a<br />

bandit gang – Herzog’s. He was a member of<br />

Herzog’s band since before Randa joined, and has<br />

thus known both Randa and Amalon for quite a<br />

while. They are probably the closest he has to<br />

friends.<br />

He is a very fit and well-built person, now about 25<br />

years old. Whilst his build is human, his facial<br />

features definitely show his orcish parentage, which<br />

does cause most people to shun him – he is used to<br />

the reactions.<br />

He is also rather intelligent. Unfortunately that<br />

wasn’t what people expected in a half-orc, so he had<br />

to hide it and survive on his strength and combat<br />

skills, which are quite good. He is rather<br />

circumspect in his attitude, and tends to do his best<br />

to blend into the background and not get noticed –<br />

he feels that it is better and easier that way –<br />

however his qualities do come out, and the other<br />

bandits do look to him for leadership.<br />

He has a very subdued demeanor, rather quiet, but<br />

unusually considering what he has gone through, he<br />

is actually a very kind person. He tends to do his<br />

best not to cause waves, and is happy to assist others,<br />

but he does have a strong moral streak, and will do<br />

his best to assist those who need help, and to avoid<br />

harming innocents. He does tend to speak very<br />

slowly, mainly because with his oversized canines<br />

courtesy of his orcish heritage, he worries that he<br />

won’t be understood if he speaks quickly.<br />

He is skilled in sword and shield, and in short-bow,<br />

and generally wears leather armour. He is a good<br />

man to have beside you in a fight – solid, dependable<br />

and skillful.<br />

RABAN<br />

Raban is an Easterling, an Asdriag from the Western<br />

Dagorlad who was apprenticed at an early age to an<br />

itinerant Priest of Hûr-Iriga (The Lord of Light –<br />

generally identified as Eru). Whilst he was popular<br />

in his village, his brother took up with the Kor-<br />

Sharhaigun factions (The Black Master – generally<br />

identified as Morgoth), and as such, had to flee as<br />

his brother now considers him as an enemy.<br />

His master died during the plague, and he chose to<br />

make his way northwestwards into the wold, where<br />

he made contact with Randa and his band. He has<br />

since acted not only as additional manpower, but<br />

also as an unofficial spiritual advisor.<br />

He is a skinny youth, but looks older than what he is.<br />

He is only 17, but both acts and looks about 25. He<br />

has his moments of sadness, but generally hides it<br />

under an exterior of cockiness. He is uncomfortable<br />

with strangers, and tends to withdraw into himself.<br />

He does have a very dry, dark and warped sense of<br />

humour, and is very amusing if you appreciate that<br />

sort of humour. Unfortunately for him, many people<br />

don’t.<br />

He has been debating whether or not to return home<br />

to work against his brother for a long time, but keeps<br />

putting it off because he doesn’t think he can do<br />

anything. He then gets upset with himself that he<br />

isn’t doing anything.<br />

He is not particularly skilled in combat – he is<br />

competent without being outstanding, but he is<br />

courageous and determined, and will not let people<br />

down. He will look to Trangul for both support and<br />

orders, and does both like and admire him.<br />

TAMA<br />

Tama is a career criminal, from a family who were<br />

career criminals. Originally from a town out on the<br />

Talath Harroch, he moved to the shantytown at<br />

Tirith Anduin when the plague struck, and fell in<br />

with a criminal gang there. After a rather nasty<br />

falling out with his colleagues, he moved northwards<br />

and joined Randa’s gang.<br />

He has a knack of being able to ingratiate himself<br />

with others, and of getting others to work for him.<br />

He is a good-looking person, well-muscled and<br />

impressive in physique without being muscle-bound.


He has a cheerful, easy-going and friendly nature,<br />

with a mop of strawberry-blond hair and green eyes.<br />

In reality, he is cold-hearted and low, and cares only<br />

for himself. He is egotistical, and considers himself<br />

as far better and more important than he is.<br />

He is actually quite musically talented for a selftaught<br />

amateur, and is skilled in the flute. He would<br />

like to make a career out of it, but probably never<br />

will.<br />

He is capable in combat – probably more so in barbrawl<br />

type fights rather than proper combat, but he<br />

can hold his own. He would of course prefer not to<br />

have to, or to get others to fight for him.<br />

3.7 THE URUK SHURKÚMPH<br />

The Uruk Shurkúmph are an orcish tribe based in<br />

Eastern Nurn, in a mountain stronghold in the<br />

northernmost tip of the eastern arm of the Ephel<br />

Duath, at the point where the mountain range turns<br />

east. They tend to be a dark gray to black in colour,<br />

about 5’6” in height, with very broad shoulders.<br />

They also tend to have wide flattened heads with a<br />

distinct domed skull with very sparse hair, and short<br />

necks.<br />

They are infamous as long-distance shock troops.<br />

They wear heavy armour, generally banded mail,<br />

with round bassinet-type helms that fit closely on<br />

then heads and come down to their noses, with<br />

eyeholes cut into them. They fight almost<br />

universally with a single-edged falchion with a back<br />

hook on the end, and a 4½’ long rectangular shield.<br />

They are known for their endurance, and their ability<br />

to travel for days at a steady pace without flagging,<br />

in full armour with kit – during travel, the shield is<br />

slung on their back. They travel in a lope, which<br />

whilst not particularly quick, is a pace that they can<br />

keep up constantly.<br />

They are generally not known for their social skills –<br />

they value strength, and dislike talk. Even amongst<br />

other orcs, they have a reputation as being extremely<br />

boring. They were generally used for long-distance<br />

expeditions out into the Harad – this is the first time<br />

they have been sent north.<br />

They are organised into 4-orc lurgs, with unusually,<br />

all members armed and equipped the same. They<br />

are suprisingly uniform and socialistic in their<br />

approach, and tend not to have the same sort of<br />

infighting that many other orcish tribes have. Part<br />

of this is due to their reliance on religion – a shaman<br />

11<br />

always travels with any long-distance excursion, and<br />

generally acts as decision-maker for non-combat<br />

decisions.<br />

They offer their allegiance to Adunaphel, and look to<br />

the Dark Lady for guidance. She tends to use them<br />

as her own personal assault troops, and the Shamans<br />

will venerate her above all.<br />

They are solid, consistent and predictable in their<br />

approach. They will generally run with an advance<br />

team of one lurg, which runs in a Y format. The orc<br />

at the centre of the Y acts as the tracker, and directs<br />

the two orcs at each arm with a series of vocal clicks.<br />

The two orcs at the end of each arm run ahead of the<br />

tracker, and watch forward to avoid ambush. The<br />

orc behind watches over the tracker, who generally is<br />

concentrating fully on the trail.<br />

The remainder of the unit travels some distance<br />

behind the advance party, and only comes up once<br />

the advance party has sighted their target.<br />

They honed their abilities out on the desert steppes,<br />

where their tactics work well. There, opportunities<br />

for ambush are different, and the chances of giving<br />

away your position through a dust trail are much<br />

greater. Here in the wold, it does work slightly<br />

different, but the Uruk Shurkúmph are not<br />

imaginative enough to change their tactics.<br />

They are also known for their predilection of using<br />

Arclax, a drug formed by the stewing and distilling<br />

of the seedpod of the Clax plant. Clax seeds, when<br />

chewed, act as a stimulant, and will increase<br />

endurance whilst reducing the need for sleep. The<br />

Uruk Shurkúmph do use the seeds raw for this<br />

purpose. Arclax, being much more concentrated,<br />

has more serious effects, and they will drink some<br />

before any major combat.<br />

The effects of the drug will depend on the system<br />

used, but effectively people under its effect will: -<br />

- Ignore stunning and shock<br />

- Continue fighting until they drop – no<br />

consciousness rolls<br />

- Not make morale checks<br />

- Swing at whatever is closest, regardless of<br />

whether or not it presents the biggest threat<br />

to them<br />

It also has some other negative effects, mainly in the<br />

reduction of reasoning and mental skills, but the fact<br />

that the users will struggle to add up two plus two is


12<br />

probably not relevant to most situations in which<br />

Arclax is used.<br />

3.8 THE URUK GASHNA<br />

The Uruk Gashna are based on the eastern side of<br />

Mount Doom in Mordor itself, and are a much more<br />

varied force that the Shurkúmph. They tend to black<br />

in colour, and far more typical of orcs in behaviour<br />

and varied appearance.<br />

Their allegiance is offered direct to the Lieutenant of<br />

Barad-dûr, and they are often used for tough longrange<br />

missions, being well known as intelligent,<br />

skilled and self-sufficient. Indeed, they are generally<br />

the first port of call for such, and take pride in their<br />

renown.<br />

They are organised more typically into five-orc lurgs,<br />

with distinct roles. The Lurg consists of: -<br />

§ A Ujak (seargent), wearing steel breastplate and<br />

open-faced helm and Kurbul skirt, greaves and<br />

shoulder-guards, with a large round shield.<br />

They are normally armed with long sword and<br />

short-bow. The Ujak is normally of average<br />

height, but strong and skilled. They command<br />

the lurg, and are expected to be able to fill any<br />

role within it.<br />

§ Two spear-orcs, in Kurbul hauberk and a steel<br />

closed-face helm, and a mid-sized tower shield.<br />

They are normally armed with a shortish but<br />

very thick and solid spear. They are generally<br />

the tallest and strongest of the orcs, and are used<br />

both as the assault force, and paired with an<br />

archer as their protection or defender. They do<br />

not need to be intelligent, merely dependable.<br />

§ Two archers armed in leather with shortbows<br />

and short swords. These are generally the<br />

smaller orcs, quick, and agile. Some also double<br />

as trackers. Generally they will be paired with a<br />

spear-orc, who will defend then and cover them<br />

with his shield. They are known for the use of<br />

poison on their arrows, and unlike the spearorcs,<br />

can be quite intelligent.<br />

Five Lurg form a company, which is commanded by<br />

a Dratul, or captain. He is separate from the lurgs,<br />

and generally is armed like the Ujaks but with chain<br />

hauberk and steel breastplate, greaves, shoulderguards<br />

and open-faced helm. Again, like the Ujaks,<br />

he is expected to be able to drop into and fill the role<br />

of any missing Ujak.<br />

They are inventive and persistent in their approach,<br />

and whilst probably not as individually tough or<br />

determined as the Shurkúmph, are much more able<br />

to react to the unexpected. All things considered,<br />

out here they are probably the greater threat.<br />

4.0 ACT ONE –<br />

INTRODUCTIONS<br />

This act is mainly to introduce the players to the<br />

various NPCs in play. There should not be any<br />

major conflict or skill resolution as such, and the<br />

majority of this act should involve conversations<br />

between PCs and NPCs. As such, a lot of this act<br />

will need to be played by ear, particularly as the<br />

starting point can vary.<br />

The purpose of this act is to get the major exposition<br />

points out of the way, and to involve the PCs in the<br />

lives of various NPCs such that they can feel<br />

involved in assisting them.<br />

You can certainly add more scenes along these lines<br />

if you so wish, such as an approach prior to the<br />

recruitment, or a stopover in Thistledow, or further<br />

scenes on the rivers, but these should be the rough<br />

requirements.<br />

4.1 SCENE I – THE RECRUITMENT<br />

Assuming that you are using the patron as described,<br />

then this scene takes place at Tirouv’s office in the<br />

Gild Faector. Here he will explain to the PCs the<br />

general plan that he has, as described in the first of<br />

the two Tales. He will be as truthful as possible,<br />

given that he does trust the PCs – the only person<br />

that he has lied to is Hlothran.<br />

He will be able to give a rough background on Randa<br />

and his band, including the first four paragraphs of<br />

the Tale. He will also mention that they have<br />

recently become a lot more of a threat, but he will<br />

assign this to the ex-military members whipping the<br />

others into shape and also to the band (as both he<br />

and Malion believe) having some sort of spy or<br />

insider, possibly at Tirith Limlaith or Anduin. He<br />

will use this idea of an insider to explain why he<br />

wants the PCs undercover, and that they should not<br />

go around flashing weapons or armour until the trap<br />

is sprung.<br />

He will be sure to explain that both Albeth and<br />

Helegorn are good people and fully trustworthy, and


that they are aware of the role of the PCs but will<br />

play it quiet on the boat. He will also note that<br />

Albeth is in charge of the operation, and is a<br />

sergeant from Tirith Limlaith. A brief description of<br />

the boat and its intended journey will also be in<br />

order.<br />

A description of the bandit gang will be in order, and<br />

this can take as long as needed. The more emphasis<br />

that is placed on the bandits as being the<br />

protagonists, the better for the adventure when<br />

everything changes in Act Two.<br />

Randa’s Bandits number around 25 to 30, and<br />

contain an above-average number of ex-military in<br />

their ranks. They are tight-knit and run along semistructured<br />

lines. Tirouv will express some sort of<br />

grudging admiration for them, not only for their<br />

ability, but also for the fact that they are restrained in<br />

their actions.<br />

He will also provide a brief run-down on several of<br />

the major players, including physical descriptions, in<br />

the band that he has become aware of. In Italics<br />

after each is what will actually befall them – this<br />

should not of course be mentioned to the players.<br />

Randa: Randa will be the third person killed by<br />

Makram on the boat, dying through decapitation.<br />

His background is given in The Tales section.<br />

He is around 38 years old, sandy brown hair, average<br />

height and build. He was a foot soldier in Cardolan,<br />

and is known to use sword and shield and wear<br />

Brigandine armour.<br />

He is reasonably smart and very tough, and good<br />

with weapons. He is relatively courageous and very<br />

inventive, and prefers ambushes, trickery and stealth<br />

to open battle.<br />

Klorgnoff: Remains behind at the camp, and is<br />

killed by the Uruk Gashna.<br />

Randa’s First Lieutenant, he is also ex-military, a<br />

mercenary from higher up in the valley. He is<br />

around 45, tall with wild greying hair. Also uses<br />

sword, shield and Brigandine, and is a very capable<br />

fighter. Has been with Randa for a year and a half.<br />

Amalon: Second to die on the boat, almost bisected<br />

by Makram.<br />

Randa’s Second Lieutenant, an ex-member of<br />

Herzog’s Band. Tends to remain in the background,<br />

but has been with Randa the longest, and seems to be<br />

the most trusted. Is non-military, but has been a<br />

13<br />

bandit for about six years. He is a local lad, and has<br />

family on the east side of the river.<br />

Sava: See Makram Gamailyon.<br />

A dark-skinned southerner, he is though to have<br />

some magical or mystical skills. Not much is known<br />

of him but he seems to be held in respect. He has<br />

not been with them long – perhaps six months.<br />

Seems to be some sort of advisor.<br />

Dais: Commanding the Crossbow division – second<br />

to be killed by Debitha, having his throat sliced<br />

open.<br />

Læferceastrian, ex-member of the Garde. Fled a<br />

couple of years ago after making off with a payroll.<br />

Was always someone to look out for his own self<br />

above all others. Is known to be competent in<br />

combat. If he were returned alive to Læferceaster,<br />

his ex-squad mates would very much like to have a<br />

friendly chat with him.<br />

Virling: Remains behind at the camp, and is killed<br />

by the Uruk Gashna.<br />

The most recent member – a big fat northerner from<br />

Maethelburg. He is as hard as nails, and rather<br />

savage, but not particularly quick. He murdered<br />

someone in a bar brawl about four months ago and<br />

had to leave town – there is a price on his head,<br />

payable in Maethelburg. Known to be lazy but is<br />

strong and tough. Can be very fierce and cunning in<br />

combat – someone that you should be very careful of<br />

if you run into him.<br />

---<br />

Play up the personnel such that the players are<br />

concentrating solely on them as the enemy. Sava<br />

needs to be mentioned, but his qualities played down<br />

– word was provided that he was a southerner with<br />

mystical powers, so the assumption was made that he<br />

was a mystic. No knowledge of his martial<br />

knowledge or skills has made it out. Any comments<br />

about the time period of the bandits radically<br />

improving and Sava’s arrival should be dismissed as<br />

simply coincidence.<br />

Make whatever reasonable financial arrangements<br />

are required for the PCs to undertake the mission,<br />

and them inform them that the boat will be leaving<br />

first thing tomorrow morning. Then end the scene.


14<br />

4.2 SCENE II – THE SPINNING<br />

STORM<br />

This scene takes place at the docks early the<br />

following morning, and is mainly designed to<br />

introduce the PCs to the boat and the crew, and to<br />

mention the other passengers.<br />

The PCs arrive as the boat is being loaded with bales<br />

of wool. Introduce both Uolgen and Iliten, and then<br />

have Iliten provide them with whatever information<br />

that they PCs ask for.<br />

After this scene, the players should be familiar with<br />

the boat and its layout, and the personalities of its<br />

crew. They may also have been given a run down on<br />

how trading happens on the river, and what the<br />

journey will entail. A mention of the other guests,<br />

from the point of view of Iliten, should be made, and<br />

perhaps a sighting of them, but they shouldn’t be<br />

chatting to them yet – leave that until the next scene.<br />

The entire scene should be reasonably short and run<br />

with a hurried pace – as the PCs are on the dock<br />

talking to Iliten, have then occasionally interrupted<br />

by the labourers wanting them to move so they can<br />

shift goods around.<br />

As the conversation dies down, having Uolgen yell<br />

from the deck to his son that they are leaving now,<br />

and then having Iliten hurry the PCs on board so<br />

they can depart, would be a good way to end this<br />

scene.<br />

4.3 SCENE III – THE RIVER<br />

This scene is designed to allow the PCs to interact<br />

with the other guests on board the boat. It can be<br />

extended as much as required, as the journey may<br />

take a while. It can be interspersed with descriptions<br />

of the countryside or descriptions of other travelers<br />

either on the river or on the paths that run alongside.<br />

As stated above, you could split this scene into<br />

Gladden and Anduin legs, and have a stopover in<br />

Thistledow in the middle, if you so desire.<br />

The relationships between the PCs and the various<br />

NPCs should proceed as follows: -<br />

Uolgen and Iliten will generally be too busy either<br />

working or sleeping to have much interaction with<br />

people. There are only two of them crewing the<br />

ship, and one is required on the steering oar at all<br />

times. Iliten will be acting a cook, so will be able to<br />

occasionally chat, but not for long periods.<br />

Hlothran will be in a foul mood for the entire trip.<br />

He is feeling cornered and used, and will not be<br />

happy with anyone. He will try to keep to himself,<br />

and everyone else on the boat will be happy to ignore<br />

him. He will spend a fair bit of his time sulking in<br />

his cabin, tiny as it may be.<br />

It will be obvious to all that Albeth and Helegorn are<br />

guardsmen, and that they are escorting Hloithran<br />

somewhere – even in civilian clothes, the context of<br />

their relationship is plain.<br />

At some stage, Albeth will covertly speak to a PC<br />

without raising suspicion, to let them know that he<br />

and Helegorn are aware of who they are and their<br />

role. He will give a very good impression, and the<br />

PCs should realise that he is quite competent and<br />

intelligent.<br />

One thing that you should endeavour to do here is to<br />

effectively have Albeth “deputise” one of the PCs.<br />

This should preferably be one of the more martial<br />

and intelligent of the PCs, even if the player is not<br />

necessarily the nominal leader of the group. Have<br />

Albeth do most of his speaking to that one PC, and if<br />

he wants the PCs to do something, have him<br />

approach that same PC and ask him or her to pass<br />

the message on. Not only will it involve that PC<br />

more, but that way, that PC can be used in<br />

subsequent scenes as the voice to express the<br />

“official” line.<br />

In public, he and Helgorn will be social with all,<br />

Albeth more so, but it will be plain that they are still<br />

sort-of on duty. Note that it should be made clear<br />

that Albeth and Helegorn are cousins. Another note<br />

to drop is that if and when they discuss their homes,<br />

Albeth will jokingly make reference to Helegorn as a<br />

“Swamp Rat”, and if questioned on this, will let the<br />

PCs know that Helegorn’s home is near the North<br />

Undeep wetlands<br />

Safiya will look tired and worn out most of the time.<br />

She will not be into much conversation, and will<br />

generally only offer a wan smile is spoken to. The<br />

only other guest that will be able to draw her out into<br />

conversation will be Mornen, and that will mainly be<br />

discussions about textiles and grandchildren, mostly<br />

lead by Mornen. Safiya will tend to gravitate to<br />

Mornen to sit. Make sure you make the point subtly<br />

that her daughters both call her, “Umma”, which<br />

most people should be able to figure out is their<br />

familial term for Mother.<br />

Nashita will be very watchful of any males PCs and<br />

the three labourers, particularly any PCs who look as<br />

if they are arrogant or confident, or of higher status.


She will be very protective of her mother and sister<br />

and distrustful of the motives of others. If<br />

approached by any males, she will automatically<br />

assume that they are after one thing, and will be curt<br />

and dismissive of them.<br />

She will get a reputation from the labourers, who<br />

will try to strike up a conversation and be rebuffed,<br />

as being a “stuck up [expletive deleted].<br />

Maha will generally avoid most males in the PCs,<br />

but if there is a Healer or a non-martial (non-scary)<br />

female, and especially if there is a female Healer, she<br />

will look to strike up a friendship. This should be<br />

encouraged, as it will directly affect the next scene.<br />

She will generally avoid discussing what she is<br />

doing in the Nan Anduin, simply saying that they<br />

are “just passing through”, but the perceptive will<br />

understand that there is more to it but she doesn’t<br />

want to talk about it. She will be happy to discuss<br />

both the Healing Craft and other topics, such as<br />

weather or boys, but will generally not discuss<br />

herself.<br />

She may let it drop in general conversation that her<br />

father is no longer with them, and he was lost only a<br />

little while ago, but the general impression that she<br />

will give is that he has passed away. She may also<br />

let it be known that they have recently traveled up<br />

into the Bight of Mirkwood, but no explanation will<br />

be given.<br />

When playing the Maha/Talc sub-thread, it will be<br />

obvious that they like each other – it’s a small boat –<br />

but it should not progress yet past the coy glances<br />

and shy smiles. Nashita scares the hell out of Talc,<br />

and he is not willing yet to risk her wrath by making<br />

an approach to her younger sister, particularly as it is<br />

also obvious that they are of different social strata.<br />

Another point that you may want to subtly drop if<br />

there are any elves in the PCs, is that Safiya and<br />

Nashita don’t seem to be particularly enamoured<br />

with them – Maha will be happy to be sociable, but<br />

even she is hesitant.<br />

Mornen will be happy to talk to anyone, but her<br />

conversation will probably not be very exciting to<br />

most adventurers. As noted above, she will succeed<br />

mostly by being persistent and very nice in drawing<br />

Safiya into conversation, which Safiya will actually<br />

enjoy. PCs may get the impression that Mornen is<br />

actually very intelligent and perceptive, but hides it<br />

all very well under the “old granny” exterior.<br />

Edron will always be happy to talk, and is quite a<br />

talkative fellow, even if he does occasionally lose his<br />

15<br />

train of thought. It is he who will most likely<br />

approach the PCs first, and will be happy to hear<br />

their stories, and share his own. Any PCs who are<br />

interested should be able to hear all about his estate<br />

in Calenhardon where he runs sheep, and his<br />

children and grandchildren, and issues with the wool<br />

trade, and the effects of the plague, and the changing<br />

weather, and various other topics.<br />

Note that Edron is definitely not snobby or boastful,<br />

and will act as a simple farmer. Of course the<br />

players may wonder why a simple farmer and his<br />

wife are able to travel such distances for a holiday.<br />

If the PCs do make inquiries about his “farm”, such<br />

as how many sheep he has, he will matter-of-factly<br />

comment, “Oh, around two thousand or so.” and<br />

then move the conversation along. He is quite happy<br />

just to hear about the exploits of others.<br />

Tanas, Talc and Gulas are happy to be social, and<br />

will appreciate any of the PCs wanting to talk to<br />

them. Edron is also happy to talk to the three, but a<br />

little bit of his conversation can go a long way, and<br />

given that he reminds them of their grandfather, they<br />

feel restrained in conversation around him, as they<br />

are continually having to self-censor their swearing.<br />

The two older ones will also be happy to chat with<br />

any females, and surprisingly, they don’t simply<br />

have one thing on their minds. They are actually<br />

quite well mannered and have obviously been<br />

brought up well. If allowed, they will be happy to<br />

flirt, but they are protective and considerate towards<br />

women.<br />

Note that Talc will get a fair bit of ribbing from the<br />

other two about his being taken with Maha, but it<br />

will all be very good-natured – Talc will do little<br />

more than just pine. The two elder boys are much<br />

more forward than Talc when it comes to women.<br />

They will spend most of their time in good weather<br />

sitting up on the bow, whereas Mornen and the<br />

Gamailyons will spend most of the journey in the<br />

cabin, thus Maha and Talc’s paths will generally<br />

only bisect at meal times.<br />

The only other point to be noted is if the PCs bring<br />

up the idea of bandits to the crew or passengers. The<br />

Gamailyons and Edron and Mornen are non-locals,<br />

so will have no information or opinions. The boat<br />

crew and the three lads will all be aware of Randa’s<br />

band, and will even mention them by name as being<br />

well-known bandits. They will generally be neutral<br />

in their regard – the bandits generally avoid boats<br />

and locals, so they don’t run into contact with them.<br />

There will be some comment that even though


16<br />

bandits in general are not liked, Randa doesn’t seem<br />

to be as bad or maliciously nasty as some.<br />

Most of these you will need to play by ear. Have<br />

conversations when the PCs want them, but if they<br />

don’t want to socialise, they don’t need to. This part<br />

of the journey is rather long, but you don’t need to<br />

play every mile.<br />

4.4 SCENE IV – LORIEN<br />

ARRIVAL<br />

As they come down the Anduin, they will pass<br />

through Lorien, and the Steormnestan will stop at<br />

the Naith to unload and load cargo. It will be there<br />

for a few hours, and the passengers are welcome to<br />

disembark and stretch their legs, but the elves will<br />

not particularly welcome strangers wandering<br />

around their forest, so they will be restricted to the<br />

Naith.<br />

The main scene here will only take place if Maha<br />

has befriended one of the PCs on the trip down the<br />

river, and will only involve the two of them. As<br />

such, it is probably best to play this scene with only<br />

the player involved, as exposition will be given here<br />

which may spoil the surprise for the other players.<br />

Effectively, Maha will gravitate towards her friend<br />

from amongst the PCs as they disembark, and will be<br />

very excited about seeing the elves. Note that her<br />

mother and sister will not be that impressed by the<br />

elves.<br />

After some conversation about wanting to see and<br />

talk to the elven healers, Maha will impulsively walk<br />

up to an officious-looking elf and ask if there are<br />

healers nearby. The conversation should go<br />

something like: -<br />

§ Elf: - [Concerned] Why, are you ill?<br />

§ Maha: - No, it’s just my friend and I [indicating<br />

the PC and gesturing for her to come over] are<br />

healers, and we were hoping to meet some<br />

healers here, you know, to talk to then and see<br />

what they do.<br />

§ Elf: - [Slight pause with furrowed brow as he<br />

surveys the two, and then glances over to the<br />

rest of the party. He then reaches a decision,<br />

and his brow clears.] Take that path up there<br />

[indicating] then second path on the right.<br />

There’s a small cottage on the left about forty<br />

feet down. [Gestures to the guards to let them<br />

through.]<br />

On the way up, Maha and the PC (assuming she is<br />

female) could chat about Talc, Maha asking along<br />

the lines of, “Do you think he’s cute?” and “Do you<br />

think he likes me?”<br />

LONIATHIEL<br />

When they arrive at the cottage, they will see an elf<br />

out the front tending an herb garden. Her age will<br />

be indeterminate, as with most elves, but she will<br />

look warm, friendly and trustworthy. She will also<br />

not express any surprise about her two visitors, and<br />

indeed may give the impression that she has been<br />

expecting them.<br />

For additional surprise, have her address the two by<br />

their names before they have introduced themselves.<br />

If asked how she knows their names, have her<br />

cryptically reply that word gets around fast in these<br />

woods, which might make sense except that Maha<br />

and the PC have not told anyone else here their<br />

names either.<br />

She will introduce herself as Loniathiel, and will<br />

invite them inside for some refreshments and to talk.<br />

Run about an hour or so of eating elven cakes,<br />

drinking elven wine and discussing elven healing.<br />

She will have great knowledge of healing herbs, and<br />

her comments will be very educational to both Maha<br />

and the PC. The “Hands of the Healer” Sourcebook<br />

may be useful for this.<br />

As time arrives to make their way back to the ship,<br />

she will escort them out to the garden and gather<br />

some herbs for them. As they say their good-byes,<br />

she will have some parting words for them each.<br />

She will firstly take the PCs hands in her own, and<br />

speak some parting words. Obviously this will need<br />

to be customised for the PC. This works best if you<br />

have some short prophetic advice that you can give<br />

to the PC. It doesn’t need to be anything major, but<br />

just something that will give the PC the impression<br />

that Loniathiel knows about stuff that she shouldn’t.<br />

She will then take both of Maha’s hands in her own,<br />

and look into her eyes for a moment, before saying to<br />

her gently and softly, “What you are seeking may be<br />

a lot closer than you think, and may turn up when<br />

you least expect it. Do not be disheartened. And do<br />

not lose your selflessness, kindness and generosity.<br />

The help that you give to others, even though it may<br />

be hard on you, and on those you hold dear, has a<br />

way of coming back to help you out in the end.”<br />

Maha will look stunned at this, and will be<br />

speechless. Loniathiel will bid them both farewell,<br />

and wave to them as they leave. She will not explain


any of her comments any further, but will simply<br />

smile and say that the boat will be leaving soon, and<br />

they will need to hurry back to make it.<br />

RETURN<br />

Maha will be very quiet on the return trip. If the PC<br />

gently questions her, then she will come to a<br />

decision, and draw the PC off the path. She will<br />

swear the PC to silence over what she is about to say,<br />

in that it cannot be told to anyone else. She will not<br />

go on unless this pledge is made.<br />

Providing it is made, she will then disclose the backstory<br />

as to why they are here. She will mention the<br />

fleeing from their home, and how their father left<br />

separately and did not meet them. She will not<br />

mention whom he worked for, or the reason for them<br />

fleeing, merely that they had to, that “there was stuff<br />

happening”.<br />

She will be sure that Loniathiel was referring to her<br />

father, in that they have been searching for him for<br />

months. She may even mention in passing that her<br />

sister’s fiancé is searching down south.<br />

If by chance the PC mentions about the bandits (and<br />

they shouldn’t – their mission isn’t supposed to be<br />

common knowledge) and Sava, Maha will<br />

immediately dismiss it. For a start, her father is a<br />

knight and land-owner, not a mystic, and besides, he<br />

would never join a bandit gang.<br />

After ensuring once again that the PC won’t tell<br />

anyone what she has said, they can return to the<br />

boat, which is already prepared to leave, and just<br />

waiting for the two of them to return. The boat will<br />

then depart Lorien – End of the Scene and of Act<br />

One.<br />

5.0 ACT TWO –<br />

TROUBLES<br />

All scenes in this act occur at the same location – a<br />

point in the Anduin about halfway between the<br />

Celebrant and the Limlaith, shown on the location<br />

map as “Initial Ambush”.<br />

This is where the main combat occurs, and features<br />

the ambush by Randa’s bandits followed in quick<br />

succession by attacks from two separate orc bands.<br />

This is designed to be quick moving, and several of<br />

the sub-scenes in Scene I are designed such that they<br />

can simply be read verbatim. Note that if you should<br />

17<br />

wish to run them as actual scenes, then notes will be<br />

provided to assist.<br />

5.1 SCENE I – BANDITS<br />

This occurs at about 8pm at night, as the ship is<br />

drifting down the river. Dinner should have<br />

finished, and most people will either be in bed, or<br />

relaxing in the main cabin prior to going to bed.<br />

Run the entire afternoon from leaving the Naith so<br />

that players aren’t suspicious, and then after dinner,<br />

casually determine from the players as to what their<br />

PCs will be doing after dinner.<br />

This scene is probably the most crucial of the entire<br />

module to get right, as it sets up the nature of the<br />

main protagonist, Makrad, and also to a lesser<br />

extent, that of Debitha. These two will, to some<br />

extent, force the direction of the rest of the<br />

adventure, so they need to be introduced well.<br />

A BUMP IN THE NIGHT<br />

This starts with a soft whump of a large crossbow,<br />

followed by the whack of something solid hitting the<br />

hull somewhere lowdown on the port forequarter of<br />

the hull. Hearing checks may be required by the PCs<br />

to detect this, depending on their current level of<br />

awareness. Someone from a concealed position in<br />

bushes on the left bank has just fired a bolt from the<br />

Super Heavy Crossbow (see Items of Note) with a<br />

rope attached, into the boat’s hull.<br />

Some PCs may decide to investigate, but even if they<br />

don’t, the boat should start pulling to port a couple<br />

of seconds later. If the players aren’t aroused by<br />

now, Iliten, who is manning the steering oar at this<br />

point, will call out, “The boat’s snagged on<br />

something at the bow, she’s pulling to port.”<br />

It should only be a few seconds later that the boat<br />

will swing around and head toward the shore, and<br />

then impact on some rocks. There will be a loud<br />

splintering sound, and a sudden jolt forwards as the<br />

ship grounds out – this may throw people to the floor<br />

if they are not braced.<br />

The next few seconds should be pandemonium.<br />

Albeth will immediately take charge, and will yell<br />

for the women to take cover in the main cabin, and<br />

the men to go forward to defend the boat (yes, all<br />

right it’s sexist, but…<br />

Remember that it is a narrow passageway, and many<br />

people will be trying to get out of their cabins and<br />

move up and down the hallway. There should be a<br />

fair few collisions and pushing and shoving – no one


18<br />

will be getting anywhere quickly unless they had<br />

stationed themselves at a doorway.<br />

One thing perceptive PCs may notice is that Nashita<br />

comes out of her quarters holding a belt with two<br />

swords, a bow and a quiver of arrows, and it doesn’t<br />

look as if she will be going to hide in the main cabin.<br />

As Albeth and whoever makes it out the front door<br />

come up on the foredeck, there will be a shower of<br />

half a dozen or so arrows fly overhead – most people<br />

including Albeth will immediately hit the deck – it<br />

would be natural for the PCs to do the same. No<br />

arrows will strike home – they will all go high.<br />

Albeth, in his best Captain Obvious impersonation,<br />

will state, “They’re firing over our heads!”<br />

Effectively, what should happen next is that the PCs<br />

and other defenders should take cover either just<br />

inside the doorway or crouched down on the side of<br />

the cabin. Arrows may occasionally be fired from<br />

thick cover to keep people’s heads down, but it may<br />

be seen that none of them seem to be aimed to hit<br />

anyone. As soon as everyone has taken a position<br />

(and determine where everyone is) move to the next<br />

section. Hopefully all the men (and Nashita and any<br />

martial female PCs) should be down the front end,<br />

except of course for Iliten who will remain at the oar.<br />

All the female non-combatants, namely Safiya,<br />

Maha, and Mornen, and hopefully the same PC that<br />

Maha befriended should be in the cabin peering out<br />

the windows. If you need to, have Maha grab the<br />

PCs hand and pull her along for security.<br />

Notes: If one of the PCs does decide to be a hero<br />

and try to cut the rope holding the bolt to the<br />

anchoring tree, then feel free to have one of the<br />

bandits put an arrow in him – they are firing high<br />

because they would prefer not to kill anyone if<br />

possible, not because they cannot shoot straight. If<br />

the PCs do try to be heroes, then feel free it<br />

introduce an effect along the lines of bullet shyness<br />

– give a negative modifier to any actions that they<br />

try to accomplish whilst exposed to the archery,<br />

regardless of whether or not they are hit.<br />

Generally, the NPCs on board will not be trying to<br />

be heroes – they will try to take up defensive<br />

positions, but given the speed, at which the attack<br />

occurs, not much should be allowed to be done.<br />

UNINVITED GUESTS<br />

If there is a PC in the main cabin, read the following<br />

verbatim to that player only.<br />

As you are peering out the window, you hear a sound<br />

behind you, almost like a soft pop, and then you<br />

suddenly get the feeling that the room is a lot more<br />

crowded. Before you can react, you feel a man’s<br />

hand grab you over the mouth from behind, and feel<br />

a blade pressed against your neck. A soft firm voice<br />

speaks into your right ear, “Be quiet, don’t struggle<br />

and you won’t get hurt.”<br />

You hear some muffled curses behind you, and see to<br />

your right, a man with his hand over Maha’s mouth<br />

with a knife in his right hand, pulling her up and<br />

toward the front of the boat. At the same time, you<br />

are pulled back off the bench and turned towards the<br />

back exit.<br />

In front of you, you see the back of a man exiting<br />

through the rear stair with a loaded light crossbow<br />

held in front of him. Behind him you see another<br />

man with his back to you, holding on to Mornen<br />

with his left hand and holding a sword with his<br />

right, and walking her out. You are propelled out<br />

behind them.<br />

As you exit the stair onto the deck, you see the first<br />

man aiming his crossbow at Iliten from point blank<br />

range – Iliten has raised both his hands. You are<br />

turned around to face towards the front of the boat,<br />

and you hear the second man, who is now standing<br />

on the deck just to your left with Mornen, shouting<br />

out down the length of the boat<br />

Effectively, what will happen is that the man holding<br />

Maha with a knife to her throat will move forwards<br />

down the passage, with Randa moving behind him<br />

with Safiya and a sword. They will keep yelling for<br />

the passengers to drop their weapons, and to move<br />

back down onto the bow. Randa will check each<br />

cabin as they go past to ensure no one is in them,<br />

and there is nowhere to hide inside the cabins.<br />

If the PCs are debating whether to launch an attack,<br />

then Albeth will tell everyone to do as they are told.<br />

The bandits won’t take any chances, and will do<br />

their job methodically and thoroughly. Everything<br />

should take place reasonably quickly, and not give<br />

the PCs many options.<br />

Randa will push all the men back to the bow, and<br />

will release Safiya and let her go forward. Note that<br />

the PCs should recognise him from his description –<br />

if they are having trouble, one of the other<br />

passengers can comment of who he is. The other<br />

bandits will hold their positions and their hostages.<br />

Randa will then ask for Hlothran to come forward,<br />

which he will do reluctantly.


The next bit will need to be played by ear. Randa<br />

will ask Hlothran, “So, you’re going to show Malion<br />

where our camp is, Huh?” Hlothran will of course<br />

express genuine surprise at this, because it is the first<br />

he has heard of it – he doesn’t even know where<br />

their camp is.<br />

As this is happening, point out that four men have<br />

stood up and started making their way leisurely<br />

down the slope towards the bow of the ship. They<br />

are all armed with short bows and swords in<br />

scabbards. Now that the PCs have seen where they<br />

have come from, they also notice three other men<br />

still up on the slope – one kneeling behind a massive<br />

crossbow on a stand on the ground, another kneeling<br />

to the right of him and a third standing leaning<br />

against a tree. A rope runs tautly from the tree to the<br />

bow of the ship, where the PCs can assume some sort<br />

of bolt is embedded.<br />

If the PCs wish to speak up now, let them – Randa is<br />

not averse to conversation, and he is not in any<br />

hurry, but the PCs probably won’t get far. Run a<br />

short session of debate, and then throw in the next<br />

paragraph.<br />

Nashita will have stopped motionless on the foredeck<br />

at some point, and will be staring straight down the<br />

ship, past Randa. As Randa moves forward, he will<br />

notice her and gesture her back with his sword, she<br />

will ignore him, and say loudly and clearly, “Aba?”<br />

If the PCs react to this, well and good, but if they<br />

ignore it, run a few sentences more of debate, and<br />

then abruptly stop the players and move to the next<br />

section.<br />

Notes: The point of this sub-scene is mainly to get<br />

Makrad on board safely such that he can meet up<br />

with his family and realise the situation. To this<br />

extent, the arrival mechanism of Makrad walking<br />

some of the bandits on board, and them taking<br />

hostages was designed to accomplish this with the<br />

minimum of bloodshed and possible risks.<br />

Be aware that the bandits are not stupid, and are not<br />

going to blindly charge on and get killed. Providing<br />

that the ship is run aground onto a rock, it should be<br />

sufficiently immobile such that the bandits can wait<br />

if needed<br />

If the actions of the PCs are such that the bandits<br />

would not be able to get on board safely, or without<br />

major bloodshed of either themselves or the<br />

passengers (they are not mass murderers) then they<br />

could effectively conduct their negotiations from the<br />

19<br />

shore line. From that point, the adventure could<br />

proceed roughly as planned<br />

The main possible issues here will be if the PCs<br />

decide to do something unexpected. If you have<br />

impressed upon the players the leadership of Albeth<br />

in the previous scene, then he can be used to calm<br />

down overexcited PCs, particularly if he can direct<br />

it through his “deputised” PC. Also, if you have<br />

impressed upon them the relatively benign nature of<br />

the bandits in previous conversation, then they<br />

should be more willing to take it slowly.<br />

Probably the most difficult task will be to conduct<br />

the conversation at the end – it is hard enough to<br />

conduct a two-way conversation between NPCs<br />

without more being in the mix. For this<br />

conversation, Randa, Hlothran and Albeth are all<br />

natural respondants. Unfortunately, it is difficult to<br />

script such a conversation, as hopefully the PCs<br />

should also be getting in the act. You may want to<br />

figure out some rough guidelines beforehand – if<br />

some of your players are more inclined to<br />

participate, then feeding them openings to interact<br />

and take Albeth’s position would make your job<br />

easier – then you can just naturally evolve to a<br />

conversation between Randa and the PC.<br />

A SLIGHT CHANGE OF PLANS<br />

This sub-scene involves a lot of very quick combat<br />

between NPCs, and a certain outcome is required.<br />

As such, the players may feel left out slightly. This<br />

section is written as several verbatim passages to be<br />

read out. Pauses are set between each passage –<br />

these pauses will give the player or players a chance<br />

to take some action.<br />

The suggested way to run this is that after reading<br />

each passage, pause for about three or so seconds to<br />

allow for player input. If none is forthcoming, move<br />

into the next passage. Note that if the players do<br />

come up with an action, the pauses should only allow<br />

for the PC to perform a single action, such as<br />

drawing a weapon or moving forward – if they state<br />

more than this, then only allow their first action to<br />

occur. The pause covers about a second of game<br />

time – any further actions or extended actions should<br />

be reserved for the next pause.<br />

The first part is only for the PC who was grabbed<br />

from the cabin, if one was, and should be run<br />

separately to the other players. If no PC was<br />

grabbed, move to the second half of this section.<br />

If Makram is holding a PC, give the following<br />

verbatim to that player only.


20<br />

You feel the hand grasping your shoulder stiffen<br />

slightly, before the presence behind you moves closer<br />

and same low calm voice say to you, “Stay calm, stay<br />

quiet, stay down.” The hand then pivots you around<br />

until you are facing him, and then pushes you down<br />

so that you are sitting with you back to the cabin.<br />

[Pause – note that this should happen quickly, and<br />

Makrad is strong and skilled enough that the PC<br />

(assuming that they are reasonably compliant)<br />

should not be able to resist. Only the player who is<br />

being told this would have a chance to take action]<br />

You see the person who was holding you, now<br />

revealed to be a dark-skinned southerner, reverse his<br />

sword in his hand, and without even looking at his<br />

target, thrust backwards into the middle of the back<br />

of the bandit holding the crossbow. The bandit<br />

stiffens, gives a small sound, and then as the<br />

southerner withdraws the sword tip, crumples to the<br />

ground.<br />

[Pause]<br />

At the sound, the other bandit now to your right<br />

holding Mornen turns and looks backwards over his<br />

shoulder. Without even looking at him, the<br />

southerner steps towards him whilst spinning his<br />

sword around in his hand so it is held properly, and<br />

swings the sword overhand down into the right<br />

collarbone of the other bandit, slicing diagonally<br />

down into the middle of his chest.<br />

Even before he has fallen, the southerner then, with<br />

a twist, pulls his sword out and steps directly towards<br />

the cabin wall where you are sitting, and seems to<br />

just blur as he comes towards you, and vanishes.<br />

You feel suddenly very cold for some strange reason.<br />

[Pause – assuming no action here, return to the<br />

group – the following is for all players.]<br />

Read the following section verbatim to all other<br />

players.<br />

There seems to be a bit of a disturbance down at the<br />

back of the boat, and as you look down, there seems<br />

to now only be two people standing up, when there<br />

was six. Even Randa and the other bandit take a<br />

look over their shoulders.<br />

[Pause]<br />

All of a sudden, a man just seems to appear, just<br />

appearing as a blur and then solidifying as he steps<br />

forward. He holds a black-bladed long-sword, which<br />

he swings low and backhanded towards Randa.<br />

Randa brings his own sword around quickly to parry,<br />

but as the stranger’s blade comes around, he just<br />

seems to flick his wrist slightly up, and Randa’s<br />

sword spins out of his hand and skids over to rest<br />

against the cabin wall.<br />

[Pause]<br />

The stranger brings his sword back on a high<br />

forehand stroke towards Randa’s head, and<br />

immediately steps diagonally towards the other<br />

bandit – the one holding Maha, about five feet away<br />

from him. He seems to blur as he steps forward, and<br />

then disappears.<br />

[Pause]<br />

The other bandit is turning around, still holding<br />

Maha with a knife at her neck, as the stranger<br />

suddenly reappears near him with his sword held<br />

slightly above and behind his head with the tip<br />

pointed down and forwards. He almost delicately<br />

thrusts the point of the sword into the other bandit’s<br />

left eye.<br />

[Pause]<br />

As the bandit falls, he starts to drag Maha down with<br />

him. The stranger reaches out and grabs her gently.<br />

At the same time, you see Randa, five feet behind<br />

and to their right, just collapse in a heap on the deck.<br />

As he hits the ground, his body thumps down flat,<br />

but his head bounces slightly, and then rolls away<br />

about a foot. All of a sudden, blood starts spurting<br />

out of his neck and right wrist.<br />

[Pause]<br />

As Maha looks up at this stranger, she cries out,<br />

“Aba!” and then grabs on to him and hugs him<br />

tightly.<br />

Hopefully this should leave the players slightly<br />

bewildered and lost for words. You can exaggerate<br />

this by having Albeth ask quietly to no one in<br />

particular, “What the [expletive deleted] just<br />

happened?”<br />

Point out the four bandits making their way down<br />

the slope have all stopped dead, and are simply<br />

staring up at the boat with open mouths. The three<br />

up on the hillside are also stunned. Most of the<br />

passengers on the boat aren’t sure what to do, either.<br />

Nashita will be the only one who moves, moving<br />

quickly to retrieve her bow and quiver, and then<br />

moving to the other side of Maha and her father,


nocking an arrow as she does, but not aiming at<br />

anyone.<br />

The four bandits on the shore will take a couple of<br />

hesitant steps backwards, unsure of what they should<br />

do. They will be looking both at the boat and<br />

glancing back at the three up on the hillside, looking<br />

for direction.<br />

Makrad will also look up at the three on the hillside,<br />

and call out, “Its over, come down.” The three<br />

figures (and they are some way off, and it is dark),<br />

will pause, as if unsure as what to do.<br />

Draw the pause out for as long as you can, but as<br />

soon as the players act like they are going to do<br />

something, move immediately onto the next section.<br />

Notes: - This section is possibly the most contentious<br />

in the adventure. What needs to happen here is<br />

twofold: -<br />

§ The majority of the bandits need to be killed<br />

quickly and without any serious bloodshed by<br />

the boat passengers.<br />

§ Makrad needs to quickly develop a reputation<br />

as someone seriously skilled, and someone not<br />

to be trifled with. He needs to immediately<br />

become the main focus of interest by the<br />

players, but as someone whose skills place him<br />

out of their league, and thus not able to be<br />

directly challenged<br />

If you would prefer to play this out rather than just<br />

reading it direct, then you should do so, simply<br />

using the outlined text as the rough method that<br />

Makrad will use. Note that if done properly, most of<br />

the boat occupants should not have time to react –<br />

make sure that you check for surprise and inaction<br />

by the PCs. The entire combat should be over within<br />

five seconds, and if you need to fudge the combat<br />

due to the system that you are using, you should do<br />

so.<br />

Remember that Makrad’s combat abilities should be<br />

way out of the league of any of the PCs, or even<br />

anyone that they have ever seen. Shock and awe is<br />

needed here.<br />

Note that if you do allow the PCs to participate, then<br />

you will need to also ensure two other things: -<br />

§ That they don’t go overboard and start killing<br />

the bandits on the beach – three of them are<br />

needed for the rest of the adventure. If they do,<br />

then some sleight of hand can be used by having<br />

the three required survivors being the bandits<br />

up near the heavy crossbow, who will all<br />

21<br />

surrender in the next scene when Debitha<br />

appears behind them.<br />

§ That they don’t do anything to directly<br />

challenge the bandits on the hill, such that they<br />

would open fire on those on the boat. Note that<br />

their inaction on the death of their leader is<br />

reasonable and rational if it is one of their own<br />

who is doing the killing – they don’t know what<br />

is happening, and they don’t fully understand<br />

who is a friend and who is an enemy. If,<br />

however, the boat passengers start killing<br />

bandits, then it would be obvious whom the<br />

enemy is, and they would react appropriately –<br />

in this case you would need to introduce<br />

Debitha a lot earlier.<br />

THE GANG’S ALL HERE<br />

This section is much like the previous, in that it is<br />

designed to introduce another major NPC, and<br />

impress on the players his ability. Again, much of<br />

this section is written as several verbatim passages to<br />

be read out. Pauses are set between each passage –<br />

again, run it much like the previous section.<br />

Read this verbatim<br />

Up on the hillside, the man leaning against the tree<br />

bends and seems to say something quietly to the man<br />

kneeling behind the crossbow. As he does, the<br />

kneeling man seems to jerk and stiffen. The first<br />

man turns to look behind him, drawing his sword as<br />

he does, and suddenly from behind, a man appears<br />

and slashes at his neck with a sword.<br />

[Pause]<br />

As the first man grabs at his throat, the bandit on the<br />

right starts to get to his feet and is drawing his sword<br />

when the new arrival grabs him by his shoulder and<br />

stabs forward into his chest, running him through.<br />

He twists as he does so, pulling the bandit in front of<br />

him to shield himself, and then slipping further to<br />

the right behind the tree, extracting his sword as he<br />

does.<br />

[Pause]<br />

Almost simultaneously, the bandit kneeling behind<br />

the crossbow and the one run through the chest both<br />

collapse forwards. The third bandit, the one<br />

grabbing at his throat, staggers down the slope,<br />

taking about two or three steps before he pitches<br />

forwards and starts rolling down the slope.


22<br />

You notice one of the bandits on the shore start<br />

running up the slope – the other three stand<br />

motionless, looking.<br />

[Pause – note that this pause will occupy a couple of<br />

seconds of action. During this time, Nashita will<br />

raise and aim her bow at the bandits on the shore,<br />

though she will not fire yet, calling on them,<br />

“Don’t!”]<br />

The new comer reappears on the other side of the<br />

trees with a drawn bow and nocked arrow, aiming at<br />

the bandit running up the hill and calling out,<br />

“Hold!”<br />

[Pause – note that if any of the PCs act to fire at the<br />

newcomer, she will seek to prevent them.]<br />

As the bandit continues up the hill, the man pivots<br />

and fires, and puts an arrow in his neck. Before the<br />

bandit has even hit the ground, he has drawn another<br />

arrow, and is aiming at the remaining three.<br />

There should be a longer pause here, so the players<br />

can get back into the action, although it is pretty<br />

much all over. All actions can now take place at a<br />

regular pace.<br />

The three remaining bandits will surrender,<br />

particularly if the PCs grab weapons and also cover<br />

them.<br />

Safiya will say very softly, “Makrad?” Makrad will<br />

transfer his sword to his left hand and hold out his<br />

right towards his wife, and she will go towards him<br />

and her daughter and embrace them both.<br />

The rest of the passengers will be unsure as to what<br />

to do. Albeth firstly and then Helegorn following his<br />

lead, will go to retrieve their weapons and check on<br />

the passengers, calling out to those down the stern of<br />

the boat as to whether they are all right. Albeth in<br />

particular will give Makrad a careful long look as he<br />

passes him, but will refrain at the moment from<br />

questioning him.<br />

Let the PCs reorganise and possibly rearm<br />

themselves. Just as the PCs are about to start asking<br />

questions, stop and read the next section verbatim.<br />

The three bandits are starting to unbuckle their<br />

sword belts as the newcomer comes down the slope<br />

at a quick trot. As he passes them, he says to them,<br />

“Keep them on, you’ll need them.”<br />

As he approaches the ship, you notice that he is a<br />

dark-skinned Variag. Nashita calls out to him,<br />

“Deb, its Aba, he’s here!”<br />

The newcomer replies to her, “Hi, yeah I know.”<br />

He turns to the rest on the passengers on the bow and<br />

says, “Look, I’ll explain later, but you need to get<br />

this ship back out onto the river and get moving<br />

now. We have twenty-five Uruk Shurkúmph out of<br />

Nurn, shock troops, on their way here now, with<br />

orders to kill everyone and everything. The advance<br />

party will be here in five minutes and the rest here<br />

inside twenty. We need to get out of here now.”<br />

There is a slight pause, and then Uolgen speaks up,<br />

“Uh, we can’t. We’re holed below the water line.<br />

We can’t travel anywhere…”<br />

Notes: - Again, this can be played out if needed<br />

rather than read – much of this will depend on the<br />

outcome of the previous scene, and should be run as<br />

an extension of that. Again, the intent is to<br />

introduce Debitha as appropriately impressive, for<br />

much the same reasons as for the introduction of<br />

Makrad.<br />

Also note that the players may not be familiar with<br />

the Variags of Khand, or the position that their<br />

culture holds in Middle Earth in these times. They<br />

may not attach the required symbolism to both his<br />

appearance here so far from his home, nor to his<br />

appearance as presumably one of the good guys.<br />

You may need to go out-of-character to give a brief<br />

description of who Variags are, and the position that<br />

they occupy in society.<br />

-- End of Scene I --<br />

5.2 SCENE II – ORCS MARK I<br />

This scene continues immediately on from the<br />

previous scene. Again, try to run everything up to<br />

the actual assault quickly, so as not to give the<br />

players much time to think about things. Overload<br />

them with information, and then let them sort<br />

everything out in Scene III.<br />

To be read verbatim<br />

ORGANISATION<br />

There is a slight pause whilst people digest this, and<br />

then Uolgen continues, “If you can take care of the<br />

advance party, I’ll try to put a temporary patch on, so<br />

we can get out into the stream. We can’t go<br />

anywhere, but…”<br />

The Variag answers, “Right, I’ll need 5 peo…”<br />

Nashita jumps down of the bow of the boat, and<br />

makes her way to the beach.


“…ple.” The Variag watches her as she approaches<br />

and looks as if he is going to say something to her.<br />

He obviously reconsiders and turns back to the rest.<br />

“OK, I’ll need four more.”<br />

Here, selection needs to be made as to the other four<br />

people to take on the Orcish advance party.<br />

Obviously, any martial PCs should be high on the<br />

list. If no one jumps in quickly to volunteer, have<br />

Debitha select some – remember that the orcs are<br />

expected in less that five minutes, so there is no time<br />

for debates.<br />

Non-martial PCs should remain on the boat, and<br />

Debitha will dismiss any non-martial characters that<br />

try to volunteer. If there are not enough martial PCs,<br />

then add Albeth firstly, followed by Helegorn, to get<br />

the numbers up. As soon as the selection is made,<br />

Debitha will lead them back up the slope.<br />

As they leave, let the focus remain with those on<br />

board the boat for a minute.<br />

Uolgen will yell for Iliten to fetch sailcloth, tacks<br />

and a hammer, and will move to the large trapdoors<br />

in the foredeck and open them. He will explain,<br />

“Right, I need to shift some of this wool, to get to the<br />

hole.” Tanas, Talc and Gulas will move in to assist<br />

in the unloading, and everyone else will get out of<br />

the way.<br />

Read the next bit verbatim – even the players that<br />

have headed off with Debitha can hear it, as they<br />

will still be in range of the boat.<br />

You notice that one of the bandits has walked over<br />

and waded out to the side of the boat, and calls out to<br />

Gulas, “Pass it here.” After a moments pause, Gulas<br />

starts to swing the bale towards him.<br />

As he does, you notice that the man obviously has<br />

some orcish parentage – his face has distinctive<br />

orcish features. One of the other bandits, a wellbuilt<br />

young man with strawberry-blond hair, has<br />

come after him, and exclaims from the beach,<br />

“Trangul, what are you doing?”<br />

As the half orc reaches for the bale, he simply states,<br />

“We stay and help.”<br />

“Didn’t you hear what he said, if it’s true, we got<br />

orcs here in five minutes, we gotta go now.”<br />

As the half-orc shoulders the bale, and starts back<br />

towards the beach, he comments as he passes the<br />

other, “If you want to go, go.”<br />

23<br />

The other bandit watches the half-orc walk past him,<br />

then shakes his head and wades out to the boat to<br />

grab the next bale.<br />

THE ADVANCE PARTY<br />

As Debitha leads the others up the rise, he will firstly<br />

go up to where the three bandits on the slop were.<br />

He will extract, wipe and re-sheath a throwing knife<br />

that is jutting out of the back of the bandit that was<br />

on the large crossbow. As he does so, he will<br />

instruct someone to grab the device – if no one else<br />

volunteers, Albeth will.<br />

As he does, he will introduce himself by name, and<br />

will explain about the Uruk Shurkúmph, armour,<br />

weapons, attack patterns, use of drugs. Note that he<br />

knows them extremely well – they were effectively<br />

his local tribe when he was growing up.<br />

He will suggest how to ambush them. His plan is as<br />

follows: -<br />

§ Place two people with the SHC in cover directly<br />

on the trail.<br />

§ Place the other four – two on each side, in cover<br />

about 15’ to the side and 10’ ahead of the first<br />

two.<br />

§ The person with the SHC waits until the last<br />

moment, and then fires at the tracker, possibly<br />

managing to take down both him and his<br />

guardian with the one shot.<br />

§ The two forward orcs will then immediately<br />

rush the position of the crossbow-man.<br />

§ The other two groups then ambush the orcs as<br />

they charge in.<br />

He will be happy to listen to other suggestions, but<br />

remember that time is limited – they cannot spend<br />

more than a minute discussing this. Assuming they<br />

run with this basic plan, you could put Debitha with<br />

a PC on the right, Albeth with the SHC and a PC (or<br />

Helegorn) in the middle, and Nashita and a PC on<br />

the left.<br />

Nashita will be non-communicative throughout all of<br />

this, and the perceptive PCs may notice that she<br />

seems to not be happy with Debitha, for some<br />

reason. If they take it up with him, preferably in<br />

private, whether he and Nashita know each other, he<br />

will mumble something along the lines of, “Well,<br />

she’s like … you know … sort of my fiancée.” If<br />

anyone asks what is happening between the two of<br />

them, he will just shrug, and say, “Don’t ask.”


24<br />

If you as the GM are wondering what the issue is<br />

between them, it’s a personal matter that they will<br />

work out between themselves in Scene III, and it<br />

won’t affect the story line.<br />

As an option, if you want to introduce a bit of moral<br />

discussion, have Debitha, when settled in his ambush<br />

position, extract a small vial from his pouch, and<br />

pour some of the viscous fluid onto his weapons. If<br />

anyone asks what it is, he will inform them that it is<br />

a poison. What happens next will depend on the<br />

PCs reaction to this – if positive, he will be happy to<br />

discuss the actual substance and its effects, if<br />

negative, he will be genuinely surprised and puzzled,<br />

and will simply comment, “They’re only orcs!” The<br />

poison that he is using is a muscle relaxant.<br />

The orcs should arrive exactly as Debitha said. Run<br />

the combat as it seems fit, but the good guys should<br />

be able to bring them all down quickly and with a<br />

minimum of fuss. Note that these ones will have<br />

taken Clax, but not Arclax – that stuff is only shared<br />

out prior to combat.<br />

After that, they should return to the boat.<br />

PREPARATIONS<br />

By the time they should get back, the preparation<br />

should be in full swing, and there is probably not<br />

much anyone else can do but wait.<br />

Basically, what Uolgen will be doing is to get inside<br />

the hull to where the hole is, and firmly tack a piece<br />

of sailcloth over the hole. The ship won’t be able to<br />

travel with this stop-gap measure, but he can at least<br />

back it of the rocks into the stream and anchor it<br />

away from the shore, this providing greater<br />

protection. He will be happy to explain this as he is<br />

doing it.<br />

People should be preparing for battle – Albeth and<br />

Helgorn will take the opportunity to don their<br />

armour, and the PCs should probably do the same, as<br />

we could assume that they were not wearing it all at<br />

8pm on the boat. The three labourers will also don<br />

their quilted vests, and Iliten will find his and his<br />

father’s.<br />

Nashita will also disappear to her cabin, and will<br />

reappear sans dress wearing trousers, thick leather<br />

boots, and a chain hauberk. The opportunity to place<br />

the wool bales, in order to act as a barricade of sorts<br />

– this will be suggested by Albeth – refer to the next<br />

section for information on how that will work. PCs<br />

could also introduce themselves to the three<br />

remaining bandits. Whatever is done should be done<br />

quickly.<br />

Markhad and Safiya will probably be too deep in<br />

conversation with each other to chat to others, and<br />

they will speak in Apsaic to each other and will not<br />

welcome intrusions -–they have a lot to talk about.<br />

Maha, after some time, may come over to her friend<br />

amongst the PCs and let him or her know that it is<br />

her father. She will not know much of what<br />

happened, but will obviously be very excited that he<br />

is here.<br />

At some stage, just as Uolgen is hammering home<br />

the last tack, have whoever remained on guard at the<br />

top of the rise (most likely Debitha) come back and<br />

inform everyone that the main orcish force has<br />

arrived.<br />

There will then be a mad rush to push the boat out<br />

from the shore, and get everyone on board, including<br />

the three remaining bandits. A rear anchor will be<br />

dropped, and the boat will then just float out in the<br />

water.<br />

Everyone should be assembled on the boat – if<br />

anyone decides to form on the shore, Uolgen, Albeth<br />

or Debitha will quickly dissuade him or her of that<br />

notion.<br />

One of the main but subtle points to make here is the<br />

question of authority or leadership, and who looks to<br />

whom, and who gives over to whom. Theoretically,<br />

Albeth should be in charge, given that he is the<br />

senior Gondorian soldier, and this is occurring in<br />

nominal Gondorian territory, however given that the<br />

area is at the northernmost reaches of Gondorian<br />

claims, and given that it occurs on his boat, Uolgen<br />

also has some authority.<br />

Uolgen will graciously cede authority to Albeth, and<br />

will point blank ask him to organise things. Albeth<br />

will do a first-rate job of organisation, including<br />

instructing people to place the ten bales of wool to<br />

place (which are 4’ long and 2’ high and wide) – the<br />

effects of these will be described in the next section.<br />

Helegorn will of course look to Albeth, and it is<br />

assumed that the PCs will also, at least to some<br />

extent, given the natural independence of PCs. Note<br />

that Albeth will certainly listen to the council of the<br />

PCs, and may even take their advice – he’s not pigheaded<br />

or proud by any means, but the commands<br />

will come from him. He is a soldier first and<br />

foremost, and that means chain of command.<br />

Iliten and the three lads will look first to Uolgen as<br />

being the oldest of the Northerners, and then<br />

following his lead, look to Albeth.


You could subtly show this by having at the start as<br />

everyone boards the boat, Uolgen and Albeth both<br />

start to speak at the same time. They both then stop<br />

and look at each other. After a very short pause,<br />

Uolgen asks Albeth, “Would you mind taking<br />

command of the defense?” Albeth will nod and<br />

begin to do so. Uolgen will then catch the eye of his<br />

son and the three lads and subtly point to Albeth.<br />

Edron and Mornen are probably non-combatants,<br />

however Edron will be happy to assist as much as his<br />

failing hips will allow – they will also respect the<br />

authority of Albeth.<br />

Edron will go and retrieve Randa’s broadsword<br />

(unwrapping his amputated hand from the hilt as he<br />

does) and scabbard, and fasten it on. He will try to<br />

take a position where he can lean against the cabin<br />

roof for support – his mobility and stability are<br />

rather suspect. Albeth, assuming none of the PCs<br />

do, will show some concern towards him, and will<br />

ask if he is sure that he can do this.<br />

Mornen, assuming none of the PCs have grabbed it,<br />

will pick up the light crossbow – she will show some<br />

suprising skill with it. If asked, she will comment<br />

on how she used to go hunting with a light crossbow.<br />

Makrad will be rather withdrawn – he will ensure<br />

that Safiya and Maha are both inside the cabin at the<br />

front, and then will station himself on the edge of the<br />

boat near the front door to the cabin. He will<br />

prepare to defend his location, and Albeth will quite<br />

wisely refrain from offering him any direction.<br />

Nashita will station herself to the right of her father.<br />

Debitha, if not a natural leader, is certainly a natural<br />

Second-in-Command. He will be talkative, and will<br />

move up and down the boat once he arrives on<br />

board, helping to instill morale. As soon as he<br />

arrives on board, he will take note of the dynamics,<br />

and will move to back Albeth by asking him, “Where<br />

do you want me?”<br />

In some ways, his willingness to work with others<br />

will put him at odds with both his fiancé and his<br />

future father-in-law. Again, you could subtly show<br />

this by having Nashita say quietly, “Deb?” and<br />

indicate a place to her right as Debitha passes by her<br />

position. Debitha will answer, “I’m needed over<br />

here.”, and keep going. Nashita will give a dirty<br />

look at his back as he continues, but won’t say any<br />

more.<br />

The three bandits will be an interesting issue. Raban<br />

in particular, and Tama to some extent, will both<br />

look to Trangul for leadership and direction.<br />

25<br />

Observant PCs may notice that Trangul looks first to<br />

Makrad for direction, and not finding it there, will<br />

look hesitantly to Albeth. It will be plain that the<br />

bandits are still not sure of their place here. They<br />

will obviously prefer to support each other<br />

The entire length of the boat is 40’, so firstly the PCs<br />

and NPCs, all armed as they see fit, should be<br />

arranged along that length. Don’t forget the<br />

polearms lashed on the top of the cabin, and that<br />

apart from the SHC, three short-bows and a light<br />

crossbow can also be obtained from the dead bandits.<br />

The SHC should probably be set up on the top of the<br />

cabin, and fired by someone standing behind the<br />

cabin – who this falls to is up for debate.<br />

Have a small quiet wait, then have the main party of<br />

the Uruk Shurkúmph suddenly come all charging as<br />

one over the top of the rise, all yelling at the top of<br />

their voices – enough to scare anyone.<br />

The assault has begun…<br />

THE ASSAULT<br />

The easiest way to run this is as follows: -<br />

From the crest of the rise to the bottom is a distance<br />

of 40’ running at a 45° decline. From the bottom of<br />

the slope to the shoreline is about 10’, with the boat<br />

anchored a further 6’ out from the shore in about<br />

2½’ of water. The deck then rises a further 3’ from<br />

the waterline, with the hull extending a further 6”<br />

above the hull. The railing is a further 3 ‘ above<br />

that, but that can be ignored, as the orcs will be<br />

clambering under the rail.<br />

Arrange the 20 orcs along the top of the ridge. For<br />

all intents and purposes, treat them all as identical.<br />

Their tactics will be simple – charge towards the<br />

boat by the straightest route, and attempt to get on<br />

board and hit stuff with their falchions. Much of<br />

their tactical skill is the result of their ingestion of<br />

Arclax, which they will all have juiced up on prior to<br />

the assault.<br />

For each orc running down the hill (and they will<br />

come charging down a breakneck speed), roll<br />

percentile dice. A 01 to 10 indicates a stumble and<br />

fall, with the roll indicating the position on the slope<br />

– 01 being just as they come over the crest, and 10<br />

being where it flattens. A stumble will cause the loss<br />

of one round for them as they pick themselves up.<br />

For any who stumble, make a DEX or Maneuver<br />

roll, depending on what system you use – a failure<br />

indicates a fall meaning the loss of two rounds of


26<br />

action (instead of one), a critical failure will indicate<br />

a face plant, with a resulting damage roll.<br />

Also, any serious leg wounds incurred whilst<br />

running down the slope should also cause a DEX or<br />

maneuver roll as above.<br />

On the flat section, the players will have ten bales of<br />

wool to place (which needs to have been done first).<br />

The bales are 4’ long (and 2’ high and wide). Orcs<br />

will try to go over them, not around them, so any<br />

bale that is placed in the direct path of an orc will<br />

require them to make a DEX check or a maneuver<br />

roll, depending on what system you use. A failure<br />

will cause the loss of one round of action, a critical<br />

failure will indicate a face plant, with a resulting<br />

damage roll. Stacking bales should increase the<br />

difficulty of the roll.<br />

Once they have reached the boat; due to the depth of<br />

the water, they will be unable to take a running leap<br />

on board, so will be forced to either swing<br />

awkwardly at the legs of those on board, or clamber<br />

up on board, which will certainly expose them.<br />

Effectively, this should be pretty much a turkey shoot<br />

for the good guys, albeit with very tough and<br />

persistent turkeys. These guys shouldn’t drop at the<br />

simplest wound, you should need to hurt them a hell<br />

of a lot, but they will be at a distinct disadvantage,<br />

and so should be able to be really pummeled without<br />

placing too many of the good guys at risk.<br />

There then exists the issue of the shaman. He will<br />

place himself up on the ridgeline in some trees and<br />

start merrily chanting away. The effects of this<br />

chant will also depend on the system that you play,<br />

but could be along the lines of improving the orcs<br />

rolls, reducing the rolls of the good guys, causing<br />

thunder, lightning and rain, or have absolutely no<br />

game effect at all, apart from possibly annoyance.<br />

Either way, he should be easily able to be picked off<br />

by either bow or the Super Heavy Crossbow,<br />

providing careful aim is taken. He won’t have<br />

partaken in Arclax (it stops him remembering the<br />

words), so should be able to be dropped normally.<br />

This scene should end with the good guys surveying<br />

a large pile of dead orcs.<br />

5.3 SCENE III – REPAIRS AND<br />

REPARATIONS<br />

This scene occurs at the same location as before,<br />

between about 8:30pm and 6am the following<br />

morning. It will allow the PCs to catch their breath,<br />

and work out what actually just happened in the<br />

previous scenes. A lot of this is exposition, and the<br />

majority will need to be played by ear. Some<br />

verbatim passages are given for the major plot<br />

points, but the PCs should not be given everything<br />

on a plate.<br />

HANG-ON, WHAT, MORE?<br />

As the passengers and crew are surveying the dead<br />

orcs, conversation will probably turn to what<br />

happens now. Uolgen will comment that he will<br />

need to properly repair the boat to continue the<br />

journey. Debitha, who is starting to look very weary<br />

by now – he has been travelling a long distance<br />

without sleep for some time, will comment as in<br />

passing as he rubs his eyes, “Yeah, well, you should<br />

have about six to eight hours before the Uruk Gashna<br />

arrive.” This should elucidate a lot of surprised<br />

questions from the others.<br />

Debitha: “Oh sorry, I thought I mentioned that.<br />

There’s two groups of orcs headed here – the<br />

Shurkúmph and the Gashna. You should have at<br />

least six hours before they arrive, though.”<br />

Someone else: “What, aren’t they as fast as this lot?”<br />

Debitha: “Ah no, its just that when they found the<br />

bandit’s trail, the Shurkúmph came straight here,<br />

whereas the Gashna headed eastwards first to clear<br />

out the bandit’s base camp, then after they do that,<br />

they will have to turn back.”<br />

At this, the three remaining bandits should be<br />

stunned and anxious, and will exclaim that they need<br />

to go back and help their friends. Debitha will again<br />

be apologetic, and will explain that there’s no point,<br />

that everyone left at the camp will now be dead. He<br />

will finish with a rather lame, “Sorry.” The three<br />

bandits will definitely be both upset and stunned by<br />

the news, and will be at a loss for words.<br />

No doubt, after a short pause, someone will ask why,<br />

or what the orcs have against the bandits. Debitha<br />

will reply, “Their orders were to kill everyone and<br />

everything that… [The perceptive will note that he<br />

will swiftly glance at Makram], to kill everyone and<br />

everything.”<br />

As others start asking questions, Makram will<br />

suddenly take command and will interject, “Perhaps<br />

we should first start on the repairs. I’m sure that<br />

once we have organised that, there will be plenty of<br />

time, and Debitha will be able to give us all a full<br />

understanding of what the situation is.”


After agreement is obtained on this, Uolgen will take<br />

over and will state what needs to be done.<br />

AD-HOC BOAT REPAIRS<br />

In brief, what needs to be done is as follows.<br />

§ A set of “legs” needs to be taken from the boat,<br />

where they are stored, and set up on the beach.<br />

§ The boat is then run onto the beach, and through<br />

manual labour, hauled partway onto the beach<br />

and lent over on its starboard side (so the hole is<br />

exposed).<br />

§ The front hold of the boat needs to be partly<br />

unloaded so that free access is available to the<br />

damage.<br />

§ Once this is all done, the rest of the work can<br />

pretty much only be performed by Uolgen and<br />

Iliten. If PCs have any applicable skills such as<br />

carpentry, then they can assist, but Uolgen and<br />

his son will be working most of the night and<br />

morning.<br />

§ They will need to knock out the two<br />

damaged boards (the ship is clinker-design),<br />

and chop out the damaged areas with adzes.<br />

§ Then using the planks they have on board,<br />

cut out some pieces to fit the chopped out<br />

areas.<br />

§ The boards with the replacement pieces will<br />

need to be refitted and nailed in place.<br />

§ Pitch, stored on board, will then need to be<br />

heated up and used to caulk and seal the<br />

boards in place.<br />

§ To finish up, Uolgen will then tack another<br />

piece of sailcloth tightly in place on the<br />

inside over the damaged area, as a backup.<br />

Aside form this, certain other tasks are required,<br />

such as gathering wood for a fire (they are going to<br />

be here for a while) and dealing with the corpses all<br />

over the place. The orcs can probably just be<br />

dumped either in the river or in a mound<br />

somewhere, but there will be some comment that the<br />

bandits should all be at least buried.<br />

Note that burning of corpses will be discouraged –<br />

whilst it looks good in movies, bodies really only<br />

burn well at high temperature, and chopping down<br />

enough wood to build the required pyre to burn all of<br />

them would take a huge amount of time. Besides<br />

that, burning flesh is not a pleasant smell, and the<br />

light from a huge funeral pyre is rather hard to hide.<br />

27<br />

Whatever happens, something will need to be done,<br />

as the scene is rather unsightly.<br />

Once these basic tasks have been performed, and you<br />

can just run through them briefly rather than<br />

running every minute, all can gather around the fire<br />

for Debitha’s explanation. Note that those working<br />

on the boat will still be able to hear.<br />

A FIRESIDE DISCUSSION<br />

This involves a lengthy piece of verbatim text, which<br />

effectively comprises an overheard conversation<br />

between two NPCs. As such, it may prove tedious to<br />

some players, but it required to provide the major<br />

part of the back-story in a form of disclosure that<br />

would make sense given the nature of the NPCs.<br />

PCs may of course interject, but nearly all of what<br />

they need to know should be disclosed here. If they<br />

do go off on a tangent, then you will need to break<br />

from the script and play it by ear. Note that this is<br />

designed to create more questions than it does<br />

answers, so that players will have to start asking<br />

around for further answers.<br />

Start this off with everyone gathering around the<br />

fire. Someone will probably ask why there are two<br />

groups of orcs trying to kill all the bandits. Run the<br />

following from there.<br />

Makrad responds, “Well, given that both the<br />

Shurkúmph and the Gashna are from Mordor, I<br />

assume that it probably has something to do with me<br />

– if it was a local matter, they would have originated<br />

from Mirkwood, but as to why the extent of the<br />

order, that I don’t know. I could understand an<br />

order to recapture or kill me, but if it also covers<br />

those I have associated with, then there is more to it<br />

that I don’t realise.”<br />

He looks across at Debitha, and says, “I assume that<br />

you do know, or at least have some sort of idea?”<br />

Debitha seems to not be too sure as to where to start.<br />

He asks Makrad, “How much do you remember of<br />

what happened?”<br />

Makrad runs his hand through his hair, and replies,<br />

“To be honest, not a great deal. My previous life<br />

prior to the last eight months was very much a blur<br />

until before on the boat”; he jerks his thumb back<br />

towards the boat. “Then, all that sort of came back<br />

to me in a rush, but still the period between setting<br />

out northwards from Ostigurth up to meeting up<br />

with Randa is a blank.”


28<br />

He rubs his face, “Even the last six months have<br />

been a bit of a blur. I’m not sure what happened,<br />

some head injury perhaps, but I can’t find any scars,<br />

but something obviously happened on the trip<br />

north.”<br />

Safiya starts saying something in a foreign language,<br />

but he cuts her off, “We’ll speak in Westron. If they<br />

have been marked for death, then they deserve to<br />

know why.”<br />

He looks at Debitha, “What did I miss?”<br />

Debitha takes a deep breath, and starts, “After you<br />

didn’t turn up, Nashita contacted me, and I went<br />

back into Mordor to try and follow your movements<br />

– to see if I could find you. You and five others set<br />

out from Ostigurth northwards to cross the Ered<br />

Lithui. A couple of days after you left, someone<br />

must have realised something was wrong. Either<br />

someone talked, or someone guessed something”, he<br />

shakes his head, “there was a lot of confusion.”<br />

“People were sent after you, and others were sent to<br />

intercept you. They were both very small bands – it<br />

was all very hush-hush, as no one was sure what was<br />

happening. They caught up with your party halfway<br />

across the Ered Lithui.” He takes a deep breath,<br />

“Three of you died and the other three were<br />

recaptured and taken to the slave pits at Ostigurth.”<br />

He pauses, as if unsure where to go next.<br />

Have a bit of a pause here, in case any of the PCs<br />

would like to point out the obvious numerical error.<br />

Makrad gently points out, “I think that there may be<br />

a bit of a problem with your arithmetic. There were<br />

six of us in the party, and I was one of them, so<br />

unless I escaped from the slave pits very quickly…”<br />

Debitha continues very slowly, “No, no error. No,<br />

you didn’t escape from the slave pits.” He looks at<br />

Makrad, “You were one of the three who died.”<br />

Again, have a small pause here to allow people to<br />

comment. Both Makrad and Debitha will just<br />

continue to look at each other, and won’t respond to<br />

any direct questions.<br />

Makrad asks gently, “Could my death have been<br />

announced prematurely?”<br />

Debitha slowly speaks, “I managed to get into the<br />

Ostigurth slave-pits, Jamal had already died in there<br />

by the time I got access, but Willan and Botha were<br />

both still alive – I don’t know whether they still are.<br />

Willan was certain – he confirmed that you were<br />

dead, and he had protected and carried your body for<br />

some hours. He personally built a cairn over you on<br />

the top of one of the mountains…”, he trails off.<br />

Makrad slowly nods, and after a short pause,<br />

comments, “So obviously my appearance here is<br />

intriguing to my former Mistress, and given the use<br />

of the Gashna, presumably also to the Lieutenant of<br />

Barad-dûr.”<br />

Again, another small pause to allow people to<br />

comment. Makrad just looks at his feet as if to figure<br />

out what is happening and Debitha will just continue<br />

to look at Makrad.<br />

Makrad speaks slowly, “But intriguing as that must<br />

be, and it would certainly provide additional reasons<br />

for wanting to have a friendly chat with me, it<br />

doesn’t fully explain the contact-extermination<br />

order. Nor why troops would be sent from both<br />

Nurn and Mordor when Dol Guldur is so close. Nor<br />

why two such disparate tribes would be used, unless<br />

there was some sort of competition happening here.”<br />

He looks up at Debitha, “And I am assuming here<br />

that you can explain this, but would prefer not to?”<br />

Debitha looks at the ground, before looking up at<br />

Trangul, the half-orc bandit, “You refer to Makrad<br />

as ‘Sava’, why is that?”<br />

Trangul replies slowly, “When he first came to us,<br />

he was dirty and disheveled, and couldn’t remember<br />

anything about himself. When we asked him his<br />

name, he said he was something like ‘Savalon’, so<br />

we called him ‘Sava’.<br />

Debitha breathes out and looks back at the ground,<br />

and speaks carefully, sounding each word out, “Saif<br />

Alim, the Sword of Shadows.”<br />

Makram unconsciously places his left hand on the<br />

pommel of his sword. He then speaks softly and<br />

slowly, “What exactly were the orders given to the<br />

orcs?”<br />

Debitha replies after a pause, “To kill everyone and<br />

everything that has come in contact with you; to<br />

either capture or kill you; and above all else, to<br />

return with the sword. They had some sort of<br />

informant in the bandits, and word has got back<br />

about you, and it seems that someone has started<br />

thinking about things. They sent a party up secretly<br />

to check out the cairn where Willan buried you, but<br />

no one is letting on what they found.”<br />

Makram rubs his face, then stands up and starts to<br />

walk out of the circle. Maha exclaims, “But I don’t


understand, you’re here, so you can’t be dead!<br />

There’s obviously been some mistake!”<br />

Makram pauses, and says, “I have fought beside<br />

Willan for over forty years, he was my closest<br />

comrade – he rocked your cradle when you were<br />

small. He would not have made a mistake.”<br />

He walks off into the darkness, and after a moment,<br />

Safiya follows him.<br />

As they walk off, everyone will start talking,<br />

including probably the PCs. Most of the NPC’s will<br />

not be sure what has just happened, or how it all<br />

adds up.<br />

If anyone goes to follow Makram and Safiya,<br />

Debitha will motion them not to, or ask them to<br />

leave them alone. Nashita will move over to be next<br />

to Debitha, and he will put his arm around her –<br />

neither will be in the mood for talking. They will<br />

also get up and move off together.<br />

Most people will disperse in a bit of a daze after this,<br />

though it will be a topic of conversation. This can be<br />

to establish watches, assist with the boat, or simply<br />

to discuss things privately. The only people left<br />

should be Maha, Edron and Mornen and the PCs (if<br />

they remain.)<br />

A CONVERSATION WITH MAHA<br />

Maha will look for her friend amongst the PCs, and<br />

will go to her saying, “I don’t understand. What’s<br />

going on.” She will be very distressed, and it will be<br />

up to the PC to calm her down and explain things, if<br />

they can.<br />

Maha will be in a bit of a daze, and will want to<br />

remain with her friend. Given what has occurred,<br />

she will be willing to disclose more of her backstory,<br />

including their family name and background,<br />

the identification of the Lady (Adunaphel) and her<br />

father’s occupation (Steward and Garrison). Note<br />

that she is not familiar with any inner workings, and<br />

she doesn’t understand the politics that occur. She<br />

has led a rather sheltered life.<br />

She will get more upset if people push her, and will<br />

require gentle handling. Edron and Mornen will be<br />

pleasant and understanding. If the PC doesn’t want<br />

to look after Maha, or if they start pushing too hard,<br />

then Mornen will step in and will try to settle her<br />

down. They will be interested in knowing the full<br />

story, but they will not inquire closely themselves.<br />

If the name of Adunaphel is mentioned, some or all<br />

of the players (or at least the PCs) may not recognise<br />

29<br />

the name. When it is mentioned, have the perceptive<br />

amongst the PCs notice a quick look between Edron<br />

and Mornen. Note that Maha will not know any<br />

more of Adunaphel, merely that that is the name of<br />

The Lady.<br />

If the PCs don’t pick up on the name, have Mornen<br />

interject quietly with, “Maha, how long have your<br />

family been in the service of the Lady?” Maha will<br />

respond, “Since Vamag.” Mornen and Edron will<br />

exchange an even longer look, which Maha will spot<br />

and begin to get worried. Mornen will then start to<br />

calm her down, and will gesture to Edron to take<br />

over with the PCs.<br />

If the PCs start asking Edron or Mornen as to who<br />

she is, Edron will look at Mornen, and after a pause,<br />

she will give a small nod. Mornen will then take<br />

over the calming down of Maha, and Edron, after<br />

indicating that the PCs should follow him, will stand<br />

up and make his way over to the riverbank, out of<br />

earshot of others. It will be obvious as he walks that<br />

his hip is starting to play up again and is painful.<br />

A SHORT HISTORY LESSON<br />

Assuming that the PCs follow him, Edron will stand<br />

in quiet thought for a moment, before saying, almost<br />

to himself, “Adunaphel. It has been a long time<br />

since I have heard that name. And much longer<br />

since she has used it herself, I’d wager. “Nine rings<br />

for mortal men, doomed to die”. Except it was<br />

actually eight men and one woman.” He will give a<br />

sigh and turn to face the PCs, particularly a<br />

Dúnedain if one is amongst their number, “How<br />

much do you know of your history?”<br />

From here, you will need to play it by ear. Edron<br />

will be able to disclose the following points. Note<br />

that he will prefer to do it in order – it’s easier for<br />

him to remember that way. He may also be inclined<br />

to go into too much unnecessary detail, and over<br />

think things – that’s just the way he is. Of course, if<br />

the players start getting annoyed, you may want to<br />

just cut to the chase.<br />

Adunaphel was the cousin of Tar-Ciryatan, the<br />

Twelth King of Númenor, and it was in his reign<br />

that it is held that the first coming of the Shadow on<br />

our ancestral land was felt, for whilst he was mighty,<br />

[sigh] he was also greedy. It was under his reign<br />

that our ancestors came to view Middle Earth as a<br />

prize to be divided up – as spoils to reap.<br />

Adunaphel was no exception. She first landed at<br />

Umbar, then just a small Númenorean anchorage, in<br />

the early years of the twentieth century of the Second


30<br />

Age, and set about establishing her own demesne.<br />

She settled at Vamag, on the northwestern tip of the<br />

Umbarean Peninsula.<br />

She showed great skill at nation building, and by the<br />

end of the century she became the effective ruler of<br />

all the country between Ramlond and the Nen<br />

Umbar, paying tribute directly to Tar-Ciryatan.<br />

Only then a dispute opened between Adunaphel and<br />

Tar-Ciryatan. The King ordered her to remove all of<br />

her forces from Umbar itself, and Adunaphel<br />

refused, considering it an insult. The dispute went<br />

on through diplomatic channels for almost fifteen<br />

years, before things changed.<br />

For then the Variags of Khand – yes the forebears of<br />

young Debitha over there – invaded the Haruzan and<br />

threatened Umbar itself. The Governor of Umbar<br />

was slain along with many of his men, and for the<br />

first time in its history, the Variag nation stood ready<br />

to wash its horses’ hooves in the sea 3 .<br />

It was Adunaphel herself, now calling herself Ard<br />

Veraba, who rallied both the Haruze and the<br />

Númenoreans to defend Umbar, and under her<br />

command, she fought the Variags to a standstill.<br />

Indeed, when the relief force from Númenor arrived,<br />

they found that their native allies were now less than<br />

subservient, and they found that they themselves<br />

were forced to fight under Ard’s banner. It was Ard<br />

herself who lead the forces eastwards and recaptured<br />

Pezarsan and Chelkar, and became the greatest of<br />

the Lords of the region.<br />

[A sigh and pause]<br />

Whilst it was not known at the time, it is held that it<br />

was during the time of the dispute with her cousin in<br />

Númenor that Adunaphel accepted one of the nine<br />

rings from the Dark Lord, and became the Seventh<br />

of the Úlairi – the mortal men doomed to die. And it<br />

was her opponent at the time, Uvatha Ito Uchef, who<br />

accepted the ninth. Both profited greatly by the<br />

twenty-year war, both using it to carve out an<br />

empire.<br />

[Another sigh and pause]<br />

3 When Uvatha Ito Uschef first began his invasion,<br />

he stated that his armies would, “wash our horses’<br />

hooves in the sea”. This has since then become a<br />

very famous quote, used by many others, most of<br />

whom would not know who the original author was.<br />

She ruled the Haruzan for almost 300 years, until in<br />

the year 2200 of the Second Age, alarmed by Tar-<br />

Amcalimon’s talk of Empires, she moved to<br />

consolidate her holdings and rule in her own right.<br />

She captured and held all Haruzan, and then moved<br />

against Umbar itself, by then a Royal Haven. And<br />

there, north of Umbar at the Pass of the Gleaming<br />

Shore, she came upon the Nen Umbar Garrison, and<br />

her forces were destroyed in battle.<br />

Ard herself fled from the defeat, and the subsequent<br />

reconquest of the Haruzan by Tar-Amcalimon, and<br />

from there her history in murky. Some time later in<br />

Chelkar, a cult arose dedicated to the “Dark Lady”<br />

and it was felt with the hindsight of history that this<br />

was the remnant of Ard Once Vain. And there she<br />

lived for a thousand years. Until the end of the Age,<br />

when the Dark Lord was destroyed, and Barad Dûr<br />

was broken, and all of the Úlairi fled – some thought<br />

destroyed.<br />

[Longer pause]<br />

And that was all that we knew for certain. There has<br />

been some thought that the Úlairi have returned –<br />

there is some though that the Witch King of Angmar<br />

is one such, and even some though that the<br />

Necromancer of Dol Guldor to our northwest is<br />

another. But it was all speculation. [Pause] …All<br />

speculation.<br />

After this, he will be visibly weary, and will look to<br />

return to his wife’s side. He will show no anger or<br />

hostility, and instead will show some concern for the<br />

plight of the Gamailyons. He will also note that it<br />

seems that the Gamailyons are fleeing from the<br />

Lady’s service, and as such, should not be considered<br />

automatically as enemies, and in fact may need their<br />

help.<br />

Even if after all this, the PCs want to go and<br />

challenge Makrad, Edron will try to caution then and<br />

restrain them. He will be of the opinion that, “We<br />

don’t know the full situation, so we shouldn’t be to<br />

quick to judge”, and “The Gamailyons were nice<br />

people before, and this shouldn’t change that”.<br />

He will also point out that, “Look, I’m sure that if<br />

they would like our help, they will ask for it.<br />

Perhaps we should just give them some time. I think<br />

that they have a lot to discuss, and I don’t envy their<br />

choices.”<br />

AN OVERHEARD CONVERSATION<br />

As the party goes to leave the shore after the<br />

conversation with Edron, they may notice Trangul


standing further along the shore looking out into the<br />

water. As they watch, Tama will come down to join<br />

him. If anyone is interested, they may be able to get<br />

close enough to overhear the conversation.<br />

Tama: “So it’s something to do with that sword<br />

then, is it? Is it worth something?”<br />

Trangul, in disbelief: “Are you thinking of trying to<br />

take it off him? You do remember what happened to<br />

the last person who tried that, right?”<br />

Tama: “I’m just saying that we need to look after<br />

ourselves. You saw what Sava, or whatever his<br />

name is, did to Randa and Amalon and the others.<br />

They were supposed to be his friends, and he killed<br />

them like that. He’s not one of us – you heard them.<br />

We can’t trust him, we’re on our own. Now look, if<br />

we can get to say Onodrith, we can start working for<br />

ourselves. We can start up again.”<br />

Trangul: “I think that, given my appearance, I don’t<br />

really think that I would be welcome in any town.”<br />

Tama: “Well we can work together. I’ll be the front<br />

man, and you can be the muscle. One of these<br />

smaller villages, we can take over. Just the two of us<br />

– it’ll be easy, you and me. Trust me.”<br />

Trangul: “And Raban?”<br />

Tama: “Well, I mean, he can’t really do much, can<br />

he?”<br />

At this, Trangul abruptly will turn and walk away.<br />

If he notices the PCs, he will check his pace for a<br />

minute, and then continue, nodding to the PC as he<br />

passes. He will continue up to the top of the ridge to<br />

take over watch duty.<br />

FURTHER CONVERSATIONS<br />

From here on in, play it by ear. Don’t forget that it<br />

is late, and people may want to get some sleep.<br />

Blankets can be brought out and people can sleep on<br />

the shore near the fire – the boat is currently on a bit<br />

of an angle. Also note that watches should be kept,<br />

and the PCs should be involved in this.<br />

As for everyone else...<br />

Makrad and Safiya, and Debitha and Nashita will<br />

both want time alone. They will keep their own<br />

council, and it will be clear that they do not want to<br />

talk with anyone else. Both couples will have a lot<br />

to discuss, and will do so in low voices such that<br />

their conversations cannot be easily overheard.<br />

Some players may wish to push conversations with<br />

them, and if so, you will need to play them by ear.<br />

31<br />

Nashita will certainly not want to talk, and will go so<br />

far as to bluntly tell anyone pushing themselves to<br />

“Go away”, or words to that effect.<br />

Debitha will be happier to be sociable, but it is<br />

obvious that he is very tired. He will not want to<br />

discuss the family as it is not his place to do so, and<br />

he will make this obvious. He will defend Nashita if<br />

the PCs are rude towards her.<br />

Safiya will seem rather upset and will not speak to<br />

any PCs, and will remain with her husband who will<br />

protect her.<br />

If the PCs try to talk to Makrad, he will try to be<br />

civil if the PCs are also. He will not discuss his<br />

background or history, because as far as he is<br />

concerned, it is not relevant. The reason for the orcs<br />

being after them is relevant, as it affects the people<br />

on the boat, but his life doesn’t. He will tell the PCs<br />

this, bluntly if they continue to press.<br />

If they wish to discuss with him his future, he will<br />

thank them for their concern, but will state that it is<br />

his problem, not theirs. He doesn’t know what he or<br />

his family will do, and will suggest to the PCs that<br />

they concern themselves with their own wellbeing.<br />

He will suggest that at the moment, all they should<br />

be concerned about is getting out of here on the boat<br />

before the Gashna arrive.<br />

Note that if the PCs do start causing a scene, others<br />

will arrive, and Albeth, Helegorn and the others will<br />

all be on the side of preserving the peace, which will<br />

most likely be on the side of the Gamailyons. Given<br />

that there is the threat of orcs, all else is secondary.<br />

Note that no-one else other than Albeth, Helegorn,<br />

Edron and Mornen is familiar enough with history to<br />

know of Adunaphel or the Nazgul – the overthrow of<br />

Sauron was 1600 years ago. The most that they can<br />

be convinced of is that Makrad used to work for<br />

someone who isn’t nice, which as far as most are<br />

concerned, is a sufficient reason for them escaping.<br />

Uolgen and Iliten will continue working on the boat,<br />

with anyone who wants to help them. They will be<br />

very busy, and will not be into chatting. They have<br />

their own thoughts, but will keep them to<br />

themselves, being rather non-committal.<br />

Albeth and Helegorn will busy themselves with<br />

organising guard shifts – they will be happy to talk<br />

with the PCs, but they don’t fully understand the<br />

situation either. Their basic response will be to<br />

shrug their shoulders, and say, “We just do our jobs,<br />

and see what happens.”


32<br />

Hlothran will be annoyed with both the two guards<br />

and with the PCs, as by now he will have figured out<br />

that he was set up as bait, and the PCs were in on the<br />

act – he’s not totally stupid. He now has a grudge<br />

against everyone, and will not want to be social.<br />

The three labourers will be bemused and puzzled by<br />

what has occurred – most of what was said went<br />

right over their heads. Talc will be concerned for<br />

Maha, and may ask her friend if she is all right, but<br />

he will recognise that it is family business, and will<br />

not want to stick his nose in. They will take part in<br />

the watches, but will otherwise also try to get some<br />

sleep.<br />

The three remaining bandits will be very rather<br />

private – they don’t fully trust the others yet. The<br />

PCs can talk with the bandits if they so choose, and<br />

the bandits may disclose some of their back-stories –<br />

play it by ear.<br />

5.4 SCENE IV – ORCS MARK II<br />

Sometime in the early hours of the morning, Uolgen<br />

and Iliten will have finished with their repairs, and<br />

will call upon everyone to assist them to reload the<br />

cargo and refloat the ship. This should all be done<br />

successfully.<br />

As the ship floats out in the river, and most stand on<br />

the bank watching Uolgen critiquing his work, a call<br />

will come out from whoever is on watch duty, that<br />

orcs are approaching fast. There will then be a mad<br />

scramble for everyone to get on board.<br />

As they all get on board, and the ship gets underway,<br />

the Uruk Gashna will appear on the ridge and come<br />

charging down, firing arrows as they come. They<br />

will follow the ship down the shore as far as they can<br />

before it gets out of range of them, still firing.<br />

Play this scene as you see fit, but apart from Iliten,<br />

who is on the steering oar and thus exposed,<br />

everyone else should be taking cover either inside the<br />

cabin or crouched behind the cabin, and thus no one<br />

else should be in struck. Feel free to roll dice and<br />

describe the attack.<br />

Just before the ship finally outpaces the orcs, there<br />

will be a yell from the back of the boat. Anyone<br />

looking will see that Iliten has an arrow embedded in<br />

his left bicep. He will call out to anyone who looks<br />

like that they are going to assist him, “Stay down,<br />

I’m fine, its all right.”<br />

As the ship drifts out of sight of the orcs around a<br />

bend, someone should go to check on Iliten. As they<br />

do, Iliten’s face will become pale, and he will<br />

collapse on the deck. Someone should quickly take<br />

the oar, and Iliten should be carried into the cabin<br />

and laid on a bench – he will not look good. The<br />

wound itself looks like there is some sort of blue<br />

paste substance in there, which looks like it was<br />

coated on the arrowhead.<br />

As someone goes to look at the wound, Debitha, who<br />

has just arrived, will spot the wound and exclaim,<br />

“Don’t touch the arrow, its poisoned!”<br />

-- End of Scene and End of Act Two --<br />

6.0 ACT THREE –<br />

HEALING<br />

At the start of this act, the PCs (and other<br />

passengers) should believe that they have escaped<br />

the orcs. The last parting gift of the orcs was to<br />

leave one person poisoned, and the PCs will need to<br />

obtain medical supplies, which involves stopping at<br />

a swamp and searching for a particular herb.<br />

It is then that they will find out that the orcs are not<br />

going to give up, and this act will end on a touch of<br />

sadness and despondency.<br />

This works best by splitting up the PC party. It<br />

contains six short scenes that involve quickly cutting<br />

between the various groups. Note that there will be<br />

no need to run each group separate from the other –<br />

the scenes are written such that knowledge of what is<br />

happening to one group will not adversely affect the<br />

other, and may even heighten the tension.<br />

6.1 SCENE I – A MESSY WAY TO<br />

DIE<br />

Start this scene up right at the end of the previous<br />

act, as people are clustered around Iliten. This is<br />

where Maha and any other healers will be able to<br />

show their stuff. Run this by ear as a discussion,<br />

probably involving Maha, Debitha and any PC<br />

healers, with Helegorn coming in at the end. They<br />

should establish the following: -<br />

§ The poison is a toxin known as Gonhithui (S.<br />

Misty Stone) (HotH, page 107). In brief, it is a<br />

small blue lichen found in Gorgoroth that, when<br />

ground up and then made into a paste, will<br />

cause serious dysentery. The effects normally<br />

take about a day to reach their full potential,


esulting in diarrhea, vomiting and incessant<br />

sweating, which in most cases leads to death by<br />

dehydration. There is no known antidote to the<br />

toxin, but by keeping the patient warm and<br />

providing plenty of fluids, occasionally they can<br />

recover on their own.<br />

§ Whilst there is no antidote, it is possible to slow<br />

down the onset of the toxin, which should not<br />

only relieve the symptoms, but also be of great<br />

assistance in allowing the victim to fight off the<br />

effects of the toxin, thus increasing his chances<br />

of survival immensely.<br />

§ There is a reed known as Dogmallow (HotH<br />

page 99), which is found in wetlands. In brief,<br />

it is a reed that can grow to a height of over 10’,<br />

which can be distinguished by a thick coating of<br />

golden hair surrounding the lowest 3’ of the<br />

stem. The reed is solid in the upper third of the<br />

stem, and if that part is scraped out and the<br />

contents boiled in water for ½ an hour and<br />

consumed, it will slow the effects of the poison<br />

by a factor of ten.<br />

§ Helegorn, having lived near the Parth Celebrant<br />

wetlands, will know of the reed, and will be<br />

certain that he will be able to find it. Whilst he<br />

actually lives near the southern wetlands, he<br />

knows that the northern wetlands are only a<br />

short distance down the river, and if the boat<br />

can stop there, he will lead an expedition into<br />

the area to find the reed.<br />

Make sure that Maha takes an active role in the<br />

discussions, so that she can insist in accompanying<br />

the expedition. If all else fails, have her remember<br />

something that Loniathiel said back in Lorien.<br />

This scene should end with a resolution to stop by<br />

the northern wetlands and go in search of<br />

Dogmallow.<br />

6.2 SCENE II – IN SEARCH OF<br />

GRASS<br />

This scene should start a couple of hours after the<br />

previous scene, with the boat anchored on the<br />

eastern side of the river in the northern Parth<br />

Celebrant wetlands – see Gathering of Herbs on the<br />

regional map on the inside cover.<br />

The first step will be to establish who is going on the<br />

expedition – note that all cannot go, as some will<br />

need to remain on the boat to provide security, and<br />

besides, it won’t need a huge number of people<br />

33<br />

traipsing through the swamp. Helegorn will lead,<br />

and will suggest a total party size of four to five.<br />

Maha will insist that she goes, as it is her job to find<br />

the reed – she will not allow herself to be dissuaded,<br />

and as a plot device, it is imperative that she be<br />

amongst the party. If anyone wants to talk her out<br />

privately, she will inform them that, a) its her job,<br />

and b) the only reason why Iliten is injured is<br />

because of the presence of her family, thus she owes<br />

him. She will be fierce and determined, and it will<br />

be clear that the two sisters are very similar in some<br />

ways.<br />

Other than that, let it be debated. At least a couple<br />

of PCs should go, if only as security, but not all<br />

should. The bandits won’t, and Debitha will be the<br />

only other one of the Gamailyons that would be<br />

willing, but he is dead tired, and needs to sleep –<br />

he’s been on his feet for three days and nights<br />

following the orcs across the Talath Harroch, and is<br />

ready to drop. Nashita will insist that he sleeps, and<br />

will remain to ensure that he does.<br />

Albeth would be better remaining on the boat in<br />

charge of security, and would prefer to do so. It only<br />

needs to be a small party, so an additional two or<br />

three PCs should be sufficient.<br />

Note that everyone will be of the opinion that the<br />

orcs are no longer an immediate threat, and everyone<br />

will be much more relaxed.<br />

Once decided, they can set off. You can run this as<br />

you see fit, but they shouldn’t run into anything too<br />

dangerous, and it should take them about two hours<br />

to find the reed.<br />

Get to the point where Maha is chopping down the<br />

reed, and then stop and go to the next scene.<br />

6.3 SCENE III – RESCUE PARTY<br />

We now shift back to the boat, and back one-hour in<br />

time, one hour after the foraging party left. Have<br />

whoever is watching back up the river spot a raft<br />

carrying five orcs across the river. By the time<br />

anyone gets around to do anything, they will have<br />

reached the western shore, and all will have quickly<br />

disappeared into the wetlands about 150 yards<br />

upriver. Now sit back and let the players try to<br />

figure out what to do.<br />

In brief, there should be three concerns: -<br />

1. Where are the rest of the orcs? Are they<br />

planning on crossing or attacking the boat<br />

from the other shore?


34<br />

2. Are these five orcs planning on coming<br />

around and attacking the boat from the near<br />

shore?<br />

3. What about the safety of the group<br />

searching for the reed? They will not be<br />

aware of the orcs.<br />

What should eventually end up is that a rescue party<br />

should be organised to go and find the foragers,<br />

however enough people need to be left on board to<br />

defend the boat. Uolgen and all the non-combatants<br />

will remain on board, and Albeth will also (for plot<br />

reasons, and because he feels that it is his job to<br />

defend the innocents, given that Helegorn isn’t<br />

here).<br />

Makrad will insist on going – his little girl is out<br />

there. He will also insist that Nashita stay to protect<br />

her mother. Trangul, suprisingly to the other<br />

bandits, will also offer to go, as will Debitha. Some<br />

or all of the remaining PCs may also want to go.<br />

The question may end up being that who should stay<br />

out of Trangul, Debitha and the various PCs.<br />

Once decided, the rescue party should set out. Run<br />

their journey for a short period (say ¼ to ½ an hour,<br />

in which nothing much should happen except them<br />

possibly finding tracks) and then switch back to the<br />

foragers.<br />

6.4 SCENE IV – AMBUSHED<br />

We now come back to the foragers, just as Maha is<br />

trimming down the Dogmallow. A sound should be<br />

heard to the north (give normal chances to hear),<br />

and Helegorn will jump up on a nearby rock to see.<br />

After a few seconds scanning, he will call out quietly<br />

that there are orcs moving to the north, closing in.<br />

Just as he is doing this, and pointing to them, a bow<br />

twang will be heard, and Helegorn will be struck in<br />

the chest with an arrow and fall down.<br />

Feel free to roll dice for this, but this is a plot device<br />

– he needs to die here. You can either run it with<br />

him saying some dying words, or just have him<br />

killed instantly, but either way, this is his end. At<br />

this, the party should hear the screeching of an orc to<br />

the north, moving down and around to their west.<br />

The party should hotfoot it back to the boat along the<br />

path to the east.<br />

The screeching orc will continue around behind the<br />

party and then to their south, staying out of sight<br />

about 30 to 40 yards away, but following along<br />

parallel to them and continuing to make loud<br />

annoying sounds. He should be very disconcerting.<br />

He will avoid any combat, and will move away<br />

whilst continuing to screech should the party move<br />

towards him.<br />

Apart from him (a Gashna archer) there is also a<br />

Gashna spear-orc following them on the path, but he<br />

will stay well back and out of sight, and as quiet as<br />

he can. If the party do realise that he is following<br />

him, then it is possible for a single member to<br />

discretely drop of the end of the party and hide and<br />

ambush him, but if the whole party halts, then so<br />

will he.<br />

Eventually, after say five to ten minutes, the party<br />

will enter the ambush zone, where a spit of land<br />

connects two hillocks in the middle of the marsh, as<br />

pictured below. The numbered areas are as follows:<br />

-<br />

1. This is where the party will enter from, and<br />

also where the trailing spear-orc will enter.<br />

2. The location where a spear-orc is lying in<br />

the mud concealed under two bushes. He<br />

will have coated himself in mud, so will be<br />

extremely hard to see.<br />

3. The location of the orc archer. He will have<br />

wedged the shield of the concealed spearorc<br />

between the two trees and draped it with<br />

foliage, in order to provide further<br />

protection and cover.<br />

4. The location of the Ujak, crouched behind a<br />

large rock.<br />

5. The ridge, the location where the<br />

reinforcements will enter from.<br />

They will wait until the centre of the party is around<br />

the two small shrubs beneath which the spear-orc<br />

lies, before the Ujak and the archer will both pop up<br />

and start firing at the lead members – note that these<br />

arrows will not be poisoned. The Ujak will let out a<br />

yell as he does so, at which the trailing spear-orc,<br />

assuming that he hasn’t been already taken out, will<br />

charge forward as quietly as he can with his spear<br />

low, and try to take the trailing party member in the<br />

lower back or abdomen. His aim is to bring the<br />

person down, so that he can then thrust down at the<br />

person from above.<br />

At the same time, the other spear-orc lying in wait<br />

will rise up and thrust at Maha, who should be in the<br />

middle of the party, stabbing her in the lower<br />

abdomen – feel free to roll dice for this, but again, it<br />

is a plot device. Maha will scream and go down. At


this point, stop the scene and return to the rescue<br />

party.<br />

Figure 1: Ambush Location<br />

6.5 SCENE V – REINFORCEMENTS<br />

As the rescue party is searching around, inform them<br />

that they can hear a loud screeching sound to the<br />

west. Given that they will have been listening to the<br />

previous scene, no doubt they will realise what it is.<br />

Most likely they will make all haste westwards down<br />

a trail.<br />

Briefly describe the sounds getting closer as they<br />

travel westwards. As it gets close, state that they see<br />

a small rise ahead, and the suddenly describe the<br />

sounds that occurred at the end of last scene (the<br />

Ujak yelling, any sounds made by the party, Maha<br />

screaming) as occurring just over the rise, about 10<br />

yards away. The rescue party can then charge over<br />

the rise, and join in the combat described in the<br />

previous scene. Most likely they will surprise the<br />

orcs, particularly given that the Ujak will only be<br />

about 15’ from the reinforcements as they come over<br />

the ridge.<br />

35<br />

Run the combat as you see fit, but with the sudden<br />

appearance of the reinforcements, the good guys<br />

should win the day. Once the fight is over, proceed<br />

to the next scene.<br />

6.6 SCENE VI – A SOMBER RETURN<br />

Now all that remains is for the expanded party to<br />

return to the ship with the wounded. Anyone<br />

looking at Maha will discover that the spear entered<br />

from the front and side just around the top of her left<br />

hip. It is not a directly life-threatening injury – her<br />

kidneys and liver are unaffected, and with<br />

appropriate care, she should recover, but as a female,<br />

there may very well be some permanent<br />

consequences of the injury. After any emergency<br />

care on site, her father will carry her back and she<br />

will be laid on the couch in the main cabin on the<br />

other side to Iliten. Her family will obviously be<br />

distraught.<br />

Obviously, anyone else injured in the fight will also<br />

need to be taken care of at this point as well.


36<br />

Given that they have returned with the contents of<br />

the reed, someone – Mornen if no else thinks of it, as<br />

she has been ministering to Iliten all this time, will<br />

take the reed and start boiling it. Iliten will have got<br />

worse since the others left, but he is not critical yet.<br />

As all this is happening, the PCs will notice Albeth<br />

standing alone, looking at all of those who returned.<br />

He will approach a PC and ask quietly, “Helegorn?”<br />

Allow the PCs to explain what happened. Albeth<br />

will take the news without speaking, but will look<br />

absolutely stunned and devastated. He will then<br />

wander up to the bow of the boat, and stand staring<br />

out into space.<br />

6.7 SCENE VII – ON THE MOVE<br />

One final scene should take place almost<br />

immediately after the preceding scene, basically a<br />

foreshadowing of the next act.<br />

After checking that his son is being looked after,<br />

Uolgen will immediately move to get the ship<br />

moving. He will call on one or more of the PCs to<br />

help him get the anchor in – note that he will have a<br />

couple of the lads already set with poles for pushing<br />

off. The perceptive PCs will notice that he keeps<br />

looking at the eastern ridge across the river, and<br />

looks rather concerned, as indeed do the three lads.<br />

Hopefully the PCs should ask if he is worried about<br />

anything. If they don’t, then he will just say the<br />

following as he gets the boat underway.<br />

Uolgen points across the river, “There’s a path that<br />

runs down the eastern side of the river, about 50 or<br />

so yards in. Heads down to the North Undeeps.<br />

There’s no path on the western side ‘cos of the<br />

wetlands.”<br />

“Those five came from the eastern shore, so we could<br />

assume that the other 20 or so were with them.<br />

Problem is that I haven’t seen any of them during<br />

the time you were gone. They must have kept going<br />

– heading for the Undeeps.”<br />

[Assuming that none of the PCs ask…] Tanas,<br />

leaning on a pole, asks, “We can outpace them, can’t<br />

we?”<br />

“Sure, and once we are on the river, they won’t be<br />

able to get us – the river’s too wide. Problem is that<br />

the Tirith Limlaith dock is located three miles up the<br />

Limlaith – we have to turn off the Grýtíegstréam and<br />

then pole our way upstream. From the docks, it’s<br />

about a two-mile hike up the hill to the fortress, and<br />

then the troops there would have to arm up and ride<br />

the three miles south to the crossings and then come<br />

up.”<br />

Uolgen sighs, “We will be safe, no problems. But<br />

there are settlers on the east side of the crossing.<br />

And if these orcs are on the warpath…” he trails off.<br />

If any of the PCs are passing the stern doorway to<br />

the cabin at this time, the perceptive may notice<br />

Makrad standing at the inside doorway to the cabin,<br />

and it looks as if he has been listening. His face is<br />

rather grim and set.<br />

End the scene and the act on this note.<br />

6.8 INTERMISSION<br />

This little vignette is optional – it describes a scene<br />

that the PCs would never actually have seen. As<br />

such it can be left out if you feel that it would not be<br />

appropriate for the type of game that you play.<br />

The two of these (including the one at the end of the<br />

next act) describe the actions of the last remaining<br />

orc from the ambushing Lurg, the screeching archer<br />

who killed Helegorn – it feeds in nicely to the final<br />

scene, and helps provide some sense of closure. It<br />

should be read verbatim, however some changes<br />

could be made if the players left the orc bodies<br />

differently.<br />

The reeds at the side of the path part, and very<br />

carefully an orc archer steps out and surveys the<br />

scene. He takes careful note of the two orcs lying<br />

near his feet. He notices the blood on the tip of the<br />

spear of one of them, and bends down and places a<br />

finger in it. He brings it back to his mouth, and<br />

carefully licks his finger, savouring the taste of the<br />

blood.<br />

He glances up the rise to the east, and spots the<br />

bodies of two more orcs, and carefully makes his way<br />

up to them. Again, he carefully inspects their<br />

corpses. He stands up straight and looks to the east.<br />

After a moment, he grimaces, and tuns back down<br />

the rise. After he gets to the bottom, he turns left off<br />

the path back into the reeds, and begins to move<br />

quickly southwards.<br />

7.0 ACT FOUR – THE<br />

STAND<br />

This act contains the big extended fight scene. This<br />

is where firstly a decision is made to stand and fight,


and then the actual fight scene. A lot of the second<br />

scene is with verbatim passages, but the fight scene<br />

will need to be run by ear.<br />

7.1 SCENE I – A LOT TO THINK<br />

ABOUT<br />

This scene is optional, and whether or not it should<br />

be run depends on whether or not you feel the<br />

players can accept the abrupt change of heart of<br />

Makram. As a side result of this, it may however<br />

lessen the impact of the following scene – you will<br />

have to make a judgement call. It acts to enforce<br />

the comments of Loniathiel back in Act One – Scene<br />

IV, and requires that that scene have been played<br />

with a PC for this to work. Personally, I don’t feel<br />

that it is required, as it may make Makrad’s decision<br />

too transparent.<br />

This scene should start after Maha has been<br />

speaking to her family quietly for at least about<br />

quarter of an hour, which would mean probably<br />

about an hour after the events of the last scene. She<br />

will obviously be in pain, and will be talking to her<br />

family in Apsiac.<br />

If anyone is listening, it will apparent that her<br />

parents have been asking some questions, and in her<br />

responses, the name of Loniathiel has been<br />

mentioned.<br />

After a while, Makrad will come out and find the PC<br />

who is Maha's friend, and will ask to speak to them<br />

in private. He will ask about what occurred in<br />

Lorien, and will quietly listen to the response,<br />

without commenting. After the PC has finished, he<br />

will thank them, and will take his leave, seemingly<br />

deep in thought.<br />

7.2 SCENE II – A DECISION<br />

This scene starts on the river a short while after the<br />

boat has pulled up anchor and departed from the<br />

swamp. Albeth will still be sitting on the bow, lost in<br />

his own thoughts. Conversation in the cabin will be<br />

quiet and stilted. Run the morbid atmosphere for a<br />

while as the boat continues down the river, before<br />

starting the following passages.<br />

Note that whilst they are listed as being verbatim,<br />

and the first few should be read that way, allow the<br />

players to shape the conversation if they so wish.<br />

There are gaps in the dialog in which the players<br />

may put in. The intent of this scene is to establish<br />

that all of the people on the boat are now united in<br />

their desire to stop the Uruk Gashna.<br />

37<br />

The scene is very much cliché, very Magnificent<br />

Seven-esque. By about the second paragraph in,<br />

most of the players should have worked out what is<br />

going to happen, and be groaning, but still, a good<br />

cliché occasionally never hurt.<br />

At some point, as the cabin is quiet, read the<br />

following verbatim.<br />

Uolgen has entered the cabin to check on his son<br />

again, now sleeping relatively peacefully after<br />

drinking the stewed Dogmallow, leaving Gulas on<br />

the steering oar.<br />

Makram suddenly speaks, breaking the silence,<br />

“Uolgen, would you be able to drop me ashore on the<br />

eastern bank?”<br />

This comment will surprise most people, and there<br />

will be quite a few comments from people, including<br />

Makrad’s wife and daughter. He will wait patiently<br />

till all is quiet, before continuing.<br />

He takes a deep breath, and speaks slowly and<br />

clearly, “It seems clear that the Gashna will not give<br />

up. They have their orders, and will carry them out<br />

to the letter. I was foolish to believe that they would<br />

not follow after we lost them initially, but I suppose<br />

that I was not thinking straight.<br />

“It seems that the main force will be travelling<br />

inland down the western path to the North Undeeps,<br />

with the intent to cross at the fords and attack at the<br />

Tirith Limlaith docks. Now this would possibly not<br />

be very smart on their part, but they are determined,<br />

and even if the Garrison at Tirith Limlaith defeats<br />

them, they will be attacking with surprise, and they<br />

will no doubt be able to kill a great many civilians.<br />

“Now as it seems that it is my presence here that will<br />

cause this, even though it was not intentional, I<br />

cannot allow this to happen unimpeded. If you could<br />

drop me ashore somewhere downstream, then I will<br />

endeavour to at least delay them somewhat such that<br />

a message can be given to the Garrison so that they<br />

can be prepared, can and send forces across the river.<br />

After this speech, there is a very short silence, before<br />

Debitha stirs, “You could do that Sir, but will not do<br />

it alone. I didn’t come all this way, and go through<br />

all the crap that I went through, simply to let you<br />

wander off alone. The two of us will do this.”<br />

Almost before he has finished, Nashita speaks up,<br />

“Three.” She glares at her father and fiancé, “Don’t<br />

even think of saying no. I’m twenty-seven years old,<br />

I’m not a child anymore, and I’m not going to let


38<br />

both of you go off on a suicide mission alone, not<br />

now after all this.”<br />

As Makrad and Debitha look at Nashita, a voice<br />

comes from the forward doorway – Albeth has<br />

reentered from the bow. “Four. If Tirith Limlaith is<br />

under threat, then it is my job to prevent it, and I<br />

would be remiss in my duties if I allowed others to<br />

do my job.”<br />

Allow a small break here, in case the PCs wish to<br />

speak. Then continue with the following:<br />

The rough voice of Trangul suddenly speaks from<br />

the corner. “Five [or whatever number it is up to].”<br />

Tama exclaims, “Are you mad? Trangul, this has<br />

got nothing to do with us!”<br />

Almost in reply to him, Raban comes out with “Six<br />

[or whatever number it is now up to].”<br />

You could allow a small break here, in case the PCs<br />

wish to speak. Then continue with the following:<br />

Tanas stands up and looks back down the passage to<br />

his friend on the oar. He then looks back at his<br />

brother, still seated, who gives an almost<br />

imperceptible nod. “You can count us in too. We<br />

might not be able to do much, but we can hold<br />

spears, and those very same civilians that you are<br />

talking about are our people.<br />

Tama, almost grudgingly speaks, “Alright, I’m in<br />

too.”<br />

Again, another spot for a break.<br />

Uolgen finally speaks, and answers the original<br />

question. “I can drop you off, but I won’t be leaving<br />

you there. We’ll wait for you.”<br />

At this, Hlothran pipes up, looking at Albeth, “Hang<br />

on, you’re supposed to be protecting me. You’re<br />

supposed to be getting me safely to Tirith Limlaith.”<br />

Albeth answers, “I don’t know if you have been<br />

keeping up with current events, but we were to<br />

protect you from Randa so you could testify against<br />

him, and given that he is no longer with us, I don’t<br />

really feel that that particular task is still valid.”<br />

Uolgen continues in the same vein, “If you would<br />

prefer to disembark and seek alternative travel<br />

arrangements to your destination, I would be quite<br />

willing to provide a full reimbursement of you ticket<br />

price.”<br />

He looks at Mornen, “I hope you don’t mind,<br />

Ma’am?”<br />

Mornen replies, “We would be perfectly happy with<br />

the delay, thank you.”<br />

Edron looks at Makrad, “Well you better make sure<br />

you kill all of those orcs then:”<br />

Makrad looks slowly around the cabin.<br />

Final break for PC input.<br />

Debitha looks up, and says, “General Gamailyon,<br />

Sir, I believe that you have a commission again.”<br />

Makram nods, and turning to Albeth, asks,<br />

“Sergeant Albeth, given your knowledge of the area,<br />

where would you suggest that we make our stand?”<br />

Albeth looks down the full length of the cabin to<br />

Uolgen, and asks him, “Would you have a map that I<br />

could borrow?”<br />

At this point, you could end the scene, and move<br />

straight to setting up the ambush. There’s not much<br />

point in playing the landing of the boat and other<br />

sorts of stuff once the decision is made, as it will<br />

only slow things down. Move straight to the action<br />

sequence.<br />

7.3 SCENE III – TURNING THE<br />

TABLES<br />

This scene is the penultimate – the big fight scene<br />

that brings the adventure to a climax. It should be a<br />

reasonably long affair, with plenty of heroism. It<br />

will need to be played by ear, but suggestions are<br />

given as to how it can be run, and what should befall<br />

the NPCs.<br />

The assumption will be made that, following the<br />

previous scene, the boat will have landed and the<br />

party disembarked and moved northwards to prepare<br />

the ambush. This can simply be stated as having<br />

been done.<br />

PREPARATION OF AN AMBUSH<br />

The easiest and best way to design the combat area is<br />

to allow the players to draw it out, with some<br />

guidelines. This will enable them to set up the area<br />

to maximise their capabilities, which is what their<br />

characters would do if they were able to select the<br />

ground on which to fight, much as what the orcs did<br />

back in Act Three. Note that the characters will<br />

have time to pick the best location for them, so this<br />

will signify that.<br />

Assuming that the bottom of the map is south, and<br />

will be the edge “defended” by the players, the map<br />

should cover an area of at least 100’ height by 150’


width, to allow for a running combat. The left 20’<br />

should be the river, with a shore varying between 5’<br />

to 15’, mainly of mud, stone and dirt.<br />

From the right edge of the shore, a bank should rise<br />

steeply up to a height of about 20’, before flattening<br />

out. Somewhere between 30’ and 60’ of the ridge<br />

should run the path, which should be roughly<br />

straight, but may certainly curve around obstacles.<br />

The path should be roughly 5’ wide, and of dirt.<br />

The rest of the area can be covered by the players<br />

with rocks, trees, shrubs, ridges, gullies etc, as they<br />

seem fit.<br />

The players may make simple snares and traps, but<br />

not anything complicated. There may be time to<br />

sharpen some stakes and tie them to a branch pulled<br />

back, but there will not be enough time to dig a large<br />

pit trap. Effectively, whatever they could reasonably<br />

manage in a couple of hours should be acceptable.<br />

Ropes tied down low between trees to trip running<br />

orcs are good, as are sharpened stakes set in the<br />

ground and hidden under leaves. Using them<br />

together is even better – there is nothing like<br />

tripping and falling flat onto a bed of sharpened<br />

stakes to dampen one’s enthusiasm. Just remember<br />

that the PCs need to avoid their own traps too.<br />

The players should set up in the southern third of the<br />

map, probably in initially concealed positions. The<br />

orcs can then enter from the north.<br />

If they need assistance, then you could assist them in<br />

the guise of Makram or Debitha. Makram is very<br />

skilled in combat, so he should be able to pick any<br />

flaws. He will be of the opinion that the general<br />

plan should be as follows, which may be read<br />

verbatim at some point in the process.<br />

After you have all surveyed the area, Makram calls<br />

you all in to a circle. He folds his arms across his<br />

chest, and looks around at all of you clustered<br />

around.<br />

“What we need to do is first and foremost, is to hold<br />

a line. The Gashna are tough. They are strong,<br />

skilled and intelligent, and there are more of them<br />

than of us. They are not the Shurkúmph – they<br />

won’t just blindly charge. They are wily, and they<br />

will be lead well. They will look for openings, for<br />

cover, for blind spots. They will withdraw and<br />

regroup if they are stopped, and then they will come<br />

again. They will not give up.<br />

“They are not your common garden-variety orc –<br />

these guys are direct from Mordor – they live on the<br />

39<br />

eastern slopes of Mount Doom, and they pride<br />

themselves on their record. They will not want to be<br />

defeated. They may very well be the toughest<br />

opponents that you will ever face. Some of you saw<br />

how they organised their ambush back in the<br />

wetlands. These guys can and will use their brains.<br />

“Individually, they will be tough. We all need to<br />

support each other. Anyone cut off will be cut down.<br />

They will take no prisoners and show no mercy –<br />

neither must we. They fight dirty – so should we.<br />

They will use all means at their disposal – so must<br />

we.<br />

“If they retreat, let them go. Do not run after them,<br />

even if it looks as if they are easy meat. For a start,<br />

if you do that, you will be separating yourselves from<br />

your support, and secondly they are quite capable of<br />

pulling a ‘wounded lamb’ routine. Don’t trust them.<br />

“We cannot allow them to break the line. If we do,<br />

first and foremost, that will put the boat and its<br />

occupants at risk, and we cannot allow that, but<br />

more importantly, if they break through, we can be<br />

surrounded, and that would be disastrous. If they do<br />

break through the line at some point, then we all<br />

need to withdraw and form a new line. That means<br />

we all need to be on our toes, and be aware of what is<br />

happening down the line.<br />

“We have a very wide area to cover, and we need to<br />

support each other in covering it. That means that<br />

we cannot just find a hiding hole and stay there. We<br />

need to know where they are attacking, and move to<br />

cover that point, but at the same time, we should not<br />

leave other points open. We need to be quick and<br />

aware.<br />

“This will be a long and tiring fight, and some of us<br />

may not survive it, but we must remain true to each<br />

of us. We have the element of surprise – we must<br />

use it. We all have something to fight for – let us all<br />

remember that. Let this be a day that we will all<br />

remember, and that the Gashna never will.<br />

At the end of his speech, feel free to have a cheer go<br />

up. He does speak very well, and his speech should<br />

definitely impress the PCs. They will notice that all<br />

of the NPCs are geed up for the fight.<br />

Have everyone take their starting positions, and then<br />

introduce the orcs.<br />

HOLDING THE LINE<br />

The orcs need to be played as being intelligent – play<br />

them as if they are real. Makram’s speech is very<br />

accurate concerning them – he knows how they


40<br />

operate – and they should be played very much as he<br />

described.<br />

There are now only 21 orcs left in the company –<br />

four Lurgs and the Dratul. This obviously<br />

outnumbers the good guys, but the good guys should<br />

have quite a few advantages.<br />

§ Firstly, they have the advantage of knowing the<br />

area. The players drew the map, and can see the<br />

entire area. The orcs will not know of any<br />

sneaky ambush sites until they reach them.<br />

They will have to use trial and error to find a<br />

terrain advantage.<br />

§ The orcs will be uncertain of the number that<br />

they will be facing. Until they determine that,<br />

and their rough locations, they will be<br />

conservative. The PCs can add to this by<br />

shouting or waving out orders to non-existent<br />

troops – one of the NPCs such as Albeth can<br />

demonstrate this if the players don’t think of it.<br />

§ The PCs may have trapped the area. The very<br />

first time that an orc goes down in a trap will<br />

cause all of the others to drop down a gear.<br />

§ Range of weapons. Whilst over half the orcs<br />

have bows, they are only short bows. The PCs<br />

will probably have long bows, and don’t forget<br />

both the light crossbow and the Super Heavy<br />

Crossbow. The SHC, whilst slow and heavy to<br />

move, makes an excellent sniper rifle for<br />

propping behind the line and picking off orcs.<br />

Also note that the spears that the orcs have are<br />

short – the pole-arms that the good guys have<br />

are all long. They should take advantage of this.<br />

§ Lastly and possibly most importantly, they have<br />

Makrad and his sword. Makrad is pretty much<br />

the Deux ex Machina of this combat. You<br />

should refrain from over-using him – allow the<br />

players to make most of the decisions – but he<br />

can always be used to get people out of trouble.<br />

Also, remember that the sword has the power to<br />

assist his hearing, and he does speak orcish.<br />

Providing he concentrates, he will be able to<br />

hear and understand the orders that the Dratul<br />

gives out, and this prior knowledge will be a<br />

huge advantage to the PCs.<br />

If the players aren’t this tactically minded, then you<br />

could have an NPC point the first four out to them.<br />

The first conflict in the battle will be the ambush of<br />

the Lurg on point. If this is done properly, then all<br />

five should go down quickly and easily – the good<br />

guys have all the advantages on their side. They<br />

should then quickly move back and prepare their line<br />

– the orcs will not immediately charge, preferring to<br />

initially take stock of the situation.<br />

You should probably control the Gamailyons and the<br />

Bandits, but you could allow the players to control<br />

the three young lads and Albeth. An easy way to set<br />

this up is to have the PCs, the three lads and Albeth<br />

given the western area, from say 20’ east of the path<br />

back to the river, to hold. Makrad and the bandits<br />

will take the centre, and Debitha and Nashita will<br />

patrol the eastern areas.<br />

The orcs will then move up cautiously in a rough<br />

line, trying to determine where their opponents are.<br />

There will most likely be an exchange of missile fire,<br />

which will drive the orcs back to cover. After that,<br />

they will start working on tactics. These may<br />

include: -<br />

§ Sending a small group to the far east on an end<br />

run. This would be a good excuse to take<br />

Debitha and Nashita out of the picture, by<br />

having them quickly run eastwards to cut them<br />

off. Have them take a single quick-moving PC<br />

with them, if you would like to play this out for<br />

the players.<br />

§ Having three small groups simultaneously<br />

attack three different points on the line.<br />

§ Having a charge at one point, whilst a few orcs<br />

sneak up under cover at a different point.<br />

§ Having one orc – probably an archer – divest<br />

himself of his armour and move back and out to<br />

the river to try to float down past the line.<br />

Play them as you see fit, but they will be continually<br />

probing and pushing. The good guys will need to<br />

whittle them down as they hold the line. Once the<br />

number is reduced substantially, you can then move<br />

to the end game.<br />

END GAME<br />

There are three ways that I can see to have a<br />

climactic fight to kill the Dratul and end this scene.<br />

They are: -<br />

§ The orcs make a final charge through the lines.<br />

They manage to penetrate and push through to<br />

the top of the path that leads to the boat, where<br />

they are caught and surrounded by the good<br />

guys. There is then a big all-in fight in view of<br />

those on the boat.<br />

§ After winnowing down the orcs, the good guys<br />

decide to change tactics and go on the offensive.


They assault the Dratul’s position, and he calls<br />

all his orcs back. We then have the all-in brawl.<br />

§ The arrival of the cavalry. Literally. Malion<br />

has been expecting Hlothran and companions,<br />

and has been sending out squads northwards to<br />

scout, given that the ship has not arrived when it<br />

should have. One of these squads notices the<br />

combat, and arrives in the nick of time to assist.<br />

Note that they could either be cavalry coming up<br />

the path, or a squad coming by boat up the river.<br />

The actual method is up to you, and will probably<br />

depend on both how you and the players would<br />

prefer, and how the fight scene is actually going.<br />

This scene should end with the victors regrouping<br />

and surveying the scene of battle, and working out<br />

the cost.<br />

TO THE VICTORS…<br />

In other words, what the end result should be for the<br />

good guys, particularly the NPCs. Note that if you<br />

are intending to continue into <strong>Appearances</strong> II – The<br />

Pride of Calenardhon, then all characters except for<br />

Raban reappear in that adventure. That pretty much<br />

limits who can be killed off – as such, any comments<br />

as to killing NPCs off only apply if you are not<br />

planning to continue the series.<br />

The Gamailyon’s: - They should all survive<br />

relatively intact. For a start, they are all competent,<br />

but more importantly, after what has happened to<br />

Maha, they do not need any more heartache. Some<br />

minor wounds are fine, such as Nashita breaking a<br />

forearm or Makrad being hit in the shoulder by an<br />

arrow near the end, but no serious injuries.<br />

Obviously, Safiya will be on the boat, along with<br />

Uolgen, Edron, Mornen and the two patients, so they<br />

should all be fine.<br />

Note that if the cavalry do arrive, the perceptive PCs<br />

should notice that Debitha makes himself scarce<br />

when they turn up, and reappears when the party<br />

leave on the boat – you could arrange this as you see<br />

fit.<br />

Albeth: - Also needs to survive. Again, minor<br />

injuries are fine. One possible plot line is for him to<br />

suffer a leg injury in the early middle of the combat,<br />

thus impairing his movement. You could then have<br />

the PCs be required to provide some level of<br />

protection for him, whilst still allowing him to<br />

operate the SHC from behind the lines. It would also<br />

push the PCs into leadership positions – have Albeth<br />

tell the PC that he “deputised” that “You will need to<br />

41<br />

take charge here now”, and having them now<br />

responsible for the three young lads.<br />

Trangul: - Should almost certainly survive relatively<br />

intact, particularly given his steadfast behaviour. If<br />

he does die, it needs to be heroically, and with some<br />

meaning, otherwise it will cheapen the character.<br />

Generally, you should let him live, he deserves it<br />

after his life.<br />

Raban: - In the final analysis, his survival is<br />

optional. If he does die, then it should be heroic –<br />

something such as he jumps in to drag a PC out of<br />

harms way and takes a spear that was meant for the<br />

PC. Personally, I think that he has an interesting<br />

back-story, and offers future potential – he could<br />

even be a prospective new member of the PCs party.<br />

It would depend on whether the PCs have spoken<br />

and become aquatinted with him.<br />

Tama: - This guy is definitely optional, and it<br />

wouldn’t be a problem if he bought it. There are two<br />

ways you could play it – either he actually goes<br />

against his nature and does something selfsacrificing<br />

and dies heroically, or he goes with his<br />

nature, does something cowardly and buys it like a<br />

miserable weed. His future is entirely up to you.<br />

Tanas, Talc and Gulas: - These three should almost<br />

certainly survive intact – Talc especially given that<br />

Maha is sweet on him, and Tanas, given that he is<br />

his older brother. Gulas is the one most likely to be<br />

given the bullet, but I would suggest that if you need<br />

more casualties, having him receive a serious wound<br />

that requires him to be transported back to the ship<br />

would be sufficient. The PCs should be protecting<br />

these guys anyway.<br />

Hlothran: - This guy is the interesting one. He<br />

would obviously prefer to be hiding on the boat, but<br />

given that he can hold a spear, the PCs may want to<br />

press-gang him anyway. If they don’t think of it,<br />

one of the three labourers will – he has annoyed<br />

them as well. As such, there are pretty much two<br />

ways that you can go with him. You could have him<br />

die like a miserable little weasel – no one will really<br />

miss him, or you could have him be the born<br />

survivor, the one who always manages to come out<br />

alive. You could have something along the lines of<br />

when the line is pushed back, he drops and hides<br />

instead of withdrawing – the orcs push forward, and<br />

the PCs give him up for dead, assuming that the orcs<br />

got him. Then after it is all over and the ground is<br />

being surveyed, he is found still alive curled up and<br />

hidden somewhere – the orcs didn’t find him. You<br />

can decide.


42<br />

7.4 BANDITS? WHAT BANDITS?<br />

The point at which this scene occurs depends on<br />

whether or not the cavalry arrived to end the<br />

previous scene. If they did, then the Ohtarini will<br />

come over to talk to Albeth, within earshot of<br />

everyone, to ask him what happened. Albeth will<br />

respond as follows: -<br />

“We found Randa’s band up at the northern bend –<br />

they had all been slain by orcs. We killed quite a lot<br />

there, but this lot escaped. We managed to chase<br />

them down to here, and ambushed them, and you<br />

can see the result.”<br />

The Ohtarini looks slightly suspicious, “They killed<br />

all the bandits?”<br />

“Yep, all of them. We buried them back at the bend.<br />

No idea why these orcs were on the warpath”, he<br />

shrugs, “Maybe Randa upset them?”<br />

The Ohtarini glances around the party, pausing to<br />

look at Trangul.<br />

Edron, comments, “It was kind of lucky that I hired<br />

these lads up in Læferceaster – they came in handy<br />

on the voyage.”<br />

“You hired them?”<br />

“We’ve been having some security issues at the<br />

estate. I’m sure that your Governor would be able to<br />

tell you about it.”<br />

The Ohtarini, after a pause, nods.<br />

If the cavalry did not arrive, then the scene is run as<br />

the party prepares to return to the boat to travel<br />

down to Tirith Limlaith. As everyone starts to<br />

board, the three bandits will look noticeably hesitant.<br />

Assuming that someone asks them why, Trangul will<br />

reply slowly, “Perhaps we should find our own way<br />

from here.”<br />

Then, pretty much the same scene unfolds…<br />

Albeth pauses, then turns around and comments, “I<br />

don’t see why? We found Randa’s entire band up at<br />

the northern bend slain by orcs. We killed quite a lot<br />

there, but this lot escaped. We managed to chase<br />

them down to here, and ambushed them. You, being<br />

passengers on the boat with us, help us accomplish<br />

that. You are probably going to be thanked by the<br />

Governor for this.”<br />

Trangul comments, “We just happened to be on the<br />

boat?”<br />

Edron replies, “No, you didn’t just happen to be on<br />

the boat. It was kind of lucky that I hired you lads up<br />

in Læferceaster – we’ve been having some security<br />

issues at the estate, and you certainly came in handy<br />

on the voyage. The Governor is aware of us – there<br />

won’t be any issues.”<br />

The three bandits, after a pause, make their way onto<br />

the boat.<br />

7.5 INTERMISSION<br />

The second of the vignettes featuring the last<br />

surviving orc from the Uruk Gashna – the same<br />

rules apply here as previously.<br />

On the west side of the river, the bushes part and an<br />

orc archer carefully pushes through, breathing<br />

heavily from exertion. He watches the back of a<br />

boat, as it slowly drifts off from where it was moored<br />

on the other side of the river, and moves<br />

downstream.<br />

He turns and pushes his way backwards through the<br />

bushes and sets off on his path southwards again.<br />

8.0 ACT FIVE –<br />

HOMECOMING<br />

This final act is to wrap up all loose ends, and to<br />

provide a resolution to all matters. It is relatively<br />

short, and should be run that way.<br />

8.1 SCENE I – FUTURE PLANS<br />

This scene is set on the boat as it is travelling to<br />

Tirith Limlaith after the big battle. Start it off on the<br />

boat about halfway between the previous site and the<br />

landing.<br />

It consists of a series of conversations designed to set<br />

the adventure up for a nice conclusion, and to<br />

directly set up the next adventure in the <strong>Appearances</strong><br />

trilogy. Below are a series of short snippets – each<br />

relates to a group, and each should naturally lead on<br />

to another. They are set up to be played in order, but<br />

you could easily divert or expand on these if the<br />

players wish to lead.<br />

You could assume and just tell the players that there<br />

was much celebration, but people have now become<br />

tired and muted, and most are just sitting or lying<br />

around, exhausted and slightly inebriated (Uolgen<br />

had some alcohol on board). If you wish, you could


play by ear any conversations leading up to this<br />

point.<br />

THE PCS<br />

At some point, Albeth will inquire of the PCs as to<br />

whether they have any immediate plans as to what<br />

they intend to do now. Run whatever the players<br />

say, but once they ask why, continue with the<br />

following.<br />

“I know that Malion is always looking for good,<br />

dependable people – there is a lot of things that need<br />

to be done in the area, things that I think you would<br />

find would be to your tastes. Would you be<br />

interested in meeting him? I can arrange an<br />

introduction and put in a good word if you like?”<br />

Again, let the PCs run with the conversation – play<br />

the rest of Albeth’s conversation by ear. After the<br />

conversation has ended, continue with the following.<br />

THE THREE LADS<br />

Tanas conversationally asks of Albeth, “You don’t<br />

know of any labouring work at Tirith Limlaith, do<br />

you?”<br />

Albeth grimaces and replies, “Not really. You can<br />

sometimes get some seasonal work at the docks, but<br />

its mostly a farming community – very family<br />

oriented.”<br />

Edron glances over at the three lads, and says,<br />

“Would you be interested in work further afield, such<br />

as at Dunlostir?”<br />

He continues, “My son-in-law, owns a wool sorting<br />

business in Dunlostir. He’s always looking for good<br />

strong lads who can shift bales of wool. Now its<br />

hard work, but he does pay well, and he’s a good<br />

man. If you would be interested, I can put in a word<br />

for you?”<br />

Either run by ear, the three lads agreeing, and<br />

discussions on the positions, or just state that that is<br />

what happens.<br />

THE GAMAILYONS<br />

This should start sometime shortly after the previous<br />

conversation – play it by ear.<br />

Mornen suddenly looks at Makram and Safiya, who<br />

are sitting near Maha. “If you don’t have any other<br />

plans, would you be interested in staying with us<br />

whilst Maha recovers. Our farm is out of the way,<br />

and we would love to have you stay for as long as<br />

you like.”<br />

43<br />

Makrad, smiles tiredly, and replies, “Thank you, but<br />

I think the authorities might have something to say<br />

about us entering Gondor. And certain people may<br />

still be looking for us. I think that we will probably<br />

just have to keep moving on.”<br />

Albeth pipes up from the front of the cabin, “But<br />

who’s going to tell them anything?”<br />

Mornen continues, “Our farm is out in the<br />

countryside, not close to major cities, and all of our<br />

neighbours are very good people, very understanding<br />

folk. And besides, Maha can’t really travel as she is.<br />

At least stay until she is better. We would like you<br />

to stay.”<br />

Makrad smiles, and looks at his wife. Safiya nods to<br />

Mornen, and says, “Thank you. We would indeed be<br />

honoured to stay with you.”<br />

You can run any other conversations that the PCs<br />

wish to have, but then just shift it to the landing at<br />

Tirith Limlaith – no point delaying anything now.<br />

8.2 SCENE II – THE LANDING<br />

This scene is obviously set at the Tirith Limlaith<br />

landing – maps and descriptions of both Tirith<br />

Limlaith and the landing are in the ICE Ents of<br />

<strong>Fan</strong>gorn Campaign Module, and reference should be<br />

made to that module. Copies of both of these maps<br />

are on the last page.<br />

Note that at least part of this scene requires that the<br />

two Intermissions have been read.<br />

Describe the approach to Tirith Limlaith, how the<br />

boat turns off the Anduin at the Limlight and is then<br />

poled up the river to the docks – Tanas will assist<br />

with the poling. Give a description of what can be<br />

seen of the town and the castle, and then the docks<br />

as they approach.<br />

The boat will tie up at the southern docks – it will<br />

probably be late in the afternoon or early evening by<br />

now. Albeth will call out to a couple of guardsmen<br />

he sees near the Riverman’s Inn [8 on the map],<br />

who will come over. There will be hurried<br />

conversations, and people will be sent off to get<br />

stretchers for the wounded. There will be a brief<br />

flurry of action as the ill and wounded are off-loaded<br />

and transported up to the town, along with their<br />

families.<br />

Uolgen will want to go with his son up to the town,<br />

and Albeth will offer to remain on the boat until he<br />

returns. Hopefully at least some of the PCs will too.


44<br />

After the initial flurry dies down, and the other<br />

passengers are making their way up the track from<br />

the dock, the PCs should notice Albeth sitting on the<br />

cabin roof staring out into the distance. Hopefully<br />

they should go up to him to see how he is.<br />

He will comment something along the lines of, “I<br />

was just wondering how to tell my Aunt and Uncle<br />

that their son won’t be coming home.”<br />

Let the PCs say something to cheer him up slightly.<br />

Then run the conversation with Albeth talking about<br />

the area – pointing out various features, that sort of<br />

thing. Finish up with…<br />

He looks around the area, and comments, “I know it<br />

may not seem like much, but…” he pauses and looks<br />

intently down the river, “… hang on a minute.”<br />

If the PCs look to where he was looking, they should<br />

notice a small wet orc archer crawling out of the<br />

river down underneath one of the large trees [Note –<br />

this is the large tree closest to building number<br />

seven on the “Tir Limlight Docks” map]. He will<br />

draw himself up against the trunk, look up the track<br />

at the departing backs of the other passengers, and<br />

begin to restring his bow.<br />

Allow the PCs and Albeth to take whatever actions<br />

are necessary. Note that Super Heavy Crossbow is<br />

still resting on the cabin roof, and Albeth will start<br />

to reach for that, if no one else does.<br />

Try to end it dramatically, such as with the orc<br />

archer being impaled onto the tree. Note that if the<br />

players want to do something else, feel free to let<br />

them.<br />

Once the last orc has been killed, the adventure is<br />

effectively over. Allow one more smart comment to<br />

be made – adventures should always end on a wise<br />

crack. If the players don’t come out with any, let<br />

Albeth finish it with the following (unless you can<br />

think of something better).<br />

Albeth comments towards the orc, still held upright<br />

against the trunk by the bolt, “Stay!” He looks over<br />

towards you and says, “Sorry about the interruption,<br />

where were we?”<br />

Thus ends the adventure – I hope it was worth it.<br />

9.0 ITEMS OF NOTE<br />

SAIF ALIM<br />

Note that this description is not a complete<br />

description – it only encompasses what would be<br />

known or could be established in this module.<br />

Further expanded descriptions of the weapon will be<br />

given in the following two <strong>Appearances</strong> modules.<br />

The Saif Alim, or Sword of Shadows, is a sword that<br />

has been in the House of Gamail since very early<br />

days. A gift from Sauron through Adunaphel, it is<br />

an extremely powerful device that binds itself to its<br />

owner, and is almost self-aware.<br />

Its full powers are not known, and given that a<br />

member of the House of Gamail would never allow it<br />

to be taken by another, the chances of anyone<br />

actually determining those powers is remote, but the<br />

following may be surmised.<br />

It is a long-sword, with blade of black meteoric iron<br />

fashioned in a curious leaf style, where the blade<br />

comes out of the hilt and then widens slightly before<br />

narrowing to a sharp point. The blade will always<br />

feel cold to the touch, even if heated. It tends to<br />

absorb light, and does not reflect any light shone on<br />

it.<br />

The hilt is relatively simple, being bound in black<br />

leather, and having silvered steel cross-hilts and<br />

pommel. The pommel is designed like the head of a<br />

very short-muzzled drake, and merely contains two<br />

small bluey-black gemstones as eyes as its only<br />

ornamentation.<br />

The sword bonds with its user, in that it both feels<br />

and performs differently depending on whether its<br />

user is its lawful owner. Given that it has always<br />

been in the House, that has always been a Gamailyon<br />

– no one knows whether the blade will bond with<br />

someone not from the house.<br />

For an unlawful user, the sword will feel heavy,<br />

awkward and unbalanced, and will be dull and<br />

difficult to use. It will exhibit no special powers, and<br />

will give the impression that it is more of a display<br />

only sword – certainly no use in combat.<br />

For its lawful user, it will feel light and easy to use,<br />

almost like a rapier. It will be extremely sharp, able<br />

to cut through limbs and even torsos with some<br />

effort. Its other powers are responsive to the user’s<br />

own powers – the owner will need some affinity with<br />

the area in order for those powers to manifest, and


the extent of the power increases with the intrinsic<br />

ability or power of the user.<br />

When the hilt is grasped and the user concentrates, it<br />

will allow the user to hear and discern very faint<br />

sounds. Note that it does not allow filtering of<br />

sounds, a very loud sound will still drown out all<br />

other, but sounds indiscernible by others may be<br />

heard and then “cycled” through.<br />

When the hilt is grasped and the user concentrates, it<br />

will allow vision into the Shadow Realm. The user<br />

will be able to see and interact with all creatures that<br />

live either partially or fully on that realm, and will<br />

see them as they are. The drawback to this is that<br />

the Shadow Realm dwellers will be aware of the<br />

exercise of this power, as the user will become more<br />

“real” to them. The user will remain visible to those<br />

in the real world.<br />

When the hilt is grasped and the user concentrates, it<br />

will allow the user to effectively “blur” in his<br />

movement – to step into another dimension where<br />

travel is a lot quicker due to distance being a lot<br />

smaller, and then coming back out at the end of the<br />

journey. This other dimension is akin to the shadow<br />

world, in that it is extremely cold, grey and empty.<br />

This is not instantaneous, 10 feet in the real world<br />

may equate to a single step in the “blur” world, and<br />

20 yards may equate to 10 steps. It does have the<br />

added bonus in that real world obstacles such as<br />

rivers can be avoided as they don’t exist in the<br />

shadow world, but long constant journeys should be<br />

avoided, simply because the “blur” world is so cold<br />

that any extended period of time spent could cause<br />

hypothermia.<br />

They can also be hazardous in that the walker needs<br />

to be pretty confident of his destination so that he or<br />

she doesn’t “pop out” off the edge of a cliff in mid<br />

air – the drop doesn’t exist in the blur world.<br />

Generally speaking, if the user would be going to<br />

45<br />

pop out in an obstruction, they will be pushed into an<br />

open area, possibly causing a noise.<br />

The user, if skilled enough, can even pull in others<br />

who are touching him, although if the passengers let<br />

go halfway, they will immediately pop out. The<br />

entire experience can be extremely disconcerting to<br />

those who aren’t expecting this.<br />

The sword has one (known) drawback, in that it will<br />

encourage recklessness in its owner – almost like a<br />

small voice is whispering, “Go on, give it a go. It’ll<br />

be fine, you can do it.” This tends to come and go,<br />

and is not constant.<br />

There exists one last (known) power of the sword,<br />

which was not initially known of by the current<br />

owner, and which may be surmised by the text of the<br />

adventure. With a long-term owner, it can “secret<br />

away” part of the person, such that it can then bring<br />

them back if they pass on. This return is not perfect,<br />

causing some amnesia and confusion and taking<br />

some time to work, and the adventure summarises<br />

the effects of this.<br />

SUPER-HEAVY CROSSBOW<br />

The Super-Heavy Crossbow is not a magical item as<br />

such, merely a weapon built by the bandits, under the<br />

guidance of Sava, that is simply a larger more<br />

powerful crossbow. It has a bow span of around four<br />

and a half feet, and sits on a frame that keeps it<br />

about four inches off the ground. It is designed to be<br />

fired prone from the ground, and is far too heavy to<br />

be fired without being on its stand.<br />

The bolts need to be either steel or thick hardwood,<br />

are the throw is powerful enough to pierce ship<br />

hulls. Damage to victims should be commensurate,<br />

however for lightly armoured foes, it would most<br />

likely put a bolt straight through them without much<br />

slowing down.<br />

It can also be used for line casting, by attaching a<br />

line to a bolt fitted with a ring.


46<br />

10.0 MASTER NPC TABLE<br />

Name Lvl Hits AT DB Sh Gr Melee<br />

OB<br />

The Crew of the Steorm’<br />

Uolgen 3 55 SL/5 0 N N 55pa 60da 40da 0 Urban Northman Warrior/Fighter (Barge<br />

Operator)<br />

2 nd ry<br />

OB<br />

Missile<br />

OB<br />

Ag55, Co94, SD78, Me66, Re75, St82, Qu44, Pr72, Em68, In66, Swim55, Sailing140, Percept15<br />

Iliten 2 35 SL/5 0 N N 20ss 30pa 60ja 0 Urban Northman Warrior/Fighter (Barge First<br />

Mate)<br />

Mov<br />

M<br />

Notes<br />

Ag68, Co78, SD66, Me60, Re65, St76, Qu68, Pr70, Em74, In68, Swim60, Sailing55, Percept20, Fish40, Cook30<br />

Primary Targets<br />

Albeth 5 72 Ch/16 30 Y A/L 70bs 65pa 50cb 5 Dúnedain Warrior/Fighter (Sergeant)<br />

Ag78, Co88, SD92, Me78, Re81, St78, Qu65, Pr80, Em77, In73, Climb20, Ride40, Swim20, Percept30, PblcSpeaking5, +5 Equipment<br />

Helegorn 3 60 Ch/16 35 Y A/L 65bs 60pa 55cb 5 Dúnedain Warrior/Ranger<br />

Ag77, Co65, SD88, Me66, Re58, St72, Qu76, Pr55, Em77, In65, Climb20Ride40, Swim20, Percept25, Tracking15, +5 Equipment<br />

Hlothran 2 25 No/1 0 N N 30da - - 0 Urban Northman Scout/Thief<br />

Ag45, Co67, SD48, Me82, Re56, St64, Qu58, Pr67, Em31, In88, Percept20<br />

The Gamailyons<br />

Makrad 25 165 No/1 5 N N 210bs - 20lb 10 Dúnedain/Haruzan Warrior/Fighter<br />

Ag92, Co94, SD98, Me93, Re94, St83, Qu88, Pr96, Em77, In82, Climb75, Ride80, Swim45, Percept60, Tracking20, PblcSpeaking50, Amb40,<br />

AdrQuickdraw 40, +30 broadsword Saif Alim (See Items of Note)<br />

Safiya 2 28 Ch/13 10 N N 35bs 20da 10lb 5 Dúnedain/Haruzan Bard<br />

Ag82, Co64, SD93, Me88, Re92, St58, Qu63, Pr98, Em82, In88, Percept20, Ride50, Swim40, Sing 40, Music60 +10 Fine Chain Shirt, +10 Fine<br />

Broadsword, Necklace adds +10 to DB, Detections, Controlling Songs*, Lores to 5 th Level (* Currently has no musical instrument with her), 4PP<br />

Nashita 5 68 Ch/16 20 N N 80bs 70ss 65lb 15 Dúnedain/Haruzan Warrior/Fighter<br />

Ag95, Co82, SD76, Me79, Re65, St78, Qu98, Pr92, Em58, In62, Climb60, Ride60, Swim40, Percept50, Tracking10, Amb10, +5 Chain Hauberk, +10<br />

Broadsword, +10 Smallsword, +10 Longbow<br />

Maha 3 22 Ch/13 0 N N 20da - - 5 Dúnedain/Haruzan Animist/Healer<br />

Ag78, Co70, SD78, Me86, Re88, St54, Qu68, Pr78, Em87, In90, Percept15, Ride50, Swim25, Sing 55, Herblore 10, +5 Fine Chain Shirt, +5 Dagger,<br />

Nature’s Lore, Concussion’s Ways, Blood Law and Bone Law to 5 th Level, 3PP<br />

Debitha Uto 10 90 SL/8 30 N A/L 110bs 70da 90cb 20 Variag Ranger<br />

Ag99, Co92, SD90, Me82, Re73, St75, Qu101, Pr68, Em84, In88, Climb90, Ride110, Swim30, Percept65, Tracking80, Amb40, S/H40, AdrSpeed 20,<br />

+5 Brigandine, +10 Longsword, +20 Composite Bow of Speed (2/rnd), Earring – allows Long Ear 2/day, Nature’s Ways, Path Mastery to 10 th Level, 10PP


Name Lvl Hits AT DB Sh Gr Melee<br />

OB<br />

Other Passengers<br />

2 nd ry<br />

OB<br />

Missile<br />

OB<br />

Edron 6 30 No/1 -5* N N 50bs 15pa 30lb 0 Dúnedain Warrior/Fighter<br />

Ag28*, Co72, SD86, Me84**, Re72, St67, Qu22*, Pr77, Em84, In92, Ride25, Percept40, PblcSpeaking10, *Agility and Quickness reduced due to hip<br />

infirmity – Non-leg movement related maneuvers should be considered as being 40 points higher, **short-term memory is 44<br />

Mornen 3 28 No/1 0 N N 10bs 10da 30xb 0 Dúnedain Bard<br />

Ag67, Co68, SD93, Me88, Re96, St43, Qu56, Pr82, Em99, In96, Percept60, Rid20, Swim10<br />

Tanas 2 30 No/1 0 N N 25ss 10pa - 5 Northman Warrior/Fighter<br />

Ag77, Co76, SD68, Me58, Re63, St88, Qu73, Pr64, Em61, In55, Climb40, Swim30, Percept40.<br />

Talc 1 25 No/1 5 N N 15ss 10pa - 5 Northman Warrior/Fighter<br />

Ag79, Co67, SD64, Me62, Re61, St74, Qu75, Pr56, Em67, In58, Climb30, Swim30, Percept20.<br />

Gulas 2 28 No/1 5 N N 25ss 10pa - 5 Northman Warrior/Fighter<br />

Ag82, Co70, SD67, Me62, Re74, St84, Qu77, Pr68, Em57, In60, Ride10, Climb40, Swim30, Percept40.<br />

The Bandits<br />

Trangul 5 80 SL/8 25 Y A/L 55bs - 30sb 5 Northman/Orc Warrior/Fighter<br />

Ag76, Co86, SD88, Me78, Re82, St94, Qu72, Pr58, Em88, In75, Climb70, Swim20, Percept45, Tracking20, Amb35, S/H30<br />

Raban 3 28 SL/6 30 Y L 40ss - 40sb 10 Asdriag Animist<br />

Ag93, Co62, SD67, Me73, Re72, St62, Qu91, Pr64, Em81, In98, Climb35, Ride50, Swim20, Percept35, Tracking10, Amb15, S/H25, Weather Ways,<br />

Light’s Way, Concussion’s Ways, Muscle Law to 10 th Level, 6PP<br />

Tama 4 30 SL/6 25 Y L 40bs - 30sb 5 Northman Warrior/Rogue<br />

Ag82, Co75, SD53, Me61, Re55, St88, Qu77, Pr69, Em46, In64, Climb20, Swim40, Percept35.<br />

11.0 MASTER MILITARY TABLE<br />

Name/# Lvl Hits AT DB Sh Gr Melee<br />

OB<br />

Uruk Shurkúmph<br />

2 nd ry<br />

OB<br />

Missile<br />

OB<br />

Shaman/1 6 55 Ch/16 0 N N 40fa - - 0<br />

Weather Ways, Locating Ways, Communal Ways, Dark Channels, Dark Lore to 10 th Level, 12PP<br />

Warriors/24 5 90 PL/19 30 Y A/L 90fa - - 0 +5 Equipment<br />

Uruk Gashna<br />

Dratul/1 8 120 PL/18 35 Y A/L 120fa 55sp 60sb 5 +10 Equipment<br />

Ujak/5 6 80 Ch/14 30 Y A/L 80fa 50sp 50sb 5 +5 Equipment<br />

SpearOrcs/10 5 70 Ch/13 30 Y A/L 70sp - - 0<br />

Archers/10 5 55 SL/7 10 N N 65ss - 55sb 10<br />

Mov<br />

M<br />

Mov<br />

M<br />

Notes<br />

Notes<br />

47

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