Appearances I - Fan Modules - Free
Appearances I - Fan Modules - Free
Appearances I - Fan Modules - Free
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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 />
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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 />
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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 />
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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
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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.
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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