Fire and Ice - Part II

The Watcher of Carn Dûm
A scenario for Middle-earth Role-playing By Craig Pay © 2000

INDEX
INDEX................................................................................ 1 BACKGROUND ................................................................... 2 INTRODUCTION ............................................................... 2 HISTORY ......................................................................... 2 3013, THE PRESENT DAY ................................................ 2 GM’S INTRODUCTION ..................................................... 2 THE JOURNEY ................................................................. 2 PLAYERS’ INTRODUCTION ................................................ 2 LOCATIONS AROUND CARN DÛM ..................................... 3 THE RANGERS’ RUINS ..................................................... 3 CARN DÛM, THE TOWN.................................................... 3 DUMFA’S TEMPLE INN ............................................... 4 KARL’S ‘SOOTHS YOU!’............................................. 4 HALGAR THE SMITHY ................................................. 4 TOLRIC THE FARRIER ................................................. 4 DERNOR THE HANDYMAN .......................................... 4 MOR THE LEATHERWORKER ....................................... 4 ROSAMUNDA THE SEAMSTRESS .................................. 4 EBRIC THE STOREKEEPER ........................................... 5 FREAWYN’S BROTHEL ................................................ 5 LEODULF THE BAKER ................................................. 5 RODGAR THE BUTCHER .............................................. 5 THE SQUATTERS’ SHACKS.......................................... 5 MAIN GATE ............................................................... 5 MAIN WALL............................................................... 5 LOWER GATE ............................................................. 5 LOWER WALL ............................................................ 5 MIDDLE GATE ............................................................ 5 MIDDLE WALL ........................................................... 5 INNER GATE ............................................................... 5 INNER WALL .............................................................. 5 HAUNTED MIDDLE RUINS .......................................... 6 CARN DÛM , THE FORTRESS ............................................ 6 THE UPPER FORTRESS ENTRANCE .............................. 6 THE BACKDOOR ......................................................... 6 THE WARRENS ........................................................... 6 THE FORTRESS LEVELS .............................................. 6 LEVEL ONE ................................................................ 7 LEVEL TWO ............................................................... 7 LEVEL THREE ............................................................ 7 LEVEL FOUR .............................................................. 7 LEVEL FIVE ................................................................ 8 TRAPS ........................................................................ 8 RUMOURS ......................................................................... 8 EVENTS ............................................................................. 9 THE DWARVISH MASONS .................................................. 9 A LONG LOST FRIEND ................................................ 9 A FRIEND IS LOST AGAIN ........................................... 9 PUG THE PITIFUL ......................................................... 10 BASTARDS!.................................................................... 10 THE DARK STRANGER .................................................... 10 BACKGROUND .......................................................... 10 WHAT THE SPY’S KNOWS ......................................... 10 SHOO!...................................................................... 10 THE STRANGER ........................................................ 11 THE RANGERS ............................................................... 11 IN THE RUINS........................................................... 11 IN TOWN .................................................................. 11 INTO THE FORTRESS! ..................................................... 11 HEAVY WEATHER .................................................... 11 A LITTLE B & E ...................................................... 11 THE SUMMONING OF ELOEKLO ...................................... 12 GM’S BACKGROUND................................................ 12 PLAYER’S DESCRIPTION ........................................... 12 ELOEKLO IS HERE… ................................................ 12 ELOEKLO UNLEASHED! ............................................ 13 Page 1

SCRUM DOWN!.........................................................13 AFTERMATH .............................................................13 THE END…? ...................................................................13 A SURPRISE MEETING ....................................................13 NPC DESCRIPTIONS .......................................................15 THE NEW MOR-SEREG ...................................................15 CAMTHALION ...........................................................15 DÂGÛLROG ..............................................................15 EBERVERHT ..............................................................15 RODRIC ....................................................................15 SARKAR ...................................................................15 CARMIL ....................................................................15 FARRENAR, THE VENGEFUL CULT MEMBER .............15 NUDAN.....................................................................16 AKONID....................................................................16 FORTRESS BAD GUYS .....................................................16 GUARDS ...................................................................16 INNER GATE TROLLS ................................................16 UNDEAD ...................................................................16 ELOEKLO, DEMON OF THE NORTH WIND ..................16 ORCS ............................................................................16 BOSS ORC ................................................................16 ORC .........................................................................16 ORC SLAVES.............................................................16 ORC MINERS ............................................................16 MISCELLANEOUS NPCS .................................................17 DUMFA THE INNKEEPER ...........................................17 KONIHRABN THE ‘FUR TRAPPER’ .............................17 THE DWARVISH MASONS..........................................17 THE WATCHFUL RANGERS .......................................17 DÛMRA THE CRUEL EASTERLING .............................17 PUG THE PITIFUL ORCISH SLAVE ..............................17 APPENDIX A - CARN DÛM TOWN MAP & KEY...............18 LOCATION KEY ..............................................................18 APPENDIX B – NPC STATS .............................................19 TOWNSPEOPLE ..........................................................19 THE DWARVISH MASONS..........................................19 THE WATCHFUL RANGERS .......................................19

BACKGROUND
INTRODUCTION
This scenario requires the Angmar sourcebook1. The events take place in the winter at the end of the year 3013 and follow the events that took place in Fire and Ice Part I – The Horn of Nimraug.

GM’S INTRODUCTION
The PCs are now chasing after Kylmyyskala (Lo. ‘Cold Fish’) who, having stolen the smaller of the two palantíri (that of Amon Sûl) from Nimraug’s cave, is now riding as fast as she can on her White Warg towards her master, The Watcher of Carn Dûm. Along with her flies Dîndae the spirit wraith to act as both guide and protector. Due to Dîndae’s vulnerability to sunlight, and not to mention Kylmyyskala’s wish to stay as hidden as possible, they travel at night, the Warg’s keen eyes guiding them through the treacherous lands of Angmar. Kylmyyskala suspects that she may be followed and wishes to get to Carn Dûm as soon as possible. She believes her master, the Watcher, may be able to use the palantír to reveal whether she is pursued and if so may even be willing to help ambush her pursuers. As they near Carn Dûm, Dîndae flies on ahead to announce Kylmyyskala’s presence to its master, the Watcher. Arriving at the main gate to Carn Dûm, Kylmyyskala is welcomed by the Watchers’ guards and escorted into the fortress. Granted an immediate audience with Camthalion, Kylmyyskala presents the palantír to him. Immensely pleased with the gift, Camthalion immediately grants Kylmyyskala a place within his newly formed Mor-sereg. As the cult only ever has Nine members he has to eject one of the other members, a Black Ranger named Farrenar who has not been performing his duties as well as he should recently. Camthalion orders Dâgûlrog his Black Troll bodyguard to beat the miscreant and eject him from the Middle Gate. Camthalion then takes the palantír away to study.

HISTORY
The Great Northern Wars of 1975 signified not only the end of the Dunedain Kingdom of Arthedain in Arnor, but also that of the Witch King’s Realm of Angmar. With the fall of the Angmar’s capital at Carn Dûm came the withdrawal of the Nine members of the dark cult of Morsereg (Q. “Black Blood”) away from ancient Angmar and South towards Mordor: all that is, save one soul, Camthalion the immortal Avari who moved only a short distance East to the town of Litash-Ishi-Durbaz. A thousand years later and Sauron sent word to his loyal servants to search for ‘that which was lost’, the One Ring. For the Nine nights after Camthalion received the message he repeatedly dreamed of his ancient home, Carn Dûm, and of a green lidless eye surrounded by blood soaked leaves. Taking this as a sign, on the tenth day Camthalion gathered together eight of his loyal followers to form a new Mor-sereg, his very own Cult of the Black Blood and together they set out for Carn Dûm. At Carn Dûm Camthalion and his followers immediately ran afoul of a small resident tribe of Orcs. After many skirmishes Camthalion and the Orcs come to an agreement, the Orcs would have the Back Door and lower tunnels, while Camthalion and his Mor-sereg would have the upper caverns and safe passage through the lower tunnels to the Inner Gate. Over the next few years Camthalion gradually became Master of this Orcish tribe and they in turn prospered and grew in size under their new Master’s watchful eye.

THE JOURNEY
It is 250 miles East from Mulkan to Carn Dûm. With the freshly fallen snow much of the terrain is treacherous and is considered Rough for movement rates. For Kylmyyskala and her Warg tirelessly travelling up to 16 hours every night this journey takes only 7 days. The Warg travels at a Fast Ride rate over Rough ground for a rate of 10 miles per 4-hour period for a total of 40 miles per day. Travelling at a steady but more careful rate the PCs make the journey in 12 days. The PCs travel at Jog/Walk rate over Rough ground for a rate of 7 miles per 4-hour period, for 12 hours per day this gives a total of 21 miles per day. Thus, the PCs arrive in Carn Dûm 5 days after Kylmyyskala still yet safe from the prying sight of the palantír whose powers still remain untapped by Camthalion.

3013, THE PRESENT DAY
It is now several score years later and Camthalion, calling himself ‘The Watcher of Carn Dûm’, has established his own spy network across Northern Ardor and the Southern end of the Northern Wastes, his desperation for quality ‘employees’ creating a mish-mash of all sorts of different races from Lossoth to meandering spirits. Like Saruman, Camthalion imagines finding the One Ring for himself and ruling Middle Earth as Lord of the Rings! Meanwhile Mûrazôr, the Witch King and Leader of the Nazgûl, receives a ‘waking dream’ in which he hears a voice telling him that an artefact once lost has now been found, in the frozen lands to the North he once ruled. Could this be the One Ring? A powerful local contact of his, Camthalion, has reported nothing to him. However, Mûrazôr has been unsure of Camthalion’s loyalties for some time now, so decides to send in one of his more loyal servants, Konihrabn, to spy on Camthalion. So the three-way intrigue begins. Camthalion the Big-BadGuy and the Mor-sereg cult, the PCs as the outnumbered Good-Guys and Konihrabn the lone Dark Spy versus pretty much everyone else.

PLAYERS’ INTRODUCTION
Read the following introduction to the players… It is 12 days since you watched Kylmyyskala, the Dark Lossoth henkinimittäjä or ‘spirit namer’, flee into the snowy Wastes on her White Warg with the stolen palantír hidden beneath her furred robes. Leaving the village of Mulkan, you set out across the barren snowy landscape following the Warg tracks, which head off in an Easterly direction. The tracks are easy to follow in the freshly fallen snow, but each day you seem to get left further and further behind the fast running Warg. After a few days a red mountain becomes visible on the horizon to the East. This is Carn Dûm, tip Page 2

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Editor's Note: All material relating to the Angmar sourcebook is from 2nd Edition Angmar, 1995, and is copyright Graham Staplehurst and Heike Kubasch.

of the most Northern of the Misty Mountains, once proud and mighty capital of Angmar, Kingdom of the Witch King! And the tracks do indeed lead to the very front gate of Carn Dûm. As you approach around the mountainside you get an excellent view of the ancient fortress. The outer wall seems mainly intact with some evidence of recent repair and three further walls step up the mountainside. The main gates stand slightly open and you are greeted by two watchmen, who look you over carefully. One then steps forward and holding out his hand says in Westron… “Alf a silver per man and another ‘alf per ‘orse. You’ll find the Inn up the main street. Don’t be goin’ in th’ ruins ‘specially after sundown.” If asked about bearing arms and armour within the watchman just grins and says, “You ain’t in sunny Bree now. You just go ahead and do whatever takes yer fancy now. Hur hur.”

LOCATIONS AROUND CARN DÛM
THE RANGERS’ RUINS
Located outside the Lower Walls, in the ruins 1500’ to the South West of the Lower Gate. See ‘The Watchful Rangers’ NPCs for other encounter locations and stats. The base for a dozen or so Rangers allied with the Free Peoples, though there are only ever D6 + 3 here at any one time, the others being out scouting or wandering around within the town itself. Two granite stone buildings stand adjacent to each other and lay well hidden behind a tangle of brush and a large oak tree, requiring a Medium (+0) Perception roll to notice up to 100’ away or a Very Hard (-20) Perception roll beyond that. Even up close both buildings look abandoned. A secret path winds through the tall 5’ brush and though horses are led along here on a regular basis, the Rangers have made such a good job of covering the tracks that the path requires a Very Hard (-20) Perception roll to be found, reduced to a Medium (+0) Perception roll if a Very Hard (-20) Track roll is made first. The smaller 40’ by 40’ window-less building is used to stable the Rangers’ few D3 + 1 horses, it has a rough flat sloping roof and a large single hinging wooden door barred from the outside. The larger 50’ x 50’ building has a single thin window on each of the North, West and Southern walls, shuttered on the inside. The interior is a single great hall, with cloaks and blankets hung to form privacy screens. The roof is pitched and though it looks on the verge of collapse, is structurally sound and completely weatherproof. A series of covered slits run along the length of the roof ridge to allow the Rangers’ fairly invisible smoke to drift away unseen on the breeze. If anyone gets too close to their encampment, D6+1 of the Rangers will confront the trespassers and warn them away, half of them hiding in the bushes bows with drawn and arrows notched. Only Elves or other exceedingly trustworthy souls would be invited in. The Rangers also keep an eye on who is entering Carn Dûm’s Main Gate. If anyone suspicious is noticed a party of D3+1 Rangers will usually set off to town to spy on the new arrival.

dead, a few passing Orc patrols and the occasional Troll gang. The regular appearance of spirits and other undead was so common as to keep away all living creatures, either allied with the Enemy or the Free Peoples alike. When Camthalion arrived several years ago his first base before exploring the Orc infested fortress was the ruined town and he used his abilities to control the undead to rid most of the town of these malevolent entities. A thousand years ago Carn Dûm was a thriving town, surrounded by Easterling camps and home to many thousands of townspeople and troops. It is now a pale shadow of it former self. The only occupied buildings run along either side of the main street (see Appendix A Carn Dûm Town Map), all the other buildings in town are ruined and unoccupied. There are no purely residential dwellings; each occupied building runs some form of trade with the owners living on the premises, usually in a dingy back room. Ownership of a building in town happens pretty much by occupation. Then a few days later the new occupier gets a visit from one of the Watcher’s Guards to inform them of their new tax rate. Such taxes are rather informal and usually assessed based more on what can be afforded than any logical rule. So, Carn Dûm is still a ghost town, with a few unfortunate occupants. But it is slowly growing in size. Think of a fantasy version of one of those nearly deserted Wild West frontier towns. Daytime Encounters: Roll once per hour. D10 1-2 Daytime Encounters D3+1 of the Watcher’s Guards, patrolling town and maybe pestering some of the shopkeepers for their monthly ‘tax’. Most likely to be either at Temple Inn taking in a ‘free’ refreshment or leaving the brothel D6+1 Farmers, in from ‘The Country’ wandering around, bartering goods with shops, usually food for tools and metal goods. Most likely to be selling their wares to either Leodulf the Baker (flour or grain) or Rodgar the Butcher (livestock). D3+1 Lossoth, down from ‘Up North’ bartering wares with shops, usually salted fish for tools and weapons. A Merchant and D3 guards, up from ‘Down South’ selling wares to any who will buy, and most likely to be selling his wares to Ebric the Storekeeper. D6+1 Easterlings, in from ‘The Country’ or from further East, hanging around town probably bartering horses for tools or more likely weapons. They are also likely to be getting drunk at Temple Inn and generally causing trouble around town. Town NPC, choose one of the town’s NPCs at random.

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5 6

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9-0

CARN DÛM, THE TOWN
Until recently Carn Dûm was completely ruined and abandoned, occupied only by the Spirits of the long since Page 3

Nighttime Encounters: 10% per hour. D10 Night-time Encounters 1-5 D3+1 Guards on a brisk patrol. 6 D6+1 Easterlings, possibly up to no good or maybe just about to pitch a tent in a ruined building. 7 Town NPC, choose one of the town’s NPCs at random. Probably in a hurry to get home. 8 Prostitute, one of Freawyn’s ladies out touting for business. 9 Victim, unconscious or dead and lying in a pool of their own blood. Could be one of Freawyn’s ladies or maybe an innocent Farmer. 0 Possible Undead, roll again on the Middle Ruins nighttime encounters table. Entry to the town is via the Main Gate - see below.

such charms have one use only, using them involves drinking or spilling the potion, throwing the herbs into the air or snapping a twig. Each costs 1sp and adds either +5 to a primary skill, +10 to a secondary skill or +20 to a specific use of a skill, for example a love potion, or an herb for making horses jump higher. Again the choice is up to the GM. These charms are Karl’s main source of income, but he only makes just enough to make staying in Carn Dûm worthwhile. However, he has foreseen a time of greater prosperity, which is why he’s staying put. His residence consists of one big room with a single great door out onto the main street. This room is littered with cushions for seating, tools and various bits and pieces for making up his charms. To the back of the room is a rough fireplace, bed pallet and cooking utensils.

HALGAR THE SMITHY
Halgar is the town’s weapon smith, armourer and toolmaker. He is a small but stocky chap with the look of someone you’d never trust. The locals joke that his bloodline has some Petty-Dwarf in there somewhere, though few would actually know what a Petty-Dwarf truly is. His goods are of average to good quality (+0 to +10 nonmagical) and at normal prices (x1 to x50). He gets cheap ore from the Warren Orcs and makes an evening trip to the Backdoor every 10 days or so. The Rangers know of these outings and are helping spread occasional rumours in town that he's not to be trusted.

DUMFA’S TEMPLE INN
Based in the old Dark Temple, hence the name and run by Dumfa the friendly Dunlending, see NPCs. The only occupied two storey building in town; the upper level has a dozen or so double occupancy rooms and an open landing and staircase a little like a Western style saloon. Downstairs and below the open landing is the lounge area, which contains several tables, an almost permanently lit fire and a long bar. Through a door to the back is the kitchen area and through a second door a large bathing tub which can be booked for an hour at a time. Sensitive souls with even a trace of Elvish blood staying here stand an increasing chance per night of a bad dream or nightmare. Such dreams typical involve sacrifice of either the dreamer or some other innocent such as a child or young women. Roll an open-ended D100 each night, +25% the second night, +50% the third night and so on. A roll above 100 is a bad dream and anything above 150 is such a severe nightmare as to give the PC –20% to any social interaction, spell casting and resistance rolls the following day. The prices are rather over the odds at half a silver piece per night but as this is the only Inn in town, visitors have little other choice. However, the price does include lodging for the night in a shared room of only two, a warm bath, an evening meal including beers, breakfast the next morning, stabling for a horse and insurance against theft. Stabling is included in the price and Dumfa has an arrangement with Tolric, the local Farrier to keep visitors horses in his paddock. Dumfa will openly discuss the pricing and explain that the ‘insurance’ goes straight into the Watcher’s coffers, which in fact it does.

TOLRIC THE FARRIER
The town's only supplier of horseshoes, Tolric does brisk business with the many Easterlings that pass through town. Buys raw metal from Halgar the Smithy and would like to know where he gets his cheap ore. Adjacent and behind his building is a large paddock. Tolric has an amicable deal with Dumfa the Innkeeper to stable horses for any of Dumfa’s customers’ horses while they are staying at the Inn. He has Light, Medium and Heavy Horses for sale, D3+1 of each type at any one time.

DERNOR THE HANDYMAN
A carpenter, mason and general handyman, Dernor is a quiet and, some would say, rather simple Angmarean man. He is actually a good solid craftsman who takes a determined pride in his work.

MOR THE LEATHERWORKER
Mor makes and sells everything from boots to armour. He is the archetypal Carn Dûm resident, he has no family and lives here because he has little prospects elsewhere. His home and business is at the furthest point away from the rest of town, due to the terrible smell that drifts out when he is curing leather.

KARL’S ‘SOOTHS YOU!’
Located on the main street through Carn Dûm this strange little shop is run by Karl, a giant 6’ tall bearded Dunlending who sells sooths for 1sp each. Karl is no charlatan he is actually gifted with ‘The Sight’. If a sooth is purchased make an open-ended D100 roll adding the PC's IT stat bonus. Sooths with a result less than 50 are spurious or even downright untruths. Those above 50 contain some truth though this may be hidden within a riddle or some other mysterious statement. Those sooths with a result above 100 contain a valuable truth of some future event important to that PC. The actual wording of this sooth is up to the GM. It may well be used as an aid to help the PCs towards a goal in the scenario. Karl also sells lucky charms in the form of various potions, bundles of herbs and special 'lucky twigs'. All Page 4

ROSAMUNDA THE SEAMSTRESS
The poor widow Rosamunda and her seven children moved to town after their farmstead was raised to the ground by an Orc raiding party while all the menfolk died defending it. Her eldest child, a young lad called Gundric has just turned 17 and is eager to seek the revenge of his father’s and uncles’ deaths by getting out of town and hunting down as many Orcs as he can find. Their abode is split into two large rooms to the front and back of the building. The main door from the street leads

into their ‘front room’ that serves as a living space out of ‘shop hours’ and becomes ‘the shop’ during daylight hours. From this room a heavy curtained doorway leads through into a grubby living space that serves as kitchen and sleeping area. At night curtains hung from the rafters serve as privacy screens.

MAIN WALL
The outer Main Wall has had much repair work done and because of this is Very Hard (-20) to Climb. However most people would be allowed entry through the Main Gate so this should be unnecessary.

EBRIC THE STOREKEEPER
Think of the archetypal Wild West general store. Sells anything and everything that's not sold elsewhere in town. Ebric is an elderly gentleman with no immediate family. He’s been here longer than anyone else in town and is a good source of general knowledge and rumours. His building is tidy and one of the best kept in town. A fairly heavy and well-locked front door leads into a large but cramped room full of shelves stacked with anything a shopper could want (even an assortment of various +5 or +10 weapons, arrows and armour at normal prices [x10 for +5 and x50 for +10]). From this room a further heavy door leads to a small hallway with doors off to two bedrooms, a kitchen, storeroom, bathing room and a small dining room. This place feels empty, like it needs filling with a bustling family. Indeed this is something that Ebric has always wanted but he has never managed to find a partner. He is now looking for an ‘heir’ to fill his shoes. He’s not looking to sell the business, he realises it’s not worth that much and he has enough savings to retire on. Farmers from out of town visit him on a weekly basis to sell him grain or already ground floor. Merchants infrequently visit to sell him herbs, spices and any hardware that cannot be made in town by either Halgar the Smithy or Mor the Leatherworker.

LOWER GATE
Two of the Watcher’s Guards bar entry through this gate to anyone they’ve not been told about from the Fortress. This large gate is closed at all times with a smaller in-built personal door opened upon knocking. Only persons with a pre-arranged invite to the Watcher are allowed entry. Forcing an entry through this gate would not actually be that difficult, the guards have to actually open the door a little to see who is calling. If trouble happens the guards will stand and fight until one goes down then the other will attempt to run for it and sound his horn if possible.

LOWER WALL
The Lower Wall is in such a state of severe disrepair that it is a Routine (+30) Climb.

MIDDLE GATE
Four of the Watcher’s Guards bar entry through this gate to anyone they’ve not been told about from the Fortress. This large gate remains closed at all times and again entry is by pre-arranged invite only. Within this gate is built a smaller personal door with a ‘face-hole’, which is opened upon knocking. Forcing entry through this gate is more difficult as the guards can use the face-hole to look over visitors. Conning or bribing the guards might work.

FREAWYN’S BROTHEL
Freawyn is a big, bold Northwoman. She runs a clean house of D6+1 ladies with strict rules, backed up by her two bouncers. The Brothel is a frequent haunt of the Watcher’s Guards.

MIDDLE WALL
The Middle Wall has had some repair work carried out and as such is a Medium (+0) Climb. However, there are still some sections in disrepair, which can be found with a successful Hard (-10) Perception roll, these sections are an easy Routine (+30) Climb.

LEODULF THE BAKER
Run by Leodulf a tall thin man of mixed Easterling and Angmarean blood. He bakes good quality and well-spiced food. Leodulf regularly buys from Rodgar the Butcher (meat for his pies) and Ebric the Storekeeper (for flour and spices). Four of the Watchers Guards call in every afternoon for supplies for the Fortress.

INNER GATE
As with the Backdoor this entrance has been damaged by seismic activity and is now nothing more than a hole in the ground surrounded by huge chucks of stone rubble. This hole delves 30' down a Hard (-10) Climb until it eventually becomes a rough 5' wide tunnel which meanders to and fro for about 200' in a generally Easterly direction until it straightens out and becomes the West Entrance in the Orc Warrens. Two of the Watcher’s trolls hide just inside the cave entrance. From the outside it looks deserted and anyone approaching from the outside must make a Perception roll versus the Trolls’ Stalk/Hide 50 skills to notice them. Conversely if the PCs are sneaking around, the Trolls must roll their Perception 45. The Trolls have been told to allow entry only to those accompanied by at least two of the guards from the Middle or Lower gates. However, they are rather stupid and their ability to tell the difference between a guard and someone else dressed as one of the guards is rather poor. They could also be bluffed rather easily.

RODGAR THE BUTCHER
A typical portly town’s butcher. Farmers from out of town call in every day or two to sell him their produce, mainly chickens and goat, but some sheep and the odd young bull.

THE SQUATTERS’ SHACKS
Squatters have claimed these half-ruined buildings. The D3+1 residents per shack change on a weekly basis.

MAIN GATE
Two of the Watcher’s Guards stand watch here, opening and closing the gates at sunrise and sunset. They make a charge of half a silver piece per person or horse, some of which actually makes its way into the Watcher’s coffers. In the case of emergency they bar the gates and sound the emergency using a horn.

INNER WALL
As well repaired as the outer Main Wall making it a Very Hard (-20) Climb.

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HAUNTED MIDDLE RUINS
The ruined remains of the Main Barracks - roll D100 for each building to reveal how much % of each remains. Daytime encounters: Mainly guard encounters and the very occasional ‘walking dead’ victim. 50% chance per hour. D10 1-4 5-7 8-9 0 Day-time Ruins Encounters 1 Guard on route and not paying attention 2 Guards on general patrol 3 Guards searching around 1 Lesser Ghoul - initially looks like someone wounded and lying in the shadows calling for help

on Level 1. A Perception roll (Medium +0) reveals that there are many tracks using the right-hand exit but not the left and a further Tracking roll (Medium +0) reveals that these tracks all belong to the Orcs.

THE WARRENS
The lowest Warrens level is controlled by the Orcs. Encounters: 50% chance per half hour when travelling through this area. D10 1-2 Warrens Encounters Orc tribal family unit, 2D6 as ‘Orc Slaves’, 1D6 as ‘Orcs’ and one ‘Boss Orc’. ‘Slaves’ will not fight unless provoked, will run away if possible or huddle into a corner. The others will all fight to the death to protect their family. Single ‘Orc Miner’ at work, clearing a tunnel of rubble, hunting rats or collecting mushrooms. Will run off if confronted. D6+1 Orc Miners at work will confront and attack the PCs. 50% chance of turning and running each time one of them goes down. Last one standing will automatically turn and run when all his comrades are down. D3+1 Orc Patrol will confront and attack the PCs. 25% chance of turning and running each time one of them goes down. Last one standing will automatically turn and run when all his comrades are down. Tough Patrol with D6+1 Orcs and one ‘Orc Boss’ will confront and attack the PCs. Will stand and fight as long as their Boss stays standing. 50% chance that all will turn and run if their ‘Boss’ goes down and 25% chance each time one of their comrades goes down after that.

Nighttime encounters: Frequent encounters mainly with spirits, and other undead. The Orcs and guards keep clear of this spooky and dangerous place at night. Roll once in the first hour and then 50% per hour thereafter. D10 Night-time Ruins Encounter 1-3 2 Guards on a very brisk patrol 4-6 1 Lesser Ghost 7-8 D10 Lesser Ghouls 9 D10 Skeletons 0 1 Minor Wight Undead stats as per p. 152 Angmar sourcebook.

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CARN DÛM , THE FORTRESS
For a description of this area you must use the Angmar sourcebook. 10+

THE UPPER FORTRESS ENTRANCE
There is an entrance up the side of the mountain that leads directly into The Hall of the Fell Beasts on High (Location No. 19, Level 5 Angmar sourcebook). However, it requires five rather tricky Sheer Folly (-50) Climb rolls from inside the Middle Wall.

THE BACKDOOR
This once impressive entrance has been ruined by numerous seismic events and has now been reduced to a thin vertical cave surrounded by rubble. The cave is guarded by D6+1 Orcs at any time that make little effort to stay hidden from view, though they stick to the shade of the cave entrance during the day. If attacked the rather over-confident Orcs will fight until half of their number are down, then they will suddenly panic and flee either into the Warrens or away from the mountain, whichever presents the easiest route of escape. The Orcs have no real means of raising the alarm other than at least one of their number running off to find the rest of their tribe within the Warrens, by which time an attacker could have easily gained access to the Fortress. Not many people know about the Backdoor and it is because of this that the Orcs have never had to defend it from any attacker since they’ve lived here, which is over 100 years. The Watcher is completely unaware of this slack attitude from the Orcs and would be horrified if he knew what potential risk this offers to the security of the Fortress. The cave is full of Orcish excrement and contains nothing of value; it is approximately 40’ tall and 10’ wide at the entrance tapering back 50’ to a thin 3’ wide by 8’ tall tunnel at the rear. This tunnel meanders for a further 100’ where it then forks in two, the exit to the right straightens out and eventually leads to the East Entrance in the Warrens. The fork to the left ascends and eventually becomes a set of broken stone steps leading to the entrance Page 6

Modifiers: Orcs that manage to run away will warn the others, however as they are not very organised it takes time for word to spread and be taken seriously. For every Orc that escapes from an encounter with the PCs add a +1 to the Encounter table roll above. This represents Patrols being doubled and family units being moved to more hidden areas. Once this gets to +9 the PCs will constantly be able to hear the shouts and screams of the Orcs in the distance, the Warrens are on ‘full alert’ and every confrontation will be a tough one. Note that although Orcs can see very well at night, they can only see 10’ in the absolute darkness that exists in the caverns of Carn Dûm. Therefore one of their party always carries a lit torch of lantern for the others to see by.

THE FORTRESS LEVELS
The Orcs are forbidden from entering any of the Fortress Levels, a rule which most of them obey. Therefore the Fortress Levels are much less busy than the Warrens. Unless noted otherwise all rooms are empty and unused, with a thick layer of dust on the floor. There is possibly some indication of old decoration and what the room may have been used for all those years ago. It is highly unlikely that the players will find anything of any value as the rooms have been swept clean years ago by previous residents and ignore any references within the Angmar sourcebook to guards being at specific locations. Finally, if the PCs are spending too much time wandering around feel free to block off various areas with prior caveins.

Encounters: 50% per hour when travelling up through Levels 1 through 4. There are no encounters on Level 5, other than the ritual taking place in the Council Chamber. D10 1-3 Fortress Room Contents Orcish encounter, roll again on the Warrens Encounter table. Although the Orcs shouldn’t be on these levels, some can’t resist the temptation. 4-5 Possible Undead/Guards, roll on the Middle Ruins Night-time encounter table. Although Camthalion has cleared most of the Fortress of undead, some still exist usually on the lower Fortress Levels. 6 An Interesting Find. Any PC that makes a Sheer Folly (-50) Perception roll notices something strange about a crack in the wall or floor which turns out to contain something of interest. Make a single roll on the MERP Money & Gems Treasure Size table, and then roll on the Normal Relative Richness table. Then make a further roll on the Normal Magic Items Relative Richness table. 7-10+ D3+1 Guards, maybe they’re avoiding work or maybe they think this room might contain something of value, which is certainly doesn’t. They will stand and fight any intruders until only one of their number is standing. This last one will run to try and sound the alarm. Modifiers: Add the Level No. to the D10 roll on this table. i.e. +4 for Level 4, +2 for Level 2 etc.

corridors (34 and 35) that used to lead to the main storerooms, so the Meeting Hall and Stage (14 and 15) have now been used instead. Stacked along the walls are sacks of grain, barrels full of water or salted meats, bundles of arrows as well as a few rather ordinary broadswords, hatchets, helmets and shields. Three rooms on this level (26, 27 and 28) are used to hold and torture any captives that are currently being kept. None of the other rooms on this level are used.

LEVEL FOUR
This once well-furnished level used to house Carn Dûm’s conjurers. Rooms used to include a fabulous library, magical forges and a harem. All that may have disappeared centuries ago, but Camthalion has had many a craftsman working hard here to restore most of the rooms on this level to a normal clean living environment. All rooms are now clean, though empty. All members of the Mor-sereg, except Camthalion and Dâgûlrog live on this level. The corridors leading East (37) and South (21, blocked at 15) were blocked off centuries ago by a cave-in too large to ever clear again. Here is a brief description of rooms in use: Foyer (5 and 6). The axanaw vine is long gone, but the fountain in the center of this room has been recently fixed by the Dwarvish Masons. Forges (13). Again the Dwarvish Masons have recently fixed these, though little work has been done with them. Holy Fountains (14). These no longer flow, the Dwarves were unable to mend them. Runes (22 and 23). These deadly Runes were partially scrubbed away years ago and no longer function. Enough of a pattern remains to reveal some indication of a sign, but not it’s purpose. Great Hall of the Eye (24). The black marble columns and the depiction of the lidless eye have now been almost completely repaired. This is where Camthalion leads the others to worship his Lord Sauron. The ritual to summon Eloeklo is definitely not to take place in this area, lest Sauron somehow spy on it. Halls and Holy Stores (26, 27 and 28). These areas are as described in the Angmar sourcebook, though only three books exist on the shelves written in Black Speech. Mor-Sereg Quarters (45, 46, 47, 48, 49, 54 and 55). These are the rooms occupied by the seven members of the Mor-Sereg that reside on this level. What used to be the Essence Forge (47) has had the wide entrance blocked in to become a normal doorway. What was once the hidden Treasury (55) has had a hole knocked through to serve as a doorway. These rooms have surprisingly nothing of value. The members of the Mor-sereg take their valuables with them; they do not yet trust the guards not to steal something. Kitchens (51). Behind the Dining Hall are the Kitchens, occupied by three unfortunate slaves brought all the way from Litash who cook for the Mor-sereg. Their loyalty comes from severe religious brainwashing received in Litash and they would never try to escape. If released they would wander around aimlessly, perhaps starving to death or maybe turn to scavenging for the rest of their dark lives. Dining Hall (52). The Mor-sereg and sometimes even Camthalion himself come to eat here. The room is simply set up with a large long table, basic chairs and little else of value. Stores (53). On a regular basis Camthalion has a guard bring up a small selection of the best of the stores from the Page 7

LEVEL ONE
This Level was originally the first line of defence for the Fortress. The three steel portcullises that used to block the central corridor have long since rusted apart. This level is silent and unused. It is a no-mans land between the Orcs’ Warrens and the Watcher’s Upper Levels. The Orcs know that they shouldn’t come here, but rumours are constantly circulating that this Level is empty (True) and full of centuries old treasure (False).

LEVEL TWO
This level used to house Carn Dûm’s craftsmen. None of the fabled treasure or books that used to be housed here still remain. The underground lake and baths are both still intact, though the baths are no longer warm. However, both are now choked with thick green and foul smelling algae, which would make swimming a Hard (-10) and disgusting task. Boats that used to be here rotted away centuries before. The guards use the Kitchen (3) and Dining Hall (5) areas for eating, as well as the Assembly Hall (14) and adjacent rooms for sleeping. There are D6+1 Guards in this area on the night of the ritual. As the PCs will probably be approaching via the stairway (1) they will have to defeat these guards to pass by. Normally there would be more guards, but the others are either patrolling elsewhere in the Fortress or have sloped off into town to enjoy themselves while their Masters are not looking.

LEVEL THREE
This level used to hold Carn Dûm’s supplies of food, weapons, armour and anything that might be needed in the event of a siege. Camthalion has again used this level for that same purpose, however a cave-in has blocked the

level below to fill this room. Sometimes he has special orders brought in from town or even further afield, something that the guards quietly complain about.

RUMOURS
By listening to different people’s rumours the PCs get to figure out where Kylmyyskala has taken the palantír and how they will then get into the fortress. Some of these rumours are True and others not so. Use them to answer the PCs questions to NPCs, or offer them as hints to either help or hinder. Roll 1-25 (D100 divided by 4) or just pick a rumour to suit a situation. 1. The Lord of Carn Dûm is called ‘The Watcher’ and has lived here longer than anyone else. No one knows who the Watcher is. True, nobody in Carn Dûm town knows of the Watcher’s true identity. Only Dâgûlrog knows of Camthalion’s true history. 2. The Watcher lives in splendid ancient chambers, within and near the top of the mountain that used to be used by the Witch King himself. The walls are painted with gold and he sits on piles of jewels and coin worthy of a dragon’s hoard. False, there’s not one scrap of cash left. 3. People only go into the fortress and never come out. Not entirely true, see the ‘Bastards!’ Event. 4. Carn Dûm used to be ruined, but people started coming back about fifty years ago. No-one can remembers whether the Watcher came with the first or whether he was already here. Partially True, the Watcher was the first to come here other than the Orcs. 5. The only way into the fortress is via the Inner Gate and you have to get past all three walls up the mountainside. Not entirely true, there are other ways in. See the ‘Wall’ and ‘Gate’ Locations. 6. The lower parts of the mountain caves are full of Orcs and the Watcher has some sort of deal with them. True. 7. The lowest level in the mountain is called the Warrens and rightfully so. They say that many have entered and after getting lost have starved to death trying to find their way out. True-ish, the PCs could easily get themselves lost in the Warrens. Which is why they need a map from the Dwarves or to take Pug along with them. 8. A few days ago a stranger appeared at the Main Gate, a Northern barbarian woman riding a huge white wolf! She was escorted through town and up to the Fortress by some of the Watcher’s guards. True, this is Kylmyyskala. 9. There’s some kind of religious ceremony taking place in 3 days time (or 2 days or 1, or that night depending upon which day this rumour heard on). True, see ‘The Summoning of Eloeklo!’ Event. 10. Hundreds of years ago there used to be a second entrance to the fortress on the other side of the mountain. Then it was guarded by legions of Orcs. True, this is ‘The Backdoor’ Location. 11. Some of Sauron’s spies are living in the ruins to the Southwest of town. False, this is the Watchful Rangers. Many in town are suspicious of these folk. 12. An encampment of Rangers is hiding amongst the ruins Southwest of the town. But don’t poke your nose in there; they ruthlessly kill anyone who disturbs them. True and False, there is a Ranger encampment, but only Orcs and bandits get killed on sight. Others are politely escorted away. 13. The Watcher of Carn Dûm is actually Sauron himself! False, good grief! Page 8

LEVEL FIVE
Camthalion trusts no one to enter this level without his constant company, so little work has been done here. He had a few slaves clean the place, who were then sacrificed. This ritual is the first time that the entire Mor-sereg have been allowed on to this level at once, usually only one or two are escorted here by Dâgûlrog. Camthalion eats and sleeps little nowadays, turning more like his wraith-like Master each year. When he does eat he has Dâgûlrog bring his food to the Inner Dining Hall (3) where he sits alone in the darkness, the silver lamps that once lit this room having disappeared centuries ago. Again when he infrequently sleeps he does so on a thick pile of animals skins in the Witch King’s Hall (21), a room now scattered with the broken stone remnants of the strange fish-like statues that used to fill this room. The most important room on this level is what used to be the Council Chamber (11). Camthalion had his slaves repaint this room with a huge green lidless eye, surrounded in blood soaked vines.

TRAPS
Over the years many of the traps in Carn Dûm have either fallen into disrepair or been disarmed by a variety of visitors and residents. Some are even now being repaired by Dwarves in pay of the Watcher (see the ‘Dwarvish Masons’ NPCs and Event). Roll D10 for each trap the PCs encounter: D10 1-2 3-4 5-6 7 8-9 10+ Description Warning and roll D6: 1-2 Disarmed or Seized, 3-4 Intermittent, 5-6 Working. Dismantled Disarmed or Seized Locked Intermittent OK

Modifiers +0 Warrens and Levels 1, 2 and 5 +1 for Levels 3 and 4 Warning: Roll D6, Written in either Orcish (1-2) or Westron (3-4) is the word for trap and a big arrow points straight to the trap. ‘Kurth’ is the Orcish word for trap. On a 5-6 there is just a symbol such as a skull or maybe just an arrow. Disarmed or Seized: Hidden as usual but no longer works. At the most there is a click or a grinding noise as the mechanism attempts to work. Such a trap could be reactivated with a Disarm Trap roll. Dismantled: Obviously visible, for example a pit trap could just be a hole in the ground and a flame trap exposed piping. No longer works and would take considerable time to repair. Locked: The trap doesn’t go off and may remain completely unnoticed. The key is probably long lost, but could be unlocked with a Pick Lock roll equal to the Disarm Trap roll normally required. Intermittent: Hidden as usual but only goes off 25% of the time. Each time the trap would normally go off a Perception roll may reveal a clicking or grinding noise as in Disarmed or Seized above.

14. The Watcher of Carn Dûm is the Witch King, come back to his ancient ruin! Also False. 15. The Watcher of Carn Dûm is a powerful ally of either the Witch King or Sauron. True. 16. The Watcher of Carn Dûm is nothing more than a conman, some petty local warlord who has set himself up as the ‘Lord’. Anyone busting in past his lackeys would find easy pickings in the fortress. False. 17. The dead walk the Middle Ruins at night. True, see the ‘Haunted Middle Ruins’ Location. 18. Anyone wishing to get to the Inner Gate would find it easy enough or so I’ve heard. Firstly, there’s an ancient gateway to the North of town through the Lower Wall, which the guards don’t know about. Then the Middle Wall is dead easy to climb over. True and False, there is no gateway it was found and blocked up some time ago, but the Middle Wall is easy to climb. See ‘The Middle Wall’ Location. 19. High on the mountain is an entrance into the fortress and the climb up there is fairly easy going. True and False. There may be an entrance but the climb is a hard one, see ‘The Upper Entrance’ Location. 20. Life may be a little hard up here, but it’s about to get much worse down South, there’s War brewing again! True. 21. Don’t go trusting Karl the Soothsayer, he’s a spy in pay of the ‘Watcher’. False. 22. Karl the Soothsayer has a secret stash of money in that shop of his, how else do you think he manages to feed himself, selling a few naff charms? False, Karl makes just enough to feed himself, he’s waiting for things to get better. 23. Why do you think the Temple Inn is called what it is? Because that’s where all the dark sacrifices used to happen! There was this Ranger stayed there once, nearly went mad and had to leave, said it was of bad memories or something? True, see ‘The Temple Inn’ Location. 24. It’s said by some that Halgar the Smithy is once related to them devious little Petty Dwarves. Maybe True once, but so long ago it’s of little importance now. 25. People say that when Leodulf the Baker gets short on filling he nips along to one of them Shanty Shacks at the end of town, knocks one of them poor souls on the ‘ead and pops ‘em in a pie! False, far too Sweeny Todd.

EVENTS
THE DWARVISH MASONS
A LONG LOST FRIEND
This event can occur any evening in Temple Inn. On entering the Inn the PCs notice a group of four Dwarves huddled in one corner, sat around a table supping at their ale with their hoods pulled down low over their heads. Although Dwarves are not as rare a sight as Elves they are normally uncommon enough to turn at least a few heads in any Inn. However no one seems to be taking any notice of them at all and if anyone, such as Dumfa the Innkeeper, is asked… “Them’s workin’ for the Watcher, doin’ stone repair and such like. Mostly keeps ‘emselves to ‘emselves.” If any of the PCs is a Dwarf one of the Dwarves then stands and with a look of surprise on his face, calls out to the PC in Khuzdul… “Cousin! Been a long time. Come sit with us and share a tale or two.” It would appear that they are stonemasons and Jari their leader is a cousin, perhaps once or twice removed, of the Dwarven PC. The Dwarves do not take warmly to any other non-Dwarven PCs, but will allow them to sit next to them, though they will continue to talk to their Dwarven cousin in Khuzdul. This is their story… “We have travelled here from the Blue Mountains to the West on a contract to carry out masonry and mechanical works for this so called Lord who calls himself ‘the Watcher’. Never actually met him though, his lackeys take us blindfolded from the Inner Gate to wherever in the Fortress work’s needed, mainly stone masonry and mechanical works fixing locks, traps and door mechanisms and so on. And look here…” With that Jari pulls out a silver coin from a pouch around his middle. “A solid Mithril coin. There’s three more of these as payment when we’re done, that’s one each, worth as much as 100 gold nowadays. A small fortune indeed!” The Dwarves know that there are Orcs in the lower Warrens, which they are disgusted about but they’re convinced that the Watcher has nothing to do with them and that they’re treated more as pests to be kept under control. Perhaps their greed has blinded them somewhat. Most useful, even though they have been taken everywhere blindfolded within the Fortress, Mim is gifted with a keen sense of direction which means that they could be persuaded to sketch out a fairly accurate map of the lowest Warrens, 1st and 2nd Levels of the Fortress. Talk continues for the rest of that evening with the Dwarves perhaps even warming to the other non-Dwarven PCs and talking to them in Westron.

A FRIEND IS LOST AGAIN
This event can occur anytime after the ‘A Long Lost Friend’ Event. Preferably on the day of the ritual see ‘The Summoning of Eloeklo’. If any of the PCs happen to be anywhere near the Middle Gate on the third day, they notice a small disturbance near the front of the gate. Mim, Nothri and Farin are standing Page 9

there in an obvious state of distress. When asked they explain that Jari has been taken to the fortress alone and that they’ve all been sacked, without pay! The guards said something about breach of confidence. The Watcher has heard a rumour that the Dwarves have been talking to someone in town, perhaps even about the layout of the fortress, and his punishment is to take the Jari captive. He needed a live sacrifice for the ritual anyway and it means he no longer has to pay the rest of them. If one of the PCs is a Dwarf related to Jari, these events may well distress them and serve as a push to get the PCs into the Fortress.

PUG THE PITIFUL
This event can occur any night just outside Temple Inn. Tied up outside the Inn and under the window of the PC or player most likely to be suckered in for a ‘good cause’ is the feeble figure of a small Orc called Pug. Starting every evening just as the PC is about to drift off to sleep, Pug starts whinging and crying about how sorry his life is and carries on pretty much all night. See Pug’s NPC description for sample quotes. Pug’s owner, Dûmra, is also staying in Temple Inn. If any of the PCs complain to him about Pug’s noise he will go out and spend several minutes beating Pug until he is quiet. Occasionally Dûmra staggers out from the Inn after an unprofitable gambling session and again beats Pug into near unconsciousness. Hopefully the PCs will take pity on this poor wretch and at the very least release him. Pug originally comes from Carn Dûm and if the PCs think of it he may be a useful guide through the Orc warrens. Pug is bright and might even lend his services as a guide to the PCs if they don’t seem sure about releasing him. He knows that the Backdoor is not guarded very well, though he wouldn’t want any of his Orcish tribe members harmed by the PCs. He might even intervene and persuade the Orcs to let him and the PCs pass through. However, if Dûmra even gets a sniff of any plan to release Pug or if he suspects that any of the PCs have had anything to do with such a plan, he will immediately launch into threatening behaviour and violence, only stopping if badly wounded or outnumbered. Pug will attempt to escape at any opportunity, but any threat of violence will send him into a foetal position crying and whinging.

“I was one uv thur group shee… Watcher’s inner circle… Mor-sereg like the old days he says. But dis short smelly chick shows up with this pretty big gem and He says I ain’t been doin’ so well lately… lettin’ them farmers kids go ‘n all so He gets ‘is big stupid furkin troll Dâ… Dâgûl… gûlrog what’sis name to beat’s be up… furkin ‘urt! Did! Be gettin’ anuvva job now…” After failing to extract full payment from a local farmer Farrenar was ordered to put the farmer’s children to his sword, but unable to go through with this request he let them go and told the Watcher that they escaped. Correct in not believing him the Watcher was just waiting for the first opportunity to get rid of Farrenar without disrupting the nine required members for his Mor-sereg. The Watcher had Dâgûlrog his troll bodyguard beat Farrenar and thrown out of the Middle Gate. The only reason he didn’t have him killed outright was the possibility that he might have to resort to using him on some errand again in the future.

THE DARK STRANGER
This event can occur anytime around town or in Temple Inn soon after the PCs have arrived in town.

BACKGROUND
A few years ago Sauron passed word to all his servants that the One Ring was no longer lost and must be found. His dark servants started a search which was to last many years. As the palantíri are uncovered in the events that took place in The Horn of Nimraug, Mûrazôr the Witch King and Leader of the Nazgûl receives a ‘waking dream’ in which he hears a voice telling him that an artefact once lost has now been found, in the frozen lands North he once ruled. Could this be the One Ring? Mûrazôr has a supposedly loyal servant, Camthalion, in Carn Dûm. Why has Camthalion not sent word of this? Has he heard nothing? Or is he hiding something? Over the last few hundred years Mûrazôr has become increasingly distrustful of his once loyal servant Camthalion, but has remained undecided how to act, preferring to wait and observe from distant Mordor. At Sauron’s instruction the Nine will soon be travelling North to the lands that used to be ancient Arthedain in search of the Ring. While there he can travel to Carn Dûm for a one-to-one discussion with Camthalion. Meanwhile he sends word to a more loyal servant, a spy by the name of Konihrabn, to travel to Carn Dûm and find out what is going on.

BASTARDS!
This event can occur at anytime in Temple Inn. Staggering into the Inn comes the sorry figure of Farrenar (see the NPC descriptions). One of his arms is in a sling and he has a grubby bandage around his head. After buying two pints of ale from the bar and fumbling around for several minutes trying to pick up both with one hand, he resorts to making two trips back to a table near the fire where he sits down and starts mumbling into his pint. Several double trips later Farrenar becomes quite loud pointing at different people in the Inn and shouting… “Bastards… they all Bastards!” And then going back to drinking his ale. If approached Farrenar is sullen but looking the PCs up and down holds out an empty pint glass… “Ale for a poor cripple?” He’s obviously no cripple, looking more like a ranger, just badly beaten up. But a few more pints will persuade him to part with his story…

WHAT THE SPY’S KNOWS
Soon after Konihrabn arrives in town, a strange looking Lossoth woman arrives riding a White Warg and is then escorted into the Fortress by Camthalion’s guards. Soon after the PCs arrive, apparently in hot pursuit and looking to follow the Lossoth woman into the Fortress. What is going on? He will start by watching the PCs…

SHOO!
One of the tools of Konihrabn’s trade is the use of small animals and birds for spying on others. Konihrabn grabs the attention of a local Magpie and instructs it to follow the PCs and keep an eye on them. Have the PCs make Hard (-10) Perception rolls to notice that a curious looking black and white bird seems to be following them around. If the PCs make it obvious that

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they have noticed they are being spied on, the Magpie flies away and does not return.

INTO THE FORTRESS!
The PCs should eventually figure out that they must make their way into the Fortress to recover the palantír. There are a number of ‘pushes’ to get the PCs to realise that they must go into the fortress: • • • Konihrabn could intervene and persuade the PCs to go in and ‘get whatever it is they are after’. The Dwarven Masons might be asking them for help to rescue their friend. The Rangers will not be enthusiastic about going into the Fortress, unless the PCs have persuaded them that there really is a palantíri in there (in which case they will tool up to go in there anyway and the PCs can ‘come along if they want’). Pug the Pitiful might even catch on to what the PCs are after and try persuading them to go in. All he really wants though is to get in so he can escape and rejoin his tribe. Perhaps Gundric (see ‘Rosamunda the Seamstress’) starts hanging around the PCs and encouraging them to go in and ‘kill the evil Orcs!’.

THE STRANGER
After using the Magpie to rather unsuccessfully observe the PCs, Konihrabn decides to act more in person. Have the PCs make Hard (-10) Perception rolls to notice that Konihrabn appears to be watching them. He carefully watches the PCs from a dark corner in Temple Inn. Sometimes even following them at a distance when they leave. Repeat this event until the PCs decide what to do. If the PCs approach Konihrabn, he will slip into his cover story that he is a travelling fur trapper. Then, if pressured, he will do a very good job of convincing them that he is actually a bit of a rogue and maybe adventurer, with some skills that the PCs might find rather useful. He says he noticed them arriving the other day and that they seemed to have been following the ‘strange Northern woman who arrived some days before’. He might even then start to persuade the PCs towards going into the fortress to recover ‘whatever it is they are looking for’, with him along to help, of course! Once in the fortress with the PCs he will back them up until they recover the palantír in the final scene. Then at the first opportunity he will attempt to steal it for himself and make an escape, to later rendezvous with his Master, Mûrazôr who he knows is travelling north to meet him. However, if there is any chance of risking his own life he will simply escape and supply Mûrazôr with the information that the PCs have a palantír. He is intelligent, very loyal and cannot be dissuaded from his task. He seeks only the prestige from his Master of recovering such a fabulous item.

HEAVY WEATHER
Before the PCs set off for the Fortress they will notice that the weather seems to be getting a little worse, with cloud starting to gather around the summit of Carn Dûm. Have any PC with a Weather Watching skill make a Medium (+0) roll. A success indicates that this weather is a little unusual and not predicted. This is the start of the Summoning of Eloeklo, the most powerful Maiar storm spirit in the entire North.

THE RANGERS
See the ‘Watchful Rangers’ NPC descriptions. The Rangers are a good source of True rumours and could even be persuaded to accompany the PCs into the Fortress. The Rangers did observe Kylmyyskala entering the Main Gate with her White Wolf. A party of Rangers set off immediately but by the time they arrived in town she had entered the Middle Gate bound for the Fortress interior.

A LITTLE B & E
Quite how the PCs get in is up to them. They could enter via the Front Gate, Back Door or even try the upper entrance, though this is fraught with danger. Let them wander around the Warrens levels perhaps guided by either Pug the Orc or the Dwarves. Then let them navigate up through the levels, making random encounter rolls, until they reach the levels inhabited by the Mor-sereg (see ‘The Fortress, The Upper Levels’). As they approach the uppermost Level have them make Perception rolls starting at Very Hard (-20) and getting progressively easier to hear the following… From the depths of the mountain itself comes a rhythmic beating, like the sound of a distant mighty heartbeat… A while later and further Perception rolls reveal… The sound is clearer now and is no great heartbeat, but the sound of a drum being slowly beaten and along with this a steady chant in some unknown Dark language. And… Outside there must be a terrible storm brewing for even within the depths of the mountain you can hear the distant howling of the wind. These are the sounds of a ritual that Camthalion is leading to summon Eleoklo. As Eloeklo’s Fana starts to materialise a storm is forming around the summit of Carn Dûm. As the PCs climb up through the Fortress levels the sound of the ritual gets gradually louder and louder.

IN THE RUINS
If the PCs decide to investigate the Ranger Ruins (see the ‘Rangers Ruins’ Location) they may well be confronted by D6+1 of the Watchful Rangers, half of them hiding in nearby bushes with bows drawn and arrows notched. If any of the PCs are openly wearing an eresselen, from the previous Horn of Nimraug scenario, the Rangers will take a serious interest. Only their leader Flamgar wears such a badge of authority and they will question the PCs until they are convinced of their sincerity and how they came in possession of such a valuable item.

IN TOWN
In town the PCs may find themselves being observed by a small D3+1 group of the rather shady looking Rangers, until the Rangers are sure that the PCs are not agents of the Enemy. If any of the PCs is wearing an eresselen openly the Rangers will continue to follow them until they leave Carn Dûm, waiting for an opportunity, such as a dark alleyway, to approach them and question them as to how they came across such an item.

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THE SUMMONING OF ELOEKLO
GM’S BACKGROUND
Camthalion knows what a palantír is when he sees one and knows that it is capable of seeing anywhere the viewer wishes. He knows that Sauron has his own and suspects that Saruman does also. His immediate thought is to use it to seek out the One Ring for himself. However, now that he has his own, he still doesn’t know how to actually use it. After a few days study Camthalion realises that learning to control the palantír will require much further study in a library away from Carn Dûm, such as exists at Litash. Time is something he does not have, his master Mûrazôr the Witch King or even worse Sauron himself may find out at any time. He needs to learn how to use the palantír now. So he decides to summon an ally that he has only used occasionally in the distant past that he thinks may be able to help him. That ally is the most powerful storm spirit in the whole of the North, an immortal and evil Maiar spirit by the name of Eloeklo. Any PC who has lived in the North who sees Eleoklo will instantly know it for what it is: the stuff of childhood nightmares. Other PCs can feel the power of this Maiar. Imagine a similar feeling to seeing a Balrog, on a slightly lesser scale.

PLAYER’S DESCRIPTION
The PCs can follow the sounds of the ritual towards their final goal, what used to be the Council Chamber (room 11, Level 5) of the Fortress. As the PCs near the final chamber the sound of the drum beating, the chanting and the howling wind has risen to an almost unbearable level, making it difficult for them to talk to each other. A Routine (+30) Stalk/Hide roll is likely to succeed and the view that meets the PCs may surprise them… You round the corner and look into a strange circular chamber illuminated by candlelight. Painted on the floor is a great green lidless eye, surrounded with blood soaked vines. The air is thick with a pungent herbal smoke that makes your head feel light. PC’s with either Foraging or Herb lore skill can make a Medium (+0) roll to identify that the smoke smells like Breldiar. Normally this is a flower found in volcanic areas which can be eaten picked straight from the stem, but would appear to have been made into incense sticks that are burning all around the chamber. These incense sticks were actually made in Litash, to the east of Carn Dûm, from flowers picked on the slopes of the volcanic Gundalok pass at the very Eastern end of Angmar. Name Codes Form/Prep Cost Breldiar m-V-4 Flower/Ingest 25gp Effects: AF7. Subtracts 30 from maneuver and melee. Adds 50 to spells and missile attacks. Euphoria. Lasts 1 hour. In case the PCs decide to take some of the incense sticks away with them, note that this herb has an Addiction Factor of 7%. Each subsequent use after the first in any week gives a 7% chance of addiction, doubling with every subsequent use after the 2nd in that week. Addiction will result in a -50 when not using the herb, a loss of the beneficial effects of the herb, a lack of ability to resist the herb when under stress and unpleasant, possibly violent

withdrawal symptoms without usage. There are bunches of Nine incense sticks burning equally spaced at Nine points around the room, for a total of 81 sticks. Each stick is equivalent of one dose and burns for one hour. The sticks are all about half burnt when the PCs enter the chamber. Camthalion keeps this herb for use in only the most difficult summoning rituals to aid the casting of all the groups’ magic. All of the Nine Mor-sereg have inhaled enough of the herb to be full under its effect. This could well be an advantage for PCs wishing to close and use melee, but a disadvantage if they decide to stand back and use magic or missile attacks. If they think of it, PCs can cover their mouths with a cloth and remain unaffected for several minutes. Around the chamber stand nine individuals. It is these Nine that are chanting and one of their number, a huge black skinned and plate armoured troll is striking a drum in rhythm with the chanting. The others are a varied bunch indeed, mostly Men, local and one an Easterling. But there are two more that stand out. The first is the familiar figure of the small Lossoth woman you have been chasing for the last two weeks and behind her sits her great White Warg. If the spirit wraith Dîndae survived from the last scenario have the PCs make a Hard (-10) Perception roll to notice it skulking around near Kylmyyskala’s feet. It is immune to the effects of the Breldiar smoke. However, standing in between her and the great black troll is the most unusual figure of all. The tall gaunt figure of… what must be an Elf, but a strange looking one indeed with slanted eyes as if from the East and wearing a resplendent greenscaled cloak! He seems to be leading this ritual and lying prone on the floor in front of him is the figure of Jari, the missing Dwarven mason. And on a stone pedestal in the centre of all the Nine sits the palantír!

ELOEKLO IS HERE…
Suddenly, the chanting and drum beat stops. All that can be heard is the distant sound of the howling wind, which if the PCs make a Perception roll now seems to be getting closer… Then a blast of frigid air blows in from the outside via the Hall of the Fell Beasts on High (room 19, Level 5) and straight along the corridor leading directly to the Council Chamber. Any PCs standing in the way and with the option of diving out of the corridor must make a Hard (-10) MM roll to get out of the way or take an ‘A’ Cold critical. Any caught in the blast must make a further Very Hard (-20) MM roll or be blown over. This blast of cold air is focused on the centre of the Council Chamber just above the palantír on its stone pedestal. Above this it starts to form a dense whirling cloud. What happens next is now up to the PCs; they may well have already reacted. From the folds of his green-scaled cloak Camthalion takes out a long thin knife and bending down to Jari holds the knife at his throat. Looking up at the cloud Camthalion speaks in Quenya… “Eloeklo Demon of the North Wind, Master of the Wind-horde and immortal tyrant of the Northern Waste… I am unworthy to have called you and have not done so for many centuries. In exchange for this small offering and my continuing loyalty I ask of you only to show me what the palantír

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knows. Give me the knowledge to control it… so I may find that which my Master once lost and which has now been found again.” In this invocation when Camthalion refers to the ‘finding of that which was lost’ he is referring to using the palantír to find the One Ring. The shape of a huge figure then starts to form within the cloud and the howling wind seems to intensify. On its pedestal a dull glow starts to appear from the very centre of the palantír as if an image is starting to form.

escape in some imaginative way, such as on the back of a Fell Beast that appears out of the night sky. If the PCs look like they are getting a beating and need help, the Watchful Rangers could appear at the last minute.

AFTERMATH
The PCs may fight until all have been defeated or they may leave early on, hopefully with the palantír intact. Leaving the Council Chamber they are free to navigate their way out of the Fortress with little or no hindrance. Word has spread amongst the Orcs and Guards of a great army laying waste to the entire Fortress and most have fled! A few remain, wandering the halls in a daze or in search of something valuable perhaps. Such folk run or drop to the floor in fear as the PCs approach bearing the glowing palantír. At some opportune moment read the following to the bearer of the palantír… You feel your eyes drawn to the palantír, even if you resist, like some great force is pulling you in and you see a vision… ‘A green land, to the South of here, rolling hills and strange mound-like dwellings. Little people wander around, not Dwarves… but Hobbits. And on into one of the strange little homes atop a hill. In to a parlour where one of the little folk sits in front of a fire, looking at something in his hand… a ring. A gold ring. Even from your viewpoint you can see strange writing as if etched in pure light about the inside of the ring. And the little person looks over his shoulder, straight into your eyes with a look of pure fear…’ Then the vision is no more and the light fades from the palantír. This is a vision of Frodo holding the One Ring and though the PCs will not be aware of the importance of this vision, the players will be. During the ritual Camthalion requested Eloeklo to instruct him how to use the palantír to find ‘that which was once lost’, the One Ring. Somehow, call it either Luck or Fate, Eloeklo has called forth an image to the palantír of the exact location of the One Ring with Frodo in the Shire, something that Sauron and his palantír will never achieve. Perhaps there is some ancient link between this Palantír of Amon Sûl and the One Ring, this was after all called the ‘Chief Stone of the North’, indicating that it was the most important of all the Northern palantíri. Make note of which PC saw this vision. They will not be aware of it but they have learned something of how the palantír works. In effect they have earned a single rank of Use Palantír skill (an Intuition based Lore skill).

ELOEKLO UNLEASHED!
At some point the PCs should intervene or Camthalion will slit Jari’s throat and learn how to control the palantír. If they need a push perhaps the spirit wraith Dîndae spots the PCs and launches to the attack. Perhaps one of the other Mor-sereg notices the PCs and loses their concentration. Whatever the event, the ritual is disrupted. The stability of the ritual is extremely important in keeping Eloeklo bound and under control. Any disruption is likely to lose Camthalion’s control of Eloeklo. As soon as any interference in the ritual occurs Eloeklo, extremely angry at being forcibly summoned, appears in it’s fully demonic form ‘a semi-transparent horned and fanged demon some three times larger than a Man’ surrounded by a whirling frigid cyclone. Eloeklo then lashes out at its summoner, Camthalion. The battle is a mighty one indeed! Camthalion hurls dark tendrils of raw power Channelled straight from his Dark God Morgoth at the Maiar with seemingly little effect, while Eloeklo strikes again and again with his mighty whip at Dâgûlrog who bravely stands in between Eloeklo and his Master. Meanwhile, a stray blow from Eloeklo clips the stone pedestal bearing the palantír and it crashes to the floor, sending the palantír, still glowing, rolling across the floor to come to rest exactly halfway between Kylmyyskala and the PCs!

SCRUM DOWN!
Kylmyyskala immediately drops her concentration and rushes to grab the palantír before the PCs get it first. Camthalion and Dâgûlrog are busy defending themselves from Eloeklo. The other members of the Mor-sereg start attacking the PCs using whatever method they favour most. If the PCs have any sense they should get in, grab the palantír and run for it. Dâgûlrog falls a few rounds later, how many is up to the GM - either pick an appropriate moment or roll 2D10. Eloeklo then turns and starts picking off other random targets. At some point Eloeklo, satisfied with stealing several souls and feeling his Fana beginning to weaken, leaves the same way he came in, knocking anyone over as before. Again when this occurs is up to the GM. Eloeklo usually waits around for 2D10 rounds after the last prey has presented itself, then leaves. The PCs and/or members of the Mor-sereg could simply be hiding during this time with Eloeklo drifting around the chamber, sniffing and listening for any sound. A second 10th Level Fear roll might be required to avoid making a noise. If the PCs decide to hang around and tackle Camthalion, he starts making his way towards an exit, blasting anyone stupid enough to get in his way. In the PCs try, don’t be afraid to kill or maim any that get in his way. Likewise a lucky strike could take Camthalion out and award that PC with some serious bonus Experience Points. Escaping to the side of the mountain Camthalion makes good his

THE END…?
The PCs will eventually leave the Fortress and possibly even return to Carn Dûm. If they do they find the town rife with rumours about what events have happened within the Fortress, but life is continuing as it did before. Some of the Watcher’s guards are even in town negotiating with the townspeople to offer their services as town’s guards in return for food and lodging.

A SURPRISE MEETING
In The Horn of Nimraug, Gandalf sent Alaric ‘up North’ to investigate some strange possible future event about to unfold. Having not heard from Alaric for some time, and hearing ‘whispers on the wind’ that an ancient artefact has

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been discovered ‘up North’, Gandalf decides to visit in person to see just what is going on. Gandalf arrives in Carn Dûm just as the PCs have left the Fortress with the palantír, perhaps while they are back at Temple Inn and deciding what to do next. If the PCs are out in the wilderness instead, have them make a Very Hard (-20) Perception roll to see the shape of an Eagle high in the sky. A couple of hours later, Gandalf comes trudging through the snow into their camp, perhaps causing quite a stir until they realise who he is. Either way, Gandalf introduces himself and enquires about Alaric’s whereabouts, appearing visibly upset when the PCs talk of Alaric’s death. If the PCs are wondering how he knew who they were, they are carrying much of Alaric’s equipment, which Gandalf immediately recognised, especially Alaric’s staff. And again if they ask how Gandalf knew that they were here in Carn Dûm he answers… “Well you’ve not really been that, ahh, quiet now have you? And whenever there’s something to be heard, you can always guarantee that there’s someone, or something, there to hear it… which is never really a good thing.” He will then persuade the PCs to show him what they and Alaric were chasing after. As soon as Gandalf sees the palantír he exclaims… “My, my! Well I’ve not seen this old thing for some time. Not since that weak willed Arvedui ran off with it… mmph, anyway, enough of that.” Realising he has spoken out loud, he quickly shuts up. He is, after all, talking about events that took place over a thousand years ago. In fact Gandalf himself was granted the use of this very same palantír by the Arthedain Dunedain when it sat in the watchtower at Amon Sûl. The players may even recall Alaric telling them the tale of Arvedui’s fateful journey North to escape from the invading Witch King’s forces and his death in the icy waters of the Bay of Forochel. Gandalf talks of ‘weak willed Arvedui’ as if he knew him, which of course he did but will deny. He then turns to the PC who saw the vision of the Shire in the palantír… “And now we will find somewhere a little more private to talk and you will tell me what you saw in the palantír.” If this event is happening at Temple Inn he will adjourn to a room upstairs, making sure that windows are shuttered tight, if out in the wilderness a tent will have to do. Then he will question the PC until all is revealed about what was seen in the palantír even if Gandalf has to shoo away the others so they can discuss the matter privately. If asked how he knew that the PC has seen something… “When you look into something that old, it forever reflects in your eyes. I have used this very stone before and I have met those who have used others like it… [he pauses with a quiet, almost sorrowful look in his eyes]… Those that know how to look for such things can see it.” Then Gandalf asks for the palantír to be given to him and if the others are elsewhere, he calls them around to watch. He places the stone on a convenient surface, then moves it this way and that, sitting back every now and then as if making sure it is the correct way up. The PC who saw the vision before can now make out the small sign of the invisible ‘upper’ and ‘nether’ poles on the surface of the palantír which Gandalf seems to be lining up to point

straight up and down. None of the other PCs can see these points. Seeming finally satisfied with the position of the palantír, Gandalf settles back to watch… and a steady glow appears in the centre of the stone, then an image begins to form… ‘…flying South away from Carn Dûm, the flat plains of Angmar, scattered settlements, ruined ancient towns and fortresses. Gentle rolling hills now, North-East Arthedain, and then woodlands, the infamous Trollshaws. Somewhere near lies hidden the legendary vale of Rivendell and to the West, Bree. Then a flat grassland plain and in the distance a group of horse riders, all dressed in Black and heading North-West towards Bree. One breaks off from the rest and heads North, you know heading straight for Carn Dûm. ‘Then he has changed, not cast off his black cloak, but changed. Now he wears armour as if made of silver under long grey robes and upon his head a crown… He looks up, his eyes shining as if with a light of their own and a shrill cry emerges from thin barely parted lips that makes your blood run cold…’ With that Gandalf knocks the stone to the floor and the vision vanishes. Taking out his pipe and lighting it from the fire, he walks away silently to ponder what he has seen and blow a few smoke rings into the air. Minutes later, or when a PC asks, he replies… “What you just saw is something that may be happening now, or in the past, or perhaps soon… or maybe never will. There is no way to tell. “What is certain however, is that this rider is one of the Enemy. Who or what, is of no concern to you, but I believe he comes to find the palantír. Alaric’s advice to seek a Haven was wise, but Rivendell would be foolhardy. The Rider is perhaps not far from there now. “But there are others… [then mumbling to himself] …the Havens, mmm a long way, open country across the North and trouble from the others perhaps. Lothlorien, but to cross the Mountains [looks at the PCs] …mmm… [again a long pause]. “Ah hah! I have it! My old memory nearly lets me down. You will travel north, to Evermist! Few legends even tell of it, none will suspect. “Perfect! You must leave at once! Travel northwest from here to a village called Ruskea Vene. Be careful who you talk to there, but hire someone trustworthy to guide you around the Bay to an inlet which the Lossoth call Pitkävesi. At the head of this inlet lies a hidden valley that may be difficult to find. This is Evermist; you will know when you are there. Give the palantír to the Master of this place, Nestador, and it will be safe. Your job will then be done.” If the PCs need persuasion to complete this mission Gandalf will remind them that the Enemy will seek them out whether they keep the palantír or not, if only to silence them. They are now unfortunately involved. Anyway, they will have the silent thanks of all the Free Peoples of Middle Earth, and the Noldor of Evermist have bountiful wealth to grant in exchange for such a fabulous gift. The events now continue with the third and final scenario in the Fire and Ice campaign, Escape to Evermist.

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NPC DESCRIPTIONS
In addition to descriptions in the Locations sections, here are some additional descriptions of the more important NPCs. Stats are listed separately.

DÂGÛLROG
18th Level Olog (Black Troll) Warrior Stats: As per Hoerk Tereg p. 150 Angmar sourcebook, but with Black Plate armour and a Black 2H sword. MM stays at +5 MM. Dâgûlrog’s combat tactic is to use half his OB to protect Camthalion from either Eloeklo or the PCs. Description: Camthalion’s bodyguard. Favoured attack: He always uses half of his 175 OB with his 2-H Sword to parry any blow against Camthalion.

THE NEW MOR-SEREG
Three Masters of the Art (Magic-users), three Masters of the Dark Paths (Black Rangers) and three Masters at Arms (Warriors, including Dâgûlrog the Troll).

CAMTHALION
29th Level Avari Elf Evil Cleric Stats: See Angmar sourcebook, description on p. 49 and stats on p. 146. Note that this NPC uses Rolemaster spell lists. Description: The Watcher of Carn Dûm, immortal Avari, Dark Cleric and former member of the original Mor-sereg. Favoured attack: Camthalion has a vast and lethal array of spells to 29th Level that he can use to easily kill any one target of his choice per round. His favourites include: • Absolution Pure (20th Level RM Evil Cleric spell that removes soul from target, range as usual, i.e. 300’+, rather expensive to cast requiring 20 of his 87 PPs). Black Channels I – Tauric Finger (10th Level RM Evil Cleric spell which blinds target for 1-10 days, range 50’, this cheaper spells costing only 10 PPs). Black Channel II – Finger of Sart (15th Level Evil Cleric spell which permanently paralyses foe and would require the attention of a high level Animist for a cure, range 75’, still fairly expensive at 15 PPs a shot). Black Channel III – Desert Curse (25th Level Evil Cleric spell which boils the target’s blood, range 50’, extremely expensive at 25 PPs a shot, so kept for special occasions!).

EBERVERHT
8th Level Black Númenórean Evil Cleric Stats: As per p. 150 Angmar sourcebook but has 24 PP and +16 Base Spells OB. Use Rolemaster spell lists for this NPC. Favoured attack: At range Eberverht prefers to emulate his Master, the Watcher, as much as possible using: • Black Channels I – Tauric Finger (10th Level RM Evil Cleric spell which blinds target for 1-10 days, range 50’, to Eberverht this spell is actually very expensive and he can only cast it twice before resorting to a cheaper alternative).

Dark Stunning (2nd Level Evil Cleric – Dark Channels, equivalent of MERP Open Channelling – Calm Spirits – Stunning, 1 round of stun per 10% of resistance roll failure). Close in he resorts to using his 70 OB Mace, typically keeping back 50 OB to parry and protect himself. •

RODRIC
7th Level Dúnadan Astrologer Stats: As per p. 150 Angmar sourcebook with the additional information that he has 7 PPs and 29 Directed Spells OB. Use Rolemaster spell lists for this NPC. Favoured attack: At range he uses his only attack spell, a Shock Bolt (5th Level Astrologer – Starlights list). When confronted in melee he drops to his knees and begs for mercy, he is the least combat experienced of the Morsereg. With his 7 PPs and his +4 spell adder he can cast this 5 times.

His Jo is also a Daily II Sleep X item, which he tends to keep for an emergency once his PPs have run out, casting at his pursuers as he makes an escape. Camthalion also has some much cheaper options for when he’s running out of PPs: • Dark Stunning (2nd Level Evil Cleric – Dark Channels, equivalent of MERP Open Channelling – Calm Spirits – Stunning, 1 round of stun per 10% of resistance roll failure). Shock Bolt (7th Level Open Channelling – Sound/Light Ways, rather expensive on PPs considering the limitations).

SARKAR
15th Level Rural Man Black Ranger Stats: As per p. 147 Angmar sourcebook. Favoured attack: At range he favours his 85 OB composite bow firing every round, close in he drops this in favour of his 90 OB short sword keeping back 30 OB for parrying.

Earthwall (7th Level Animist – Creations, good for blocking an escape). Camthalion’s chance of success against anyone of Level 19 or less, even with 0 rounds preparation and allowing for some resistance to Channelling is still 100% unless he fumbles (on an UM 01-02). His main vulnerability is his lack of PPs. Though more than capable of taking down a number of individual foes over subsequent rounds, if rushed he could be pinned down by sheer weight of numbers of eventually forced to expend his PPs then becoming much less powerful. If ever forced into melee he favours his 100 OB Jo, parrying and calling for assistance. He is, however, rather proud and could easily be tempted to a duel.

CARMIL
8th Level Northman Black Ranger Stats: As per p. 147 Angmar sourcebook. Favoured attack: At range he favours his 70 OB composite bow firing every round, close in he drops this in favour of his 70 OB short sword keeping back 25 OB for parrying.

FARRENAR, THE VENGEFUL CULT MEMBER
6th Level Rural Man Black Ranger Stats: As per p. 147 Angmar sourcebook. Description: His face is covered in bruises and his arm is in a sling from his beating by Dâgûlrog. Won’t willingly

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talk, unless plied with drink. However, he won’t ever say anything about Camthalion and if pressed, will leave. Favoured attack: At range he likes using his 45 OB spear and closer in his 60 OB hand axe. Possible encounter locations: Carn Dûm town, most probably on the way to the Inn to drink his sorrows. Quotes: “Bastards! Who? Err, I really can’t say” And a few drinks later: “Anywaysh… the boss ‘as got this lil’ cult and they’re gonna be raisin’ this spirit or summat’ in a couple of evenings.” “The Boss, they all call ‘im the Watcher… uh, no I said too much… bye.”

NUDAN
6th Level Dunlending Warrior Stats: As per p. 147 Angmar Sourcebook. Favoured attack: At range he throws a 90 OB spear every round (taking the -30 OB penalty per round for shifting equipment) of which he usually carries 3. Once he’s run out he charges in screaming a blood curdling curse with his 95 OB hand axe keeping back just 25 OB for parrying.

AKONID
5th Level Easterling Rogue Stats: As per p. 148 Angmar sourcebook. Favoured attack: At range he uses his 95 OB composite bow firing every round, while close in he spins his 90 OB Usriev (acts as either a spear or 2-H sword) around his head grinning madly and hissing while keeping back just 20 OB for parrying.

FORTRESS BAD GUYS
GUARDS
2nd Level Warriors Stats: As per ‘Footmen’ p. 150 Angmar sourcebook. Favoured attack: At range they use their 50 OB short bows, but they are seldom organised enough to get to use this weapon. Instead they tend to rush in brandishing their 50 OB broadswords, not bothering to parry and relying entirely on their shields and armour for protection. Once half their number is down they will turn and run. If they’re backed into a corner they use their entire OB to parry while screaming for help.

Description: Eloeklo Demon of the North Wind, Master of the Wind-horde and immortal tyrant of the Northern Waste! Infuriated at being forcibly summoned, it seeks any opportunity to break free of the ritual that binds it and attack it’s summoner. Favoured attack: In cloud form he can batter his opponents with a 180 HBa attack. However, he usually prefers to appear in demon form, ‘a semi-transparent horned and fanged demon some three times larger than a Man’ then he can use his 175 OB whip attack which does an ‘E’ Cold critical with every successful strike instead of any normal criticals. Eloeklo is blind and uses senses similar to smell and hearing to find his prey. Each round Eloeklo must make a Perception roll to be able to see an opponent, his skill being +30 while in demon form and +10 while in cloud form. PCs from ‘up North’ or those who make an appropriate History skill roll may be aware of this limitation and can effectively hide from Eleoklo with a successful Stalk/Hide roll. The GM may even wish to demonstrate this to the players. For example, in the round following an unsuccessful Perception roll by Eleoklo, have an unlucky NPC (or PC if the GM is feeling cruel) make a noise, Eleoklo turns and with a crack of It’s whip the unfortunate drops to the floor. Eleoklo must also make another Perception roll if anything breaks his concentration such as the utterance of the name ‘Elbereth’ or contact with a lit torch. Finally, all who see Eleoklo in demonic form must resist a 10th Level Fear spell or run, a fumble could indicate paralysis or even death from a heart attack. Quotes: [roar, howl… swwwwwish crack] usually followed by a scream and a thud as a disembowelled body hits the floor.

ORCS
BOSS ORC
6th Level Uruk Warriors Stats: As per ‘Trûpalog’ p. 151 Angmar sourcebook. Favoured attack: At range 80 OB thrown spear every round of which he carries 5, close up 100 OB hand axe keeping back 25 OB for parrying.

ORC
4th Level Orc Warriors Stats: As per ‘Sulmog-vrás’ p. 151 Angmar sourcebook. Favoured attack: At range 55 OB thrown spear every round of which they carry 3, close up 85 OB scimitar keeping back 25 OB for parrying.

INNER GATE TROLLS
18th Level Sharkai Hill Trolls Stats: As per p. 151 Angmar sourcebook but replace 175 OB Flail attack with 175 OB club attack, and add 50 Stalk/Hide and 45 Perception skills. Favoured attack: 175 OB Club attack. Ouch! Describe just how big and lethal looking these guys are to the players. If the PCs still decide to go for a straight fight, it’s their own undoing.

ORC SLAVES
2nd Level Orc Warriors Stats: As per ‘Thopur-dorashk’ p. 151 Angmar sourcebook. Favoured attack: At range 20 OB thrown spear every round of which they carry 2, close up 50 OB scimitar keeping back nothing for parrying.

UNDEAD
Stats: For any of the undead either from the Haunted Middle Ruins or within the Fortress itself, refer to stats on p. 152 Angmar sourcebook.

ORC MINERS
4th Level Orc Warriors Stats: As per ‘Larag-môsh’ p. 150 Angmar sourcebook. Favoured attack: 75 OB bash keeping back nothing for parrying.

ELOEKLO, DEMON OF THE NORTH WIND
Stats: See Northern Wastes sourcebook, p. 170 for stats and p. 62 for description.

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MISCELLANEOUS NPCS
DUMFA THE INNKEEPER
2nd Level Dunlending Warrior Stats: As per p. 147 Angmar sourcebook. Description: A friendly soul though aware of the stark reality of working in such a challenging environment. Only encounter location: Temple Inn. Quotes: “Tis a hard life now, but things can only get easier.” “A top up sir?” “Alf a silver per night includin’ brekkie and insurance.” “Insurance? Well, ‘gainst bein’ burgled. Everyone pays it, best to really.”

THE WATCHFUL RANGERS
5th Level Northman Rangers Description: They could possibly come to rescue the PCs if they were losing a fight in the Warrens with the Orcs. Or D3+1 Rangers could be persuaded to accompany the PCs into the Warrens to recover the palantír, if they were persuaded that it really exists. Possible encounter locations: D6 + 3 in the Ranger Ruins, or D3 + 1 either outside Carn Dûm or in town. Quotes: “These ruins are our home. I can see you are good people, so you would do well to leave now and tell no-one of what you have seen.” “You want to get in where? Why?” “A palantír, mmm, highly unlikely.”

KONIHRABN THE ‘FUR TRAPPER’
9th Level Angmarean Scout Stats: See Northern Wastes sourcebook, description on p. 68 and stats on p. 170, except for the following corrections and changes. Description: Konihrabn is a very loyal servant of Mûrazôr, Witch King and Leader of the Nazgûl. He has come to Carn Dûm disguised as a fur trapper to look into rumours that a powerful magical artefact has come into the Watcher’s possession. He suspects that the Watcher might be thinking about hanging on to the item rather than informing the Dark Lord. He has a +25 Black Mithril Short sword, which gives him a total 117 OB (92 natural, +25 magical). He also carries a small +20 target shield to give a total 55/45 melee/missile DB (15 natural, +20/10 shield, +20 magical). Favoured attack: 117 OB short sword keeping back 80 OB for parrying until he’s sure he can make a killing strike. Possible encounter locations: Anywhere in Carn Dûm town. Quotes: “Shhh… sleep long and silent my friend [removes blade from victim’s ribcage]” Doesn’t talk much. “Don’t trust them Rangers, nothing but horse thieves and bandits.”

DÛMRA THE CRUEL EASTERLING
7th Level Easterling Warrior Stats: See Angmar sourcebook, description on p. 82 and stats on p. 148. Description: He rides a stout Easterling pony and carries an Usriev. Behind him he pulls Pug the Orcish slave on an iron chain. Possible encounter locations: In town, most likely in or around the Inn. Quotes: To Pug, his Orc slave (see below): “Stupid cave pig! [thwack] You bring me back bad luck again! [thwack]” “Mmm, you wanna wager on that?” “[drunken hic] What you [hic] starin’ at… huh?”

PUG THE PITIFUL ORCISH SLAVE
4th Level Orc Warrior Stats: As per ‘Larag-môsh’ p. 151 Angmar sourcebook, but without any armour or weapons. Description: Pug originally comes from Carn Dûm where he used to work as a miner in the caves and secretly yearns to go back there, willing to bargain with PCs to lead them into the tunnels in exchange for it’s freedom but once in the tunnels will escape at the first opportunity. Possible encounter locations: See the ‘Pug the Pitiful’ Encounter. Quotes: “It is sorry for me…” “1-2-3 counts me fingers an’ toes ‘as been broken.” “Naughty Master, beats me ‘e does. Done nuffin’ wrong. Shows ‘im ‘is way, watches ‘im at night we’ me’ good eyes, still ‘e beats me.” “[whimper] Sore head now, can’t be sleepin’ tonight now. Says I bring bad luck on ‘im last night: but ‘e is gamblin’ ‘is own luck away.” “Vury close to home now, can smells it, wishes could be going back there.”

THE DWARVISH MASONS
Their leader Jari is a 4th Level Dwarven Warrior. The other three Mim, Nothri and Farin are 3rd Level Dwarven Warriors. Possible encounter locations: Sitting in a corner of the Temple Inn, in Carn Dûm town or wandering around town heads down under their hoods. Quotes: If you’re not a dwarf: “[silence]” If you are a dwarf: “Cousin, it’s been a long while. Sit down and tell us your story.”

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APPENDIX A - CARN DÛM TOWN MAP & KEY
17 11 10 9 7 6 5 3 8 12 13 16 14 15

4

2 2a

1

LOCATION KEY
1 2 2a 3 4 5 6 7 8 9 10 11 12-15 16 17 Main Gate Tolric the Farrier Tolric’s Paddock Temple Inn Karl’s ‘Sooths You!’ Dernor the Handyman Halgar the Smithy Rosamunda the Seamstress Ebric the Storekeeper Freawyn’s Brothel Leodulf the Baker Rodgar the Butcher Squatters’ Shacks Mor the Leatherworker To the Middle Gate

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APPENDIX B – NPC STATS
Name Lvl Hits AT DB Sh Gr Melee OB Missile OB MovM Notes

TOWNSPEOPLE
Average Townsperson 1 34 No 0 N N 43ha 28sb +10 Mixed Blood Each has between +50 and +80 in a skill associated with their trade. Dumfa – see Angmar sourcebook p.147 Gundric 3 60 No +15 N N 69bs 49sb +15 Northman Warrior Eldest son of the seamstress Rosamunda, 17 years old and eager to avenge the death of his father and uncles. Owns a rusty old broadsword, a battered short bow and 10 arrows. Surprisingly skilled for someone so young. Spends most of his spare time practising his sword skills. Bouncers – as per ‘Footmen’ p. 150 Angmar sourcebook.

THE DWARVISH MASONS
Jari 4 70 Ch 45 Y10 A/L 80wh 59xb 5 Dwarven Warrior Mim, Nothri and Farin 3 60 Ch 30 Y -/L 60wh 50xb 0 Dwarven Warrior Each has skills associated with trade varying between +50 and +80 in Disarm Traps, Pick Lock and Stone Masonry.

THE WATCHFUL RANGERS
Flamgar the Leader 8 95 RL 60 Y5 N 105bs 95cp 20 Dúnedain Ranger Flamgar is a full blood Dúnedain and loyal Ranger allied with the Free Peoples of Middle Earth. He knows many languages, including Westron, Sindarin, Labba and Dunael. He knows 4 Ranger spell lists and wears an eresselen hidden beneath the fold of his cloak. Rangers 5 85 RL 40 Y5 N 80bs 85cp 10 Northman Ranger th Each Ranger knows 2 Ranger lists to 5 level.

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