Professional Documents
Culture Documents
1.4.5 Annuminas
Annminas was the greatest city of the
Kings of Arnor. Founded by Elendil himself
on the shores of the northern lake Nenuial
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2.0 The Bringer of Gifts Chapter 1 The Gailhen missing, presumed dragged away
Robbers Cave by the wolves.
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3. Thenins chamber Thenin is the region of the caves apart from
leader of the mercenary fo rce when location 8 - is unlit.
it comes to fighting. The chamber
he occupies has a rough-cut door 6. Gwanthilfs chamber Despite her
placed in the entrance Thenin slight appearance Gwanthilf is the
demands privacy and does not leader of the mercenary group and
mingle well with others. Inside the commands the respect of all the
chamber are Thenins sleeping roll men (and the total devotion of
and table and his personal Thenin). A rough-cut door fills the
equipment. If the characters doorway but is ajar. The chamber
managed to neutralise the guards contains a scattered jumble of
without making any noise, Thenin books, herbs and scrolls strewn
will be resting prone (but not asleep) about the floor Gwanthilf has been
on his bedroll - he always has his trying to find any reference in her
weapons close to hand. Any noises annals to the Dwarven hoard.
of battle will draw him out to join the Regardless of when the characters
attack in his typical frenzied enter the caves, Gwanthilf will not
manner. be here. Most of the scrolls and
books are written in Westron and
4. Store In this chamber the describe herbs and lore of Gondor,
mercenaries have stored their all written in the same hand
rations etc. salvaged from their (Gwanthilfs). These books could be
packhorses which were killed by the used as study aids to anyone
wolves. There is little here to learning herb lore or the history of
suggest that the men in the caves Gondor. Several however are
are robbers, the chamber only clearly ancient and written in a
containing general supplies for an strange tongue (the Black Speech)
expedition (ropes, rations etc.). these contain references to the
smithy system, Gwanthilf found
5. Pit The floor of this small with low them amongst Gailhens
roofed (5ft) chamber is nearly possessions but cannot translate
completely occupied by a deep pit. them. Amongst the herbs in the
Water dripping into the pit from the chamber are 3 doses of Sulerrain
roof suggests the water level is a healing herb that if ingested in hot
several fathoms down. During the water doubles the rate of natural
battle several wolves and one of the healing for one week, and 5 dose of
mercenaries fell into the pit, and an Nameral, a mild poison which
evil reek rises from the darkness. A causes victims to fall unconscious
rope has been fastened to the wall for 12 hours when the smoke of the
around the pit, using the rope and burning leaf is inhaled Fornoster
ledge still makes traversing around or any other with knowledge of
the pit treacherous (climbing with herbs could identify these.
TN 10 to avoid slipping). Without
the rope it is dangerous (TN 20). 7. Water chamber This wide-open
Any one falling into the pit finds the chamber demonstrates the beauty
ice-cold water level 30ft down of the underworld. Rich crystalline
climbing out of the pit unassisted is deposits cover the walls, refracting
extremely difficult (TN 25), but there any light the characters are carrying
are three lengths of rope in the until it fills the entire chamber with a
store that could be used. Beyond burning fire. A fast running, icy cold
the pit a narrow passage twists stream runs through the chamber.
gently downwards for 200 ft. The Although relatively narrow (5ft
passage - like the rest of the lower wide), the bottom of the river cannot
be seen and any who try to wade it
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will find it 4 ft deep and the current reasons that she cannot overcome
strong enough to sweep them the PC alone and so retires to await
toward the river exit (strength/swim for further developments.
test TN 15). Anyone swept away will
find himself trapped in a constriction
in the water tunnel 10ft from the exit 2.3.3 Clearing the Caves
in the chamber (the water will Clearing the caves of the mercenaries is a
escape around them so they wont challenging task but the characters do
drown). A rope will be required to have the initiative. The guards at the
free them. entrance to the caves could be surprised
from the cliffs 20ft above, and if the
8. Dead-end passage Across the characters are particularly cautious then
water in chamber 7 the characters they may spot the trip wire before it is
will see a beautiful young woman triggered. However, alerting the guards
standing by a featureless wall - this either by failing to effectively neutralise the
is Gwanthilf. She has heard the men at the entrance or triggering the trip
characters travelling down the wire will make the situation far more
passage. She will wait for the difficult. The mercenaries will neither give
characters to enter chamber 7 - if up nor talk they have travelled too many
they seem reticent, she will try to leagues to uncover their Dwarven hoard
persuade them to come out of the and lost too many men already to consider
passage with soft words and surrender.
gestures, telling them she has been
captured by the men in the upper Fighting in the cave can be difficult in the
caves. A flickering candle in a upper caves illumination is poor and space
holder by her feet provides enough restrictive (especially in the doorways),
light to fill the chamber with an giving TN modifiers of +5 - +10. During any
unearthly flickering glow. Once they fights that take place, Gailhen will hold his
have all entered the chamber, she own with the members of the party.
will quickly cast blinding flash However, unlike the characters, he will try
which will blind all members of the to ensure that all the Black Numenoreans
characters for at least 10 rounds are killed so that they cannot tell anything
(the refracting crystals amplify the of his involvement to the characters. His
effect). During this time she will run, task will be made far easier by the
laughing, out of the chamber and mercenaries who will fight with suicidal
escape, but not before whispering to intent. He will try to avoid meeting Thenin.
Gailhen in Sindarin (you returned). If they do come into close proximity,
She will however make no attempt Thenin will mutter You! and attack
to attack them. Gailhen regardless of any personal
danger.
9. Secret door To the characters this
will appear just to be part of a blank Gwanthilf, once she has blinded the
wall, and it is not clear why the characters and escaped the cave complex,
woman was standing by this wall. In will disappear from the area no trace of
truth this is the secret door that her can be found.
leads to the Ancient Smithy, and
Gwanthilf, sensing the magic of this
spot, was attempting to discover 2.4 Aftermath
how to open it. Once she saw After the Black Numenoreans have been
Gailhen, she realises that he must cleared from the caves, Gailhen heartily
hold the key to the door and that if congratulates the characters on their noble
the characters are this far into the and selfless actions. He seems little
caves then Thenin and the concerned of the Gwanthilfs escape,
mercenaries must be dead. She commenting that she was probably just a
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hanger-on in the robbers group and that
the blinding flash was probably a trick of Reactions: Stamina +0, Swiftness +2,
the light. He suggest that they travel back Willpower +2, Wisdom +2, Defence 11,
to Bree to tell the good news to the Health 7.
concerned towns people, stating that
because of fear of the robbers many Order: Lore master.
travellers have been forced to delay their
journeys. He states he will travel to the Skills (selected): Appraise (herbs) +4, Craft
north to meet with the other Rangers and (treatments) +5, Healing +5, Intimidate
report to them the end of the outlaws. (appearance) +3, Lore (flora of Eriador) +4
By the end of this chapter the characters Fornoster is truly repellant to look at, a
should be suspicious of the supposed classical old crone with wild hair tangled
Robbers and of Gailhens motive for the with twigs and leaves and ragged, torn
attack. However, the mercenaries were clothing worn in many layers like the skin
clearly hostile and brooked no surrender. It of an onion. She has, however, a soul of
is important that the characters let Gailhen pure gold and the people of Bree are
leave them at this point. They should willing to risk her sharp tongue for her
realise that returning to Bree is the best assistance. She is a skilled healer and is
option. When they set off to Bree, Gailhen recognised by even such noticeables as
leaves them to travel north. In truth he Elrond for her knowledge of the herbs of
follows them, hiding in the woods, spying Eriador, which is second to none.
to check that the characters leave the
area. Once he is certain they have left he
makes his way back to the caves 2.5.2 Gailhen (S. True-eyed)
2.5.1 Fornoster
Order: Warrior.
Order: Magician.
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The number of men who sleep in There is enough here for four
here will depend on the size of the doses, which when smeared on an
characters group and should be open wound reduce the TN of
tailored to make a direct assault on healing tests by 5, also inducing
the outlaws a dangerous mild hallucinations as a side-effect.
proposition. A description of the Also in this chamber are three pots
outlaws is given at the end of the (five doses) of Mallic, a painful and
chapter. There is little else in this slow poison which works by
dirty room, Dullic has claimed ingestion (Fornoster would
everything of value. recognise these treatments).
Rosallow is in this room, locked in a
3. Stables Newly constructed to wooden cage originally designed for
house Dullics two horses, the foxes. Kerrec plans to teach the
stables are quite large as Dullic child the ways of herbs and beasts
hopes to increase his stock. so she can collect for her and save
However, the new building has been here from leaving the tower and her
badly contructed and the horses, precious Crebain (see location 10).
theblack roan and an old brown If anybody tries to break into the
mare from Burlass wagons, have tower, Kerrec will threaten to kill the
clearly not been cared for. child. In reality, she will climb to the
top of the tower and summon the
4. Watch post This tower is nearly Crebain (see below) or, if things
collapsed with no upper storey and look bad from the tower top, lower
only a sagging roof over the lower herself off the parapet and down the
room. The walls have wide cracks in watchtower with a rope she keeps
two places giving those inside a for the purpose of course those
clear view to the front gate. attempting to break in will not know
Normally two men stay on duty she has gone.
here, watching the approach to the
gate. However, like the rest of the 7. Kerrecs watch Kerrec uses the
outlaws (see below), they are high platform formed by this still
complacent if the characters reach mostly intact roof to watch the
this stop without raising the alarm surrounding land and to contact and
the outlaws will be sitting around the command the Crebain that occupy
fire talking and drinking. the top of the large tower (see
location 10). There are broken
5. Ruined tower The outside of this crenulations surrounding the tower
tower has completely collapsed, the top giving some protection to
doorframe leading to the rest of the anyone on the roof. From her tower
compound has been boarded up top, Kerrec can command the
with heavy wooden planks. Crebain to attack those on the
ground by chanting continually in a
6. Kerrecs tower This locked croaking singsong voice. The
chamber houses Kerrec the witch attacks of the Crebain involve the
woman. Scattered with plants, dead birds wheeling in the air and diving
animal skins and bones, Kerrec as Kerrecs directs, inflicting 1
remains in this chamber when she wound level per round unless the
is not on the roof (see 7) or out targets chose to attempt to dodge
gathering her ingredients. The door the attacks in which case all other
is locked with a rusty mechanism actions are effected (+10 to all TN
that is fairly easy to pick (TN 15). tests) until either the target can get
Most of the useful herbs in this room inside or can successfully distract
have been used to make Urther, a Kerrec from her chanting.
thick black oily healing ointment.
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8. Rubble hall The floor of this their rescue attempt, as the fate of
broken chamber is littered with Rosallow is in their hands.
rubble from the partially collapsed
floors above. Dullic keeps his most Successfully rescuing Rosallow is not an
loyal servant here, Ruffis, a large easy task. Although the outlaws are
hunting hound, and the room smells relatively weak, storming the watchtower is
of his food and waste. Anyone simply not an option. The gate is kept
attempting to enter this room (the locked and is robust, and men posted on
main door is unlocked) will set the the wall from location 4 are armed with
hound barking. Anyone trying to bows. Also, once alerted, the outlaws
climb the stairs will be attacked by under the command of Dullic would be
Ruffis, a dedicated protector of his very difficult to uproot from their defensive
master. There is no light in this position.
chamber except that from the floor
above and all the windows have Stealth is the best method of gaining
been boarded up. access to the watchtower and the weather
conditions should help the characters. Due
9. Dullics chamber Unlike the rest of to Dullics constant bragging of his power
the compound, this chamber is and invincibility, the outlaws have become
richly adorned with goods stolen complacent and do not really expect
from the highway. The walls and anyone to be foolish enough as to attack
floor are hung with tapestries and them. In the bad weather apart from the
good quality furniture, and Dullic two men on the walls by the gate and the
eats off of well-crafted plates. Dullic men huddled around the fire in location 4,
does not permit any of the other the remaining outlaws remain in location 2.
outlaws in this chamber, and Ruffis Dullic himself remains languishing in his
guards the entrance well. Here tower unless roused by the cries of his
Dullic relaxes, revelling in dreams of men. Therefore with a little forethought the
his grandeur to come. The scattered characters should be able to breach the
goods in here are worth many silver walls and enter the watchtower. The best
pieces but of course are all stolen approach is over the walls, which in places
from travellers on the road. around location 5 are only six feet high. If
they try to approach the main gate, they
10. Crebain haunt Dullic does not are in danger of being spotted by the
climb the top of his tower for fear of watch in location 4, although they are far
his life. Twenty Crebain make their more likely to hear the outlaws than vice
roost up here, drawn by this versa. Kerrecs Crebain are likely to spot
excellent nest site and Kerrecs any who approach the walls by day without
influence. During the day the employing any stealth. All of the men know
Crebain circle over the watchtower, that Kerrec has the girl, but none know for
reporting all who draw close to what purpose.
Kerrec, the only person allowed to
enter Dullics tower (Ruffis is fearful The outlaws as a force will be broken if
of her and shies away when she Dullic is killed this remains the best
approaches). option for freeing the west road from their
attacks.
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and flowing gait) untrustworthy and treat outlaws have been taken in by his rhetoric,
him with suspicion. He is quiet and but it is only a matter of time before his
methodical, but those who he chooses to segregation of the loot causes the outlaws
befriend will find him a trustworthy and to turn against him.
dependable companion.
Reactions: Stamina +2, Swiftness +1, A rough and unpleasant collection of men,
Willpower +1, Wisdom +1, Defence 10, the outlaws currently follow Dullic,
Health 12. persuaded by his rhetoric and the success
of their raids on the road. A mixture of
Order: Warrior. Middle-men and Dunlenders, use the
statistics for Dunlendings (Core Rules
Skills (selected): Armed combat (long book, page 289) for these men.
sword) +6, Ranged combat (long bow) +3,
Intimidate (threats) +3, Inspire (rhetoric)
+3, Survival (forest) +5. 3.5.4 Kerrec
Order: Loremaster.
3.5.5 Burlas
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4.0 The Bringer of Gifts Chapter 3 Into chapter, and can identify any healing
Shadows ungents the characters may have
obtained.
4.1 Introduction
This chapter follows directly the events The location map for the caves is shown in
described in chapter 2, Deception figure 1 in chapter 1 The Robbers Cave.
Revealed, and should only be attempted When the characters arrive at the site, the
when the previous chapter is complete. observant among them (with appropriate
tests) will notice some changes have
occurred:
4.1.1 Whats going on?
The characters have discovered from a) Any bodies either left or buried
Belegilf, a Ranger, that Gailhen is not what outside the cave have been
he seems. They have also discovered that disturbed. Graves have been
the company of men they helped clear out opened and the bodies removed,
of the cave system in the Trollshaws were the Numenoreans burials have
not the group of robbers that had been been roughly dug up and the
terrorising the West road, but something corpses are missing.
else. The characters have been advised by
Belegilf to return to the caves to see if they b) The entrance to the cave is
can discover what is really going on. surrounded by broken stones and
loose earth, as if something has
In the meantime, Gailhen, once sure that tried to force itself into the cave.
the characters had departed, returned to
the caves with his key and opened a
hidden entrance to Taglos Gwathren, the Unfortunately for the characters, an Etten
forgotten smithy where Annatar (a rare breed of twoheaded Troll) has
constructed the Rod and the resting place made the cave his most recent den.
of the device since the second age. He Discovering the buried bodies of the
removed the Rod and vanished, leaving Numenoreans, he has dug them up and
the characters to guess his intentions. dragged the corpses (along with any
others about) into the cave, scattering
much rubble and loose rock from the
4.2 Scene 1 Returning to the Caves entrance in the process. By day he now
sits hunched over in the low chamber (see
chapter 1) knawing on the bones of the
corpses and arguing with himself. By night
he leaves the cave in search of food,
returning with his catch before daybreak.
His presence is betrayed by the dreadful
stench of decaying flesh that permeates
the cave mouth.
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and tall, leant over an item held on a with the characters while they
anvil. A hammer is raised to strike remain in the complex.
the object. Although seemingly Simultaneously as the warning
unremarkable, something about the ends, two long, hollow wails will
shape will fill the viewer with issue from locations 5 and 6 as the
foreboding. Viewers must oppose Wraiths are released.
an Intimidate (fear) test at a skill
level of +3. The effects of the fear 5 & 6. Wraiths Chambers Once the
result will stay with the characters warning has been given, the two
while they remain in the complex. Wraiths imprisoned in these
chambers are released. They will
3 Dark Arena Although this site was rush down the passageways
principally used as a Smithy, the towards the characters in location 4
owner still liked to view his favourite and attack them (for a description of
games whilst in residence. The the Wraiths and their attacks, see
entrance opens to a large pit. A the NPCs section). The rooms the
narrow walkway runs around the Wraiths inhabited are square and
side to a small platform occupied by empty apart from a tall, central
a large unadorned stone throne. column of a dark glassy material.
The floor of the pit is 15 ft down with Looking closely at each column with
shear sides. Anyone entering the pit the aid of a torch reveals the
will find it littered with ancient bones entombed remains of a proud man
that crumble to dust if disturbed, (location 5) and a beautiful young
dressed in rusted armour and woman (location 6), dressed in
withered rags. The bones appear to ancient Numenorean finery. These
be of humanoids, but mixed with are the mortal remains of the
these are much larger bones of Wraiths, existing in a state of unlife.
unknown beasts. Glinting of the far The Wraiths can only be completely
side of the pit, one near-complete destroyed if the columns are
skeleton wearing a shirt of golden shattered and their link to the realm
scale armour. A work of Numenor, of the living is broken. This can be
the armour provides +6 damage achieved by striking the columns
absorption points but weighs only with a blunt weapon and inflicting
10lbs. ten would levels. Once the columns
are broken the contents are
4. Warning This chamber is a wide, revealed as desiccated and
seemingly natural cave. Splitting withered human remains the
into two channels, in the centre of images projected from the interior
the chamber is a pillar of black are of the man and woman at the
stone. Unmarked, it stands like a time when Annatar first enslaved
needle pointing to the sky. As soon them with his promises and lies.
as any characters walk past the
needle, they hear the warning. Like 7. Chamber of Annatar For
a muttering in the mind, a dry and hundreds of years this has been the
rasping voice recounts the warning resting place of the most powerful
in an ancient form of the Black artefact constructed in Taglos
Speech. Although none of the Gwathren the Rod of Annatar. The
characters will understand the whole chamber permeates with evil,
words, the meaning should be clear welling from the floor and sliding
that this is a warning not to from the walls like a mist, dimming
proceed. The characters hearing the the light of even magical
warning must make an Intimidate illuminations. Anyone entering the
(fear) test at a skill level of +5. The chamber mus t make an Intimidate
effects of the fear result will stay (fear) test at a skill level of +4. The
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effects of the fear result will stay the well. On closer inspection the
with the characters while they well can be seen to contain thick red
remain in the complex. Any lava. Dwelling in the depths of the
characters failing the test will see well is a spirit chained and locked
from the corners of their eyes the into the lava. During the complex
shape of a tall, slender man or elf in forging processes that took place in
watching them from the dark Taglos Gwathren Annatar used the
shadows that fill the room - it is spirit to control and direct the heat
clear that in this room the spirit of of the earth as he wished. Since
Annatar lives on. The centre of the Annatar left the complex the spirit
room holds a dais on which rests a has slumbered in the depths of the
carved block of solid granite. The well, but anyone entering the
shape of the block indicates that it is chamber will awaken it (see NPCs
a resting place for a 4ft long object, section for a description of the lava
roughly 2 in diameter the rod of spirit). Behind the lava well, on a
Annatar. An inscription has been low bench, are two black crystals.
carved onto the block; the These are the Kilnarni, which are
inscription is in Feanorean letters described below.
but the words are in Westron. The
inscription is shown in figure 5 and
reads in Westron This is the place 4.4 Leaving Taglos Gwathren
of the lord of gifts, the bringer of lies When the characters leave Taglos
and the master of deceit. With the Gwathren they should be aware of two
tool held here the minds of all men things. Firstly, they should understand that
are striped bare. His dark hand shall Gailhen entered the complex and took
bring shadow back to the land. All something from Chamber 7. Secondly,
shall return to darkness. It is they should have some copy of the
important to the chronicle that the inscription on the block that held the
characters jot down or otherwise missing item. There is no need for the
memorise the inscription they will characters to destroy everything in the
need it in the next chapter. The complex, and indeed the Lava Spirit would
footsteps in the dust lead to this be difficult to kill, but they should be aware
spot; obviously this was Gailhens that they have entered a place deep in
destination. shadow, clearly a work of powerful evil.
When the last of the characters leave the
complex, the heavy stone doors will swing
silently closed sealing the chambers
forever. The outline of the door and the red
mouth will fade, leaving just the bare wall.
Order: Warrior.
The Wraiths lust after life and the warm Equipment: The lava spirit has no
touch of flesh. Appearing as wispy figures equipment.
of smoke or fog, they will attack anybody
they can approach. If they successfully hit Enslaved by Annatar and tied to the lava in
with their draw strength attack (which the well, this spirit allowed its master to
cannot be parried due to the tenuous exert fine control over the earths heat.
nature of the Wraiths), they will draw off Slumbering in the depths of the well, the
one point of strength and vitality every spirit awaits the return of Annatar. Once
round until they are driven off. The Wraiths awoken from its slumber, the snake-like
fear only one thing fire. Flaming torches creature of lava will rear from the well and
can be used to drive them away and hold seek about for its master, reaching toward
them at bay. Drained statistics will recover all the walls of the chamber. Totally blind
at a rate of one point per day but if a and devoid of sense (despite its
character is attacked and drained until his appearance), the creature can be avoided,
vitality or strength falls to zero then they but the nearer the characters come to the
will collapse unconscious for 1D6 hours. well, the more frantic the movements of the
When they recover they will have beast will become (an opposed swiftness
permanently lost a point in each statistic. test with the creature to avoid). Anyone
The Wraiths can only be destroyed if the touched by the creature will suffer fire
pillars in chambers 5 and 6 are smashed damage equal to a bonfire (see page 245
(see the location descriptions). of the Core Book). However, as the
creature has no sense of the characters it
will not attack them directly. The creature
4.5.3 The Lava Spirit can be destroyed if the lava of its body can
be cooled sufficiently to crack and shatter.
4.6 Items
There follows a description of the item that
could be found in Taglos Gwathren.
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4.6.1 The Kilnarni (Q. See-stones)
32