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The Bringer of Gifts Part 2 PDF
The Bringer of Gifts Part 2 PDF
As the group near, it becomes plain from The characters are then free to move, and
the harsh voices, the swearing and the will no doubt leave the trees to either follow
complaining that the creatures are Orcs. the Orcs or get away from the area.
Eventually, out of the mist a party of about However, as soon as they rise, more
forty Orcs and several Uruks move into figures step silently from the mist. These
view. It is important to stress to the are five men, dressed in brown and grey
characters that attempting to take the Orcs garb, carrying drawn bows that they aim at
on would be ext remely reckless. They stop the characters. The leader of the group
Just in front of the stand of trees, throwing stands slightly forward of the rest and
their gear onto the ground. Those listening raises a finger to his lips to indicate
to the Orcs chatter in Westron will learn silence. However, as soon as Belegilf
that they are from Mount Gram in the comes into view the men visibly relax and
Ettenmoors and that they are on a special the leader comes forward to embrace him.
mission for the Ashdurbk (the Goblin king He then points to two of his men and
of Gundabad) searching for something. signals them to follow the Orcs, signalling
They often make muttering references to the characters to follow him, and strides
the Nag Burdk, which if anyone knows away with the remaining two men who
Black Speech translates as The Stalker. store away their bows.
They look particularly dispirited, even for
Orcs, and it soon becomes apparent that
they are upset about travelling with Old
Yellowface the Sun in the sky, even if
the mist does hide dim it. One member of
34
Figure 6. The Hideaway.
35
through the soft rock. A stand of
5.5 Scene 4 the Hideaway trees surrounds the site obscuring
the view from the outside, the valley
bottom is also scattered with loose
stone carried by ice in the distant
past. A narrow defile leads between
the trees into the Hideaway the
entrance is well hidden and Maenist
and the Rangers ensure that no
trace of their passing can be seen
on the ground at the entrance.
38
meditating. Regardless of where the and is an extremely dangerous force of
characters meet him when they arrive evil. He will conclude that it seems likely
he will ask them to accompany his to that Gailhen took the Rod from Taglos
the Grotto to talk, commenting that not Gwathren for his own use. Presumably the
all caves are places of shadow. When Orcs are connected with Gailhens
they arrive he will ask each characters recovery of the Rod but Maenist does not
in turn to introduce him/herself and then know why they are so far from their home
to drink of the waters using a silver perhaps their master knows the Smithy
ladle stored by the pool. has been disturbed and they have been
despatched to recover the Rod. Maenist
will say that it is imperative that firstly the
5.6 Scene 5 Maenists Council Orcs are stopped, as they must not be
Maenist will tell the characters what he allowed to meet with Gailhen they could
knows of the Orcs that the Rangers capture the Rod and return with it to Mount
have been following for the last four Gram, or Gailhen with the power of the
days. The characters should have Rod could dominate them and turn them to
guessed that the Orcs may be heading his ends both outcomes would be
for the caves in the Trollshaws if they disastrous. It is also vital that the rest of
do not then Belegilf will suggest this. the Rangers are warned of the danger
The characters can then discuss with posed by Gailhen.
Maenist what they discovered in the
caves of the Trollshaws. Maenist can Belegilf says then that it is best that the
offer the following information characters join with the Rangers to
depending on what the characters tell eliminate the Orcs and that after this they
him: could travel to Bree to meet with the rest of
the Rangers. Maenist agrees to this and
If they mention the smithy suggest that he also comes to help press
complex, Maenist will say it is upon the Rangers the danger that Gailhen
probably a site occupied by the and the Rod pose.
Witch-king in the early third age.
If they mention the figure Maenist brings the characters to meet with
outlined in red on the wall of the the rest of the Rangers at the Hideaway.
Smithy chamber of the complex Sadron will listen to what the characters
(chamber 2), Maenist will stiffen have to say regarding Gailhen and the
and say that the image could be Orcs. Maenist suggests that the Orcs
that of Annatar. destination is Taglos Gwathren but that if
the Rod has already been removed then
If they tell him of the inscription the Orcs will recover nothing from the site.
they found and the nature of the However, the caves provide an excellent
block it was carved upon, ambush site. Sadron suggests that the
Maenist will translate it if Rangers, characters and Maenist take the
necessary and will tell them that horses and travel to the Trollshaws to
they entered Taglos Gwathren, ambush the Orcs.
the fabled Smithy of Shadows
that was thought lost since the
fall of Eregion.
During the day the camp contains only a 5.8 Scene 7 The fight.
handful of guards who have been forced Unless the characters over-ride Belegilfs
outside by the Orc leader Grakak (see suggestion, this is the plan that will be
NPCs section). They spend their time implemented. The ten Rangers will silently
seeking shelter from the light under the travel around the cliff tops and dispose of
boughs of some of the trees and are very the sentries. The characters can then
unhappy and irritable, as are the sentries. charge into the clearing and engage the
The remainder of the Orcs are sheltering in guards. It will take sometime for the Orcs
the upper level of the caves as the Nag in the cave to react so they should have
Burdk will not allow them to enter the time to kill the guards and retreat before
the main force pour forth. The Rangers will
40
then drop a cask of oil in front of the cave With the characters on their way to Bree,
entrance and set it on fire. In the light of the adventure continues in Chapter 5
the flames they will begin to shoot the Orcs Honeyed Words.
as they mill about the hollow in confusion.
Eventually the Orcs will come to the
conclusion that the only way out is through 5.10 Enemies and NPCs.
the characters and will charge toward the Use the following descriptions for the
path and the chanracters should expect a enemies and NPCs encountered in this
stiff fight. Belegilf will wait at the top of the chapter. Stats should be tailored by the
sloping path to despatch any Orcs that narrator to the strengths of the party.
make it passed the characters.
43
Surely, crude and malicious, these Orcs
are typical of the race. Hailing from Mount
Gram, they are members of the
Thrakburzum tribe. They are very unhappy
about travelling by day, but the thick mist
hides the yellow face and so their penalty
to combat roles is only 2. The shear
numbers of Orcs in the party should
dissuade the characters into launching into
a direct assault against them.
5.11 Items
This section outlines some of the special
items encountered in this chapter.
44
6.0 Chapter 5 Honeyed Words 6.3 Scene 1 The return journey
6.1 Introduction
This chapter follows directly from
Chapter 4 Seeking Aid, and that
chapter should be completed
before this the events in this
chapter take place.
6.2 Whats going on? The return journey takes just over a
While the characters have been week. Winter has truly set in
discussing their findings with snowdrifts block much of the road
Maenist, Gailhen has been busy. and a biting wind blows down from
Once he had retrieved the Rod of the north. Belegilf leads the way,
Annatar from the depths of Taglos his face turned down against the
Gwathren, he made directly for wind and his cloak pulled tightly
Bree wishing to try the fabled about him. Maenist, in common
powers of the Rod for himself. with his race, seems oblivious to
Once in the town he began to the weather. Few encounters occur
subvert the people to his will. during the journey, giving the
Meanwhile, Gwanthilf has characters to reflect on the
resurfaced in Bree and joined with ominous events of the previous
Gailhen. Together, they effectively chapters. Although Belegilf is
rule the town. When the characters happy to talk during the journey
return they will find the people of and Maenist is willing to discuss
Bree even less friendly toward the history and lo re of the region to
Rangers and adventurers than in those who are interested, this
the past. All is revealed to the cannot lift the feeling of foreboding
characters regarding the Rod of that builds as the weather worsens.
Annatar in a dangerous encounter
with Gailhen, an encounter that not
all of the characters group will 6.4 Scene 2 Chance meeting
survive When the characters are about
three days outside Bree, they will
come across a merchants wagon
winding down the road through the
snow. The wagon belongs to
Burlas, the merchant the
characters helped in chapter 2.
Assuming they rescued her,
Rosallow his daughter is also with
him. This should be a cheery
meeting, when they helped him the
characters became friends for life
with the old merchant who is still
strapped up from his encounter
with the robbers.
45
It is rare for a merchant to travel in No matter what the characters say,
such bad weather, and the the gatekeeper will not let them in
characters may inquire why Burlas to the town. If any of the group tries
is moving on from Bree. He tells to persuade him by reasoning, he
them that he has been forced out of quickly becomes confused and
town and that the characters may agitated and will slam the window
find Bree is not the friendly place it closed. Perceptive characters will
used to be, especially for strangers. have noted real fear in his face
The Rangers who were once underlying the confusion.
treated with suspicion are now
openly talked against. Many of the This along with Burlass tale should
towns people had heard the story be enough to persuade the
of how Burlas was rescued in part characters that something is
by Belegilf and seeing his close seriously wrong in Bree, but to find
association with the Rangers he out more they must decide how to
became a target for abuse, such get into the town. Belegilf and
that he felt he was no longer Maenist will try to dissuade the
welcome. He concludes that characters from any rash action
strange sentiments are stirring in such as breaking down the gates
the town of Bree. the people of Bree are good people
no matter how strangely they are
He will happily feed the characters behaving. The easiest option is to
from the food in his wagon and give move around the wooden wall of
them some warmth from the cold, the town and to climb over it, there
but he is keen to press on and the are no guards so the task is
characters should not tarry. relatively easy.
Leaving Burlas they move onwards
towards Bree and their meeting
with the Rangers. 6.6 Scene 4 Meeting at the
Square
Within the town, the streets are
6.5 Scene 3 - The Gate to Bree- empty of people and the normal
land hustle of town life has evaporated.
When the group finally arrive at the All the doors are closed and the
town they draw up to the large shutters pulled tight. No matter how
wooden gates of Bree-land. The much banging the characters do no
gates are closed, which is very one will open his or her door; it is
unusual in daylight. There is no as if Bree is a ghost town. Maenist
sign of life as the characters draw again will dissuade the characters
close and it takes several study from acting too rashly such as
knocks at the gate to rouse any kicking down the doors.
action from within. Eventually a
small window in the gate opens As they travel through the town, the
and peering out is the gatekeeper sharp eared among the group will
of Bree, the owner of a very old, hear the sounds of voices coming
wrinkled and surly face. He tells the from the market square in the
group to go away and that Bree is centre of the town. It seems that a
no longer open to strangers. large crowd of people have
gathered there and are talking
quietly amongst themselves.
46
Figure 8. The square in Bree.
47
No doubt the characters will want The Winters Night Inn A
to approach the square to discover popular destination with
the source of the commotion. traders and merchants, this
48
the people of Bree. Gathering to rough looking men at the side of
him a large number of the the platform, and he nods and calls
undesirables of the town, he has two other over to him. She returns
sent them looting amongst the to the centre of the platform and
shops collecting equipment for his looks out over the crowd.
next expedition, wherever that may
be. So far Gailen has used the Rod A few moments later, Gailhen
to keep the towns folk hidden strolls from the Inn. He looks much
indoors, but the looting has the same as when the characters
reached such a degree that the last saw him, except in his righ
people have gathered outside the hand he carries a short wooden
Winters Night Inn to confront staff with a large pale stone on the
Gailhen. However, it is a testimony top. In case the characters havent
of the power of Rod and the fear of guessed Maenist whispers that this
the people that they have not tried is the Rod of Annatar. Gailhen
to bring Gailhen to justice but strides forward to address the
remain relatively quietly awaiting crowd, holding the Rod up to call
Gailhens appearance. for silence. The characters are too
far away to here what Gailhen is
The people filling the square are saying, but it has a peculiar effect
many of the prominent towns folk of on the crowd. As he speaks they
Bree, men and women alike. visibly settle down, frowns become
Dotted amongst them are several smiles and they even laugh
rough looking types, mainly occasionally as he talks. After
distinguishable by the clubs they about five minutes Gailhen lowers
carry. As the characters draw close the Rod, smiling to the crowd.
the people are talking amongst During this time, the characters will
themselves as if waiting for find themselves lulled, such that
something. Evidently the action is even the most alert among them
to take place on the wooden will loose their alertness.
platform in front of the Winters
Night Inn. The rest of this scene When Gailhen stops speaking, the
assumes that the characters are characters will suddenly hear
keeping a low profile in one of the voices around them (regardless of
side streets leading onto the where they are), and suddenly find
square. If they march straight into themselves in the midst of a group
the square, things will progress of townsfolk, who push and shove
somewhat differently. them toward the square. Maenist
will sharply warn any of the group
After about ten minutes, the figure that try and fight back that these
of a woman walks out onto the people are innocents. Suddenly,
platform from the Inn. The the characters will find themselves
characters should be able to in the middle of the square
recognise her as Gwanthilf who surrounded by angry people. It is
they first encountered in the caves important for the following scenes
of the Trollshaws. As she steps that the characters cannot act
lightly onto the platform, smiling spellcasters should be discouraged
amiably at the people below her, a from displaying their power, if they
silence descends upon the crowd. insist on casting spells have
She walks over to talk to one of the Gwanthilf counter them.
49
6.7 Scene 5 The Power of the that the Voice now rests at Mindon
Rod Lamath on the shores of lake
Gailhen holds the Rod aloft to calm Nemial.
the towns people. However, the
characters will find themselves Gailhen draws Meanist toward him,
surrounded by a press of people revelling in his control. Gwanthilf
and unable to move. Once the steps forward and leans down to
noise dies down Gailhen speaks. kiss the Elf. Maenist stiffens and
Gailhen lowers the Rod to release
Holding the Rod aloft, Gailhen him and the Elf staggers backward,
begins to speak of the evil of the a knife in his breast.
Rangers, wicked men of the wild
who come to prey on the town of
Bree. He speaks of robbers and 6.8 Scene 6 Maenists passing
thieves, of men of darkness, and As Maenist falls pandemonium
the people jeer at the characters as breaks over the people. They run
he speaks, and characters with screaming and shouting around the
magical sense will be able to feel square, shoving and kicking all in
the subtle emanations of the Rod. their way in confusion. Gailhen and
As Gailhen talks the characters Gwanthilf disappear back into the
may notice Gwanthilf staring at Inn, and the Ruffian move in to
Maenist. guard their exit, kicking and
shoving people out of the way. The
Gailhen stops speaking and raising confusion will give the characters
the Rod higher, he tells the towns time to get to Maenist. He lies
people it is time to remove these mortally wounded on the ground.
evil men from Bree. But before he He will tells the characters that he
finishes, Gwanthilf stops him, and could not withhold the secret of the
tells the towns folk to push Maenist Voice. He says that the Voice is a
forward. There are too many devise that amplifies the power of
people present for the characters to the Rod, and that the two items
stop this happening. Gwanthilf tells must not be united. He says that
Gailhen that perhaps the Elf knows the tower Mindon Lameth lies on
something of the Rod. Gailhen the shore of lake Nemial near the
looks toward Maenist but he bows ruins of Annuminas. He says that
his head. But then Gailhen points the characters must reach the
the Rod at Maenist and commands Voice before Gailhen. Finally, he
him to speak and tell what he offers the longsword Gwindnaur to
knows of the Voice. one of the characters to bear this
could be an Elf or one of the
The characters can feel the power warriors of the group that Maenist
moving between the two and thinks is most worthy. After this
Gailhens head springs with sweat final act, Maenist dies.
and Maenist clenches his teeth. But
however he resists, in the end
Maenist speaks. 6.9 Scene 7 Escape from Bree
By the time Maenist has delivered
He says that the Voice was moved his final words, the people of Bree
many years ago by the men of have gathered again ready to
Arnor. Threw twisted lips he says chase the characters from the
50
town. The folk are not foolish Use statistics for Dunlanders from
enough to attack the characters the Core rules but with reduced
outright, but they will Harry them by combat skills and Wits.
shouting taunts and throwing
stones. The characters have no Every town has them. These dregs
choice but to leave. Gailhen and of society are particularly
Gwanthilf are nowhere to be seen, susceptible to Gailhens suggestion
and nor are their Ruffians. and they have flocked to his
cause. A motley bunch of young
During the whole visit to Bree, the and old, down-and-outs and
Rangers are nowhere to be seen. drunks, these Ruffians would pose
little opposition to the characters if
The chronicle continues in the final there were not so many of them.
Chapter 6 Voice from the Past.
51
6.11 Items There are no markings on the
This section outlines some of the wood, the disk or the globe, and
special items encountered in this the whole piece seems
chapter. unremarkable. However, the
workmanship can be seen to be of
the highest quality (Sauron was
6.11.1 The Rod of Annatar once one of the greatest Maiar of
Aule, the smith of the Valar).
52
utilise all the full range of the Rods
abilities requires a powerful mind
such as Saurons. Compared to
this, Gailhen use of the Rod has
the all the finesse of a surgeon
carrying out a delicate operation
with a two -handed sword.
53
7.0 Chapter 6 - Voice from the Past ancient city and therefore on horseback
The events in this chapter directly follow the characters should have a clear
from Chapter 5 Honeyed Words, and advantage.
that chapter should be completed before
this one is attempted. Belegilf leads the characters from Bree
through the wilds toward the ruins of the
ancient capital of the lost Dunedain realm
7.1 Whats going on? of Arnor. Should the group approach the
The characters have discovered that road as they leave Bree, they will see a
Gailhen and Gwanthilf, in possension of large group of people marching down the
the Rod of Annatar, have bent the people great road toward the Shire this is
of Bree to their will and gathered a large Gailhen and his servants. By the time the
band of ruffians in the process. However, characters see them the ranks have
the characters have been powerless to act swollen to over one hundred, including
against them with so many innocent Bree- both Ruffians and ordinary townsfolk
landers under the influence of the Rod. men and women, humans and hobbits.
With the characters helpless, Gailhen has This is far too large a group for the
used the Rod to force Maenist, the Elven characters to attack and even so they are
Lore Master, to reveal all he knows of the mostly innocent people ensnared by the
Rod of Annatar, and learnt that the Rod is effects of the Rod combat is not an
just part of an ancient device called the option. As Gailhens party march onward,
Voice of Annatar the second part of which the weaker ones fall by the wayside,
is at Annuminas in a place called Mindon waking hours later far from home, but
Lamath (S. The tower of echoing voices). others come from the wild to answer the
Gailhen has struck Maenist a mortal blow call of the Rod, including Hillmen, outlaws
and escaped with his men to seek the and worse, and the ranks of the makeshift
tower, leaving the characters to escape army swell. It will take this group less than
from the enraged Bree folk. two weeks to reach Annuminas, but this
should give the characters ample time to
In this chapter, the characters race to skirt through the wilds toward the city.
Annuminas to reach the Voice of Annatar
before Gailhen arrives. At the site of the The journey should be tense as clearly
tower they gain new allies and confront there is much at stake. The characters will
their enemies in the final battle with be turned away from any dwellings they
Gailhen. approach; even the folk of the wilds seem
nervous and worried by something they
cannot name. Belegilf says that the land
does not feel right, as if something has
tipped the balance of things this is dark
mind of Sauron as manifested through the
Rod. People that the characters pass
7.2 Scene 1 Flight from Bree seem surly and unhelpful, and as the
Escaping the misguided townsfolk, Belegilf journey continues travellers become
leads the characters back to the horses downright aggressive to strangers as the
waiting outside Bree together they set off Rods influence grows.
for Annuminas. Before they set off Belegilf
leaves a message for the Rangers should The narrator can play any encounters he
any return to Bree. Belegilf says that it is wishes during the journey, but it should be
vital that they reach Mindon Lamath before borne in mind that the shadow of the Rod
Gailhen they dare not stop to confront lies over the land and a dark and
him in case they loose valuable time which foreboding feeling should permeate any
could be used in trying to destroy the Voice scenes.
whatever it may be. It would seem that
Gailhen has set out on foot from the
54
until the weakest character is guarding
the camp and then use his Holding spell
7.3 Scene 2 The Wight at Deadmans to immobilise the guard. This will be felt by
Dike the guard as a freezing grip on the his
heart and the fire will stutter and die. The
Wight will then move forward to slay the
guard, however, as he moves into the
camp the building cold will wake one of the
sleeping characters so the Wight will lose
the element of surprise.
56
Eventually, the party will approach the site the towers are now hollow so a
of the ruined city of Annuminas on the platform would need to be
shores of the beautiful lake Evendim. constructed. The gate has long
Unlike the chilling ruins of Fornost, the since gone.
broken avenues and shattered halls of
Annuminas evoke sorrow rather than fear. 5. Beaches Two small sandy
Belegilf says that if he remembers correctly beaches cover either side of the
the tower called Mindon Lamath (S. The neck of the promontory.
tower of echoing voices) lies along the
shore of the lake on a small promontory. 6. Deep water Evendim is a deep
Belegilf leads the party onward. lake, typically the lake floor drops to
20 feet within 30 feet of the shore
Figure 9 shows Mindon Lameth and the but the water behind the tower is
land surrounding the tower, individual especially deep, dropping to 50 feet
locations are described below. The tower within just a few yards of the rocky
itself is constructed in the typical shore.
Numenorean style of fused blocks of dark
stone and is nearly 200 feet in height. 7. Lower chamber The door to
However, the Arnorean architects had not Mindon Lameth is constructed of
the skill of the forefathers and the tower steel and is still very strong, too
shows some signs of decay. There are strong to be broken down even by
windows running around the tower (on siege equipment. On the door is an
levels one and two, see below), although inscription in Sindarin, reading:
these show some signs of age with
crumbing stone work they are stoutly You cannot hear me, you cannot
blocked by intricately worked steel bars. see me, you cannot touch me but
you cannot escape me, for when
1. Mindon Lameth The ruins of the you pass into darkness I will be with
tower sit on a small promontory you in your grave. If you know the
which projects into Lake Evendim. secret of Mindon Lameth you can
The tower occupies the top of a speak my name and enter
small hill, 30 feet high. A few broken
and gnarled trees are dotted about The answer to the riddle is silence
the island. or dn in Sindarin. If this word is
spoken clearly in front of the door it
2. Path A small and now long will swing silently inwards. The inner
disused path winds from the tower chamber is a wide, cool space of
through the gates. Under the turf white marble, with a ceiling over 60
paving slabs of marble can be seen. feet high. A central pillar supports
the roof and a winding staircase
3. Broken walls 12 feet high near the curves around the wall to the
gate towers, these crumbling walls chamber above (there is no rail). In
fall away to nothing as they move to recesses in the walls are four small
circle the island. They are wide marble statues of the kings of
enough near the towers for a man to Arthedain, each sitting on a throne
stand upon. in silent contemplation.
4. Gate towers these two small 8. First level The winding stair leads
ruined towers once supported the to a second wide chamber of white
gate that barred entry to the island. marble. Light is provided by the
They are 15 feet high and narrow, high barred windows. The
crenulated. A man could stand on to central pillar continues from floor to
of the towers and receive some ceiling in this chamber and again
protection from the battlements, but the ceiling is over 60 feet high.
57
Around the wall is a mural which is tower. The rusted remains of a
split into three separate images. balustrade can be seen running
The first shows the men of Arnor around the towers edge. From the
defeating an army or Orcs and wild stone lip the floor slopes upward
men in a vicious battle. The second toward a large stone throne which
scene shows the Arnoreans occupies the top of the tower, facing
removing what looks to be a large south. The throne is in fact the
throne from a broken tower of dark Voice of Annatar, a hole bored into
stone. The final mural image shows the stone near where the right hand
a king seated on the throne atop a of a seated person would rests is
tower which bears a strong the slot for the Rod. For a
resemblance to Mindon Lameth. description of the Voice see the
The winding stair begins again, Items section of this chapter. The
winding upwards (again with no throne is set into the fused stone of
rail). the rooftop and there is no way to
prise it from the tower. On either
9. Second level The second level is side of the throne are two huge
considerably different to those stone pincers, the tops of which
below and a pair of steel shutters are separated by 5 feet above the
blocks the top of the stair from top of the throne.
location 8. There are no windows
and the chamber is very dark. The
walls are nearly 80 feet high. Near 7.5 Scene 4 The Green Elves
the top holes have been cut through
the rock walls allowing the sunlight
to stream in striking the central pillar
which is constructed on shiny
obsidian. The holes have been cut
into the arrangement of the stars in
the night sky, such that an image of
the heavens is cast onto the pillar.
Around the room stone chairs have
been set against the walls to allow
the occupants a place to
contemplate the image of the stars
in the middle of the day. The stone
stair winds around the wall of the Once the party arrive at Mindon Lameth,
chamber again giving access to the they have several problems to overcome.
roof but half way up 40 feet above Firstly, they must answer the riddle to enter
the floor of the chamber the stairs the tower. Climbing the smooth stone
have fallen away. The gap left is 10 tower is simply not practical, nor is
feet across and will require some breaking the door down. Secondly, once
ingenuity to safely navigate (climb they are in the tower, they must determine
test at TN 15). Again there is no what is exactly the Voice of Annatar. This
guardrail. shouldnt prove too taxing to intelligent
players.
10. Roof the stair opens out onto the
roof of the tower. A pair of unlocked As the characters ponder the tower, the
steel shutters prevents light from feeling that they are being watched will
above spoiling the star-effect in the slowly build. Only 100 feet from the waters
chamber below. The roof itself is edge is one of the many stands of trees
wide and smooth surfaced. The trap that dot the landscape. A mixture of
door opens onto a narrow lip of coniferous and deciduous tree the woods
stone which circles the top of the
58
provide good cover to those hidden within. the history of the Voice of Annatar. He
As the day wears on the characters will get says that when Sauron was defeated by
a growing impression that something is the last alliance of Elves and Men in the
watching them from the trees. However, third age, his dwelling place amongst the
nothing will occur until they manage to Elves of Eregion was pulled down. In the
open the door and enter the tower. topmost chamber of his tower in the city of
Ost-In-Edhil (S. City of the Elves) was
Watching the party is a group of twenty found a great throne of stone, carved from
Nandor or Green Elves. They have dwelt in the blackest obsidian. The remaining Elves
the wilds around Lake Evendim for many of Eregion wished the throne destroyed,
ages. Since the fall or Arnor they have but the men of Arnor claimed the throne as
taken it upon themselves to guard the their own and took it to their capital
Voice of Annatar which the kings of old Annuminas. There the throne rested, until
decided to mount on the top of Mindon one of the kings of the daughter kingdom
Lameth. As long as the characters fail to of Arthedain, Argeleb I, built the tower
breach the tower the Elves will content called Mindon Lameth. He found the sight
themselves just to watch. However, when granted by the throne to be useful in
the party opens the door the Elves will conducting his petty wars with the
move against them. kingdoms of Cardolan and Rhudaur.
The Elves will not attack the party outright, When Annuminas was finally deserted
but will come forward in force with their after TA 250, Mindon Lameth and the
curved bows to call the characters down throne were forgotten. But the Naldor did
from the tower. To the characters is should not forget the Voice for the memories of
be clear that these are Elves, and it is the Elves are long, and they set watch
important that no blood is shed (Belegilf upon Mindon Lameth against those who
will argue vehemently against attacking the would stir the ancient power of the Voice of
Elves). The leader of the Elves, Tintestel, Annatar. The skill of the ancient Anoreans
will then request that the characters are is such that the Voice cannot be removed
bound and blindfolded. He will not answer from Mindon Lameth. What is paramount is
any questions, but will say that all will that Gailhen and his band are not allowed
become clear if the charcaters follow his to gain access to the Voice. Tintestel
orders. Assuming the characters can be immediately orders some of his finest
persuaded he will lead them away from the woodsmen locate Gailhens war band and
tower, any characters who refuse to be led report back their whereabouts. He also
in this way may remain but will be sends men to contact the Rangers. Then
accompanied several Elven guards. he says in case Gailhens war band arrives
they must prepare the Mindon Lameth to
Tintestel will lead the characters into the withstand a siege.
woods, winding down ancient Elven paths
that even a skilled Ranger could not
discern. After an hour, the group reach the 7.6 Scene 5 Preparing for Siege
Green Elves encampment and the Mindon Lameth is fairly well prepared for a
blindfolds on the characters will be siege. The following table describes the
removed. structure and protection factors for the
structures on the promontory (see the map
Tintestel will question the characters on in figure 9 above).
what they are doing at Mindon Lameth. He
will listen impassively as they talk. Location Protection Structure
Assuming the characters tell Tintestel all 3, walls 3 6
that has happened so far, he will say that 4, towers 4 60
dark days are ahead. Providing they can 1, door 5 8
convince Tintestel of their sincerity, he will 1, tower 7 100
then tell the characters what he knows of
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The door to the tower cannot be picked but
can be opened with the password. There is The Orcs in Gailhens force are the second
no gate to the compound, to block the group from the Ettenmoors, again led by
entrance one must be constructed from Grakak who met the Orcs as they travelled
wood from the nearby forest. This task down from the hills. Orcs are used to being
requires a challenging Siegecraft skill test dominated and coerced by a strong will
with the degree of success indicating the and have easily come under Gailhens
quality of the gate. The walls can also be sway. Some wolf packs led by Wargs have
improved with the crumbling stones that been influenced by Gailhen (and his
litter the promontory with an appropriate amulet which gives him affinity with
Routine Stonecraft test. Unfortunately, Wolves) have also joined the group. It is
there is insufficient stone to fortify the now truly a war band.
perimeter of the island and anyone willing
to swim the cold lake waters could get Gailhen will lead his band to assault
around the walls. The Elves will provide Mindon Lameth two days after news of his
fifty men to aid in these constructions, and band reaches the characters. He will attack
anything else the characters wish to by night so that his Orcs are at their
perform. strongest a clear night, with the moon
riding high. He will use the Orcs and
Two days after the characters have talked Hillmen to storm the gate and gain the
with Tintestel news comes that Gailhens island so that he can reach the tower.
force is two days away from the tower. The Before the attack, the Hillmen will also
Bree folk have all left the band; instead the construct rafts from nearby trees to attempt
ranks have been swelled with wild Hillmen to circumvent the walls.
and Orcs apparently from the Misty
Mountains, and the band numbers five The actual attack can be played using the
hundred or more and is growing daily. Of Battle Rules in the Core Rules book. The
the Rangers no news has come. Tintestel battle should be started with the Elves and
leads a force of 150 fighting men with characters at Losing (-1) on table 9.23
which to defend the tower. Battle Resolution. The hero Combat rules
can also be used to enliven the battle, with
The characters must decide how they wish Caras or Grakak representing powerful
to defend Mindon Lameth from Gailhen, enemy leaders should single combat
and how they intend to improve the ensue. If desired, a full Units style battle
defenses of the tower in the restricted time could be played.
they have. Presumably they will command
a force of the Green Elves within the tower However, the main point of the assault is to
and on the promontory during the attack, provide a backdrop to the drama of
but Tintestel will suggest that a small force Gailhens fight to gain the voice of Annatar,
of the Elves is hidden in the trees to and therefore several events must occur
outflank Gailhens troops. during the battle regardless of any dice
rolls. Firstly, the battle should generally go
badly for the characters if they appear to
7.7 Scene 6 The attack be defeating Gailhens forces, fresh
As Gailhen and Gwanthilf have travelled reinforcements could arrive to bolster his
across Eriador, the power of the Rod has hand. Secondly, at some point in the
drawn much evil to his cause. The Bree- battle, whatever makeshift gate the
folk have all fallen by the wayside, to be characters have erected will be breached
replaced with Hillmen and Orcs. The and the Hillmen and Orcs will gain the
Hillmen are led by Caras, a warlike promontory. The Elves will be able to battle
chieftain from Rhudaur. These Hillmen with the small number of enemies rushing
were encountered by Gailhen as he moved over the narrow land bridge, but Gailhen
across the land and he used the Rod to and Gwanthilf should make it across to the
win Caras to his cause. tower. At least some of the characters will
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probably be in the tower when Gailhen most regal being the y have ever seen,
arrives, if not then the narrator should be seated on a mighty golden throne and
sure that some of the characters spot him. smiling beneficently toward them. Unable
to resist, they will drop to one knee in
supplication.
7.8 Scene 7 The Voice of Annatar
Gailhen, Gwanthilf and a small number of But then, just as suddenly, the feeling will
his personal guard of powerful Orcs (use pass and the noises of the night return.
Uruk statistics) gain the foot of the tower. Looking up, they will see that Gwanthilf is
Gailhen knows the password to open the not longer on the throne. She has been
door, and no matter how the characters torn from the seat by Gailhen, who is
have tried to stop the door opening it will grappling with her by the stone seat,
still swing wide. The number of guards that fighting to tear the Rod from her grasp. As
enter with Gailhen must be carefully the characters watch Gailhen throws
balanced by the Narrator. Sufficient must Gwanthilf down behind the throne and
be there to tie up the characters and allow advances toward her. Simultaneously,
Gailhen and Gwanthilf to make it to the several Orcs attempt to barge their way
stairs and climb towards the roof. When onto the roof (summoned by Gwanthilf
the characters have despatched the Orcs, using the Rod). Below, the tower the
Gailhen will be on the roof. If there are any sounds of combat begin afresh.
characters on the roof, then some of the
guards will make it that far to engage them. When the characters get around the edge
of the tower where Gailhen and Gwanthilf
Once on the roof, Gailhen will make toward rolled, they will find Gailhen standing at the
the throne. However, before he has time to edge of the stone lip. Give me the Rod
place the Rod in the holder carved into the and I will pull you up! He will shout over
Voice, Gwanthilf, standing behind him, will the edge. A shrill womans voice will reply
stab him in the back and tear the Rod from Never! Gailhen screams No! as he
his grasp. Any characters fighting on the stares over the edge. He then turns to face
roof will see this, otherwise when the the characters, draws his sword and,
characters reach the roof they will find that rushes to attack.
Gailhen is laying slumped before the
throne and Gwanthilf is holding the Rod At this point the sounds of the battle will
aloft. suddenly falter, as if half of the combatants
had suddenly paused in their attack. Just
Gwanthilf will then attack the characters. then, the sounds of men shouting the
Her first move will be to try to control the name Elbereth! will sound, along with
biggest and toughest looking character noises of combat renewed.
with the Command spell granted by the
Rod. She will be aided in her venture by Gailhen will fight with a passion,
the sudden appearance of another figure completely disregarding his personal
on the tower top the mysterious Nag safety. When he is struck down by the
Burdak will step from around the throne characters he will raise his fist and scream
and leap to her defence. When Gwanthilf the name Gwilbil!, before staggering and
has the characters tied up with fighting, falling from the tower.
she will place the Rod in the holder and sit
upon the throne, activating the Voice of
Annatar. 7.9 Scene 8 Aftermath
Just as the characters fought with Gailhen,
Immediately, all noises of combat will a party of Rangers under the command of
cease. The characters will feel a soothing Sadron joined the battle, charging the rear
wave of pleasant feelings wash over them, of the Orc and Hillmen ranks. However, as
one they are powerless to resist. It appears soon as Gwanthilf fell from the edge of the
to them that Gwanthilf has become the tower the power of the Rod disappeared
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and the Orcs and Hillmen lost their driving 7.10.2 The Wight
force. Soon after the Rangers joined the
fray the ranks of Gailhens force will scatter
and break for the hills and woods
surrounding the tower. The Rangers will
follow them into the night to eliminate the
stragglers.
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Reactions: Stamina +1, Swiftness +2, because they dress almost exclusively in
Willpower +2, Wisdom +2, Defence 12, camouflages of green in summer or dark
Health 9. brown in the winter. They are shorter in
statue than the Nordorin or Sindarin
Order: Warrior. cousin, with slender whip-like bodies and
dark hair and eyes, but they make
Skills (selected): Armed combat extremely good hunters and can travel the
(longsword) +6, Ranged combat (curved wilds leaving virtually no trace. They are
bow) +6, Inspire (leadership) +5, Survival fearsome fighters, especially with their
(forest) +5, Track (forest) +5, Weather- small curved bows. Now few, they still
sense +4. inhabit their ancestral home around lake
Nenuial (lake Evendim in Weston),
Equipment: Tintestel wields a longsword unknown to most other inhabitants, and
and carries a long dagger at his waist. He guard the free peoples from the forgotten
also carries the curved short bow of his threat of the Voice of Annatar. The Elves
people and is dressed in browns and are willing to sacrifice their lives so the
greens typical of the Green Elves. power of Annatar cannot be raised again.
Order: Warrior.
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8.0 Chapter 8 End of the Chronicle
8.1 Rewards
Experience should be awarded as each
chapter of this chronicle is completed in
the normal way (see table 11.2 on page
279 of the Core Rules for
recommendations). As a general rule, each
chapter of this chronicle should be worth
approximately 2,000 experience points to
divide amongst the characters.
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