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The Myth of the


TEREGOND Author: John MacDonald
Concept Contributor: Gabrielle Quaglia
Mapping: Pete Fenlon, Steve Landers
Concept Contributor Eric Dubourg

Direct Contributions & Ideas: Sampsa Rydman, Thomas Morwinsky, George Photopolis, Keith Frye, and other Contributions Members of MERP Fan Modules. No portion
of this work or material derived from it may be used for commercial purposes without the permission of its authors, creators and designers.
This free Roleplaying Game adventure is primarily the work of the author with selected contributions from the others noted. The author has no relationship with Iron Crown
Enterprises (ICE), Decipher Games, Hasboro or any of the game systems noted. Further the author has no relationship with Tolkien Enterprises,New Line Cinema or any
holder of any copyright or intellectual property rights on the Lord of The Rings orany of J.R.R. Tolkien’s writings. This Adventure was not created for the purpose of economic
profit and should not be copied, sold, or distributed for sale without express permission of the author and all contributors.

Design cover/interior/maps: Cirdann de Felrive (February 2021) Release V.2.2 (august 2021)
Cover Art: Murilo Francisco (mumu0909)
Illustration: SolidToM, Peter Xavier Price (Peet), Gellihana-art, Turner Mohan

All illustrations used on 2021 Design are used by permission of the artists, except some of them which have been created by unknown authors. Of course, if authors’ names
are discovered, their permission will be demanded. The work is the intellectual property of the authors, art creators and designers. It is intended for private, non-profit use.

Table of Contents
1.0 GUIDELINES.............................................................2 4.5 North through the White Downs ..................................... 20

1.1 Handling Play ................................................................... 2 4.6 Option : Meeting Wandering Company upon Ferry ......... 21

1.2 Adapting the Module ........................................................ 2 4.7 Meeting Dulthor Fairbeard in Caras Celairnen ................ 22
1.2.1 Converting Hits & Bonuses ............................................ 2
4.8 Negotiating the Transaction............................................. 23
1.2.2 Conversion Chart ........................................................ 2
4.9 There and back Again ...................................................... 23
2.0 PLAYER CHARACTERS ............................................2
5.0 THE BATTLE OF THREE ARMIES........................... 24
3.0 MYTH OF THE TEREGOND ......................................5
5.1 Prologue .......................................................................... 24
3.1 Caranthel Circa (1640 T.A)................................................. 5
5.2 Meeting Aervellon ........................................................... 24
3.2 The Prologue ..................................................................... 7
5.3 The Road to Ningliras ...................................................... 25
3.3 Meeting Ferc the Dun ....................................................... 8
5.4 The Mercenaries - The Cuir Na Graibcreaga..................... 26
3.4 The Road to Buhr RuaSul .................................................. 9
5.5 Ningliras .......................................................................... 26
3.5 The Ruins of Buhr RuaSul ................................................ 10
5.6 Meeting Duncan Mac Finlach na Murchadh .................... 28
3.6 The Teregond ................................................................... 12
5.7 The March to Minas Girithlin .......................................... 29
3.7 The Barrow of Carlesic ..................................................... 13
5.8 Parlay by the ruins of Gwaelin ......................................... 29
3.8 The Dark Priest ................................................................ 14
5.9 The Battle of Three Armies .............................................. 31
3.9 There and Back Again ...................................................... 15
5.10 After Battle Parlay ....................................................... 32
4.0 AERVELLON’S DILEMMA ...................................... 15
5.11 There and Back again .................................................. 33
4.1 Prologue .......................................................................... 15
6.0 FINAL NOTE........................................................... 33
4.2 Introduction .................................................................... 15
7.0 TABLES .................................................................. 34
4.3 Meeting the Regent Baron of Girithlin ............................. 16
4.4 Crossing the Baranduin .................................................... 18
2

1.0 GUIDELINES small cuts rather than wounds. Critical strike damage is used to
describe serious wounds. The hit figures shown here are less
The Middle-Earth Ready-to-Run Series is designed for important than those used in game systems where death occurs
Game-masters who want adventures which can be set up in a as a result of exceeding one’s available hits. Should you use a
few minutes and played in a few hours. The adventures require game system that employs no specific critical strike results (e.g.,
little or no preparation. TSR Inc.’s Dungeons and Dragons), simply double the number of
This adventure can follow the low-level adventures in the hits your character take or halve the hit values found in this
Rast Vorn. Additionally, an Open Town such as nearby Annon module.
Baran is a unique in Arda as a starting place to gather Players. It
lends itself to mixing Dwarves, Elves, Dunedain, into one 1.2.2 Conversion Chart
typical party. Finally, the Gamemaster may simply adjust the If you play something other than MERP or Rolemaster and you
complexity of the adventure (s) up or down to suit his party do not use a percentile system, use the following chart to convert 1-
upon their arrival in Caranthel. 100 numbers to figures suited for your game.
The Myth of the Teregond has six parts : Sections 1.1 and
1.2 deal with guidelines regarding the use of the module. Section 1-100 D100 D20 3-18 2-12
2.0 provides pre-generated characters for the players (which can Stat Bonus Bonus Stat Stat
be used as non player characters if so desired). Section 3.0
102+ +35 +7 20+ 17+
provides the first standalone adventure. Sections 4.0 and 5.0
contain the follow up Adventures. Each adventure stands on its 101 +30 +6 19 15-16
own, although a common theme unites the stories. Section 7.0 100 +25 +5 18 13-14
contains final notes and Non-Player Characters, Encounter and 98-99 +20 +4 17 12
Beast tables. 95-97 +15 +3 16 ---
90-94 +10 +2 15 11

1.1 Handling Play 85-89 +5 +1 14 10


75-84 +5 +1 13 9
The GM should skim each section of an adventure before
60-74 0 0 12 8
beginning play. Then he can have the players pick pre-designed
characters from those provided in Section 2.0, or he can permit 40-59 0 0 10-11 7
the players to design their own PCs. (Of course, the GM can 25-39 0 0 9 6
assign PCs.) 15-24 -5 -1 8 5

Once play ensues, the GM should refer to the NPC charts 10-14 -5 -1 7 4
found in the adventure sections and to the Beast Table (Section 5-9 -10 -2 6 3
7.0) at the back of the module. They cover the Beasts and NPCs 3-4 -15 -3 5 ---
found in each adventure.
2 -20 -4 4 2
1 -25 -4 4 2

1.2 Adapting the Module


Like the rest of the series, this module is designed for use 2.0 PLAYER CHARACTERS
with the Middle-earth Role Playing game (MERP) or the
more advanced Rolemaster (RM) system, but is adaptable to The following chart provides the statistics for Player
most other major FRP games. Statistics are expressed on a Characters that can be used in each of the three adventures.
closed or open-ended scale, using a 1-100 base and percentile Statistics are given for MERP. The GM may wish to assign his
dice (D100). No other dice are required. players a character or allow them to select from the list. Of
course, the GM can utilize the unused PCs as non-player
1.2.1 Converting Hits & Bonuses characters. After all, the players may design their own characters
or employ characters already in use.
Bonuses: When converting percentile values to a 1-20
system a simple rule is: for every +5 on a D100 scale you get a The GM should remember, however, that regardless of
+1 on a D20. how the players acquire their characters, each adventure is
geared for a different difficulty level (see Section 1.1). We
Hits: This concussion hit numbers found in this module only
suggest PCs tough enough to meet the challenge.
represent general pain and system shock. They cover bruises and
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Codes: See the NPC stats (page) for an explanation of the Norin Blackcloak
basic codes. The following is a list of other codes and
A 3rd level Dwarf Warrior of Duneriador. Norin is a Dwarf
abbreviations which might be ambiguous.
of the Broadbeard clan from the Blue Mountains. He has opted
Power Points: The number (if any) given in parenthesis to travel rather than work the iron mines near flooded Belegost.
indicates the possession of a “bonus spell item” and its bonuses Norin is noted for wearing a black cloak and he considers himself
(see MERP, Section 4.56). to be a stylish dresser.

Valadir Valacirion
A 4th level Dunedain Warrior (Developed from Corsair
DP’s). Valadir is a lesser Dùnadan (Tergil) from Annon Baran.
He is the son of a small fishing fleet owner that has no desire to
follow his family business. Valadir longed instead to journey to
the South Seas being an accomplished sailor.

Balagorn Mablungion
A 3rd level lesser Dùnadan Mage (Developed from Corsair
DP’s) from Annon Baran. Balagorn is the son of a lesser Roquan
(knight) of the Baron of Girithlin. Balagorn has an unspecified
dispute with his family and will not take an oath of fealty to the
Baron’s family. Instead, he pursued studies with the Seers of
Fornost, against his father’s wishes. He forsook his language
studies in favour of arms skills, however.

Culimornir
A 2nd level Silvan Elf Animist. Culimornir hails from the
Tower Hills in the Siragalë and is 1600 years old. His traditional
homelands are being settled by Hobbits and atypically
Culimornir has taken up a wandering life with Mortals to see the
lands of Middle Earth; before finally sailing to the utter west. He
is considered somewhat of a prankster even by Silvan standards.

Illustration: SolidTom
Berondur Faramirion
Skill Bonuses: NA, SL, RL, Ch, Maneuver and Movement in A 3rd level lesser Dunedain Ranger. Berondur hails from
No Armor, Soft Leather, Rigid Leather, and Chain: 1HE OB, Iach Sarn and received his adolescent training from the Royal
1HC OB, 2H OB, Thrown OB, Missile OB, Polearm OB = Rangers. He is a fierce Arthadan patriot and wears a 7 pointed
Offensive Bonuses for 1-H Edged, 1-H Concussion, 2-Handed, star (Elendriss) broach proudly.
Thrown, Missile, and Pole-arms; Dir. Spell=Directed Spells;
Secon. Skill= Secondary Skills.
Eolir (the) Helmoar
Languages: Languages are abbreviated by using their first
three letters (see MERP, ST-1); exceptions: BS=Black Speech A 3rd level Riverman Rogue (Developed from Woodman
and Bet=Silvan (Bethteur). The rank for each language is given DP’s); he has left his clan to explore the world. Eolir is tall for
following the abbreviation. his kind with salt and pepper red hair and is an expert canoe
handler. Eolir never fit in with his culture as he befriended Elves,
Spell Lists: Spell lists are abbreviated by using the first few Dwarves, and even a Dunadan.
letters in each word of the spell list name; for example, “S/L
Ways” refers to the “Sound/Light Ways” spell list.
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PC6 –
PC1 – Dwarf PC2 – Lsr PC3 Lsr PC4 – Silvan PC5 – Dunadan
Northron
Warrior Dunadan Warrior Dunadan Mage Animist Ranger
Rogue
Strength 95 95 68 76 100 95
Dexterity 98 98 97 95 80 96
Constitution 96 89 83 86 95 82
Intelligence 63 48 95 68 64 51
Intuition 46 89 54 95 75 62
Presence 90 55 86 100 75 71
Appearance 76 67 55 60 67 90
No Armor 20 25 15 30 15 25
Soft Leather 10 15 0 20 -30 15
Rigid Leather 0 5 -15 -5 0 5
Chain -5 -5 -40 -40 -15 -20
Plate -70 -35 -65 -55 -60 -65
1 Handed
4 84 35 15 41 36
Edged
1 Handed
Concussion 81 32 -20 -20 6 1
2 Handed 4 32 -20 -20 76 1
Thrown 44 47 20 0 -9 26
Missile 44 47 20 60 26 36
Pole Arms 4 32 -20 -20 36 91
Climb 28 34 20 37 29 41
Ride 8 24 15 37 29 21
Swim -27 49 45 42 29 36
Track 13 14 25 7 41 11
Ambush 2 3 0 1 0 4
Stalk/Hide 15 20 -15 60 21 31
Pick Lock 10 5 -10 -25 -25 11
Disarm Trap 5 5 -25 30 -20 11
Read Rune -25 -25 41 12 5 5
Use Items -30 -25 29 37 10 5
Directed Spells -10 -5 45 34 -15 20
Perception 8 -20 20 42 30 5
Body
Development 86 pts 98 pts 45 pts 35 pts 60 pts 66 pts
Base Spells 0 0 8 4 1 0
Shield Y Y N Y N Y
Defensive
45 45 15 40 40 40
Bonus
Essence RR 40 0 15 0 0 0
Channeling
-5 0 0 25 5 0
RR
Power Points 0 0 6 6 3 0
Secondary Canoe
Caving +20 Sailing +25 Sailing +25 Fletching+ 25 Foraging +25
Skill 1 Handling +25
Semi precious
Secondary Weather Watch Rope Mastery
stone Acting +25 Trickery +35 Cooking +25
Skill 2 +50 +25
Assessment +20
Dir Spell +5
Heat/Cold +30 Resist Pain Stalk +10
Special/Racial Weather Tracking +10 +5 Polearms
Swim -50 Perception +10 Bardic +10
Watching +25
Elenriss - Star
+10 Pike Non
Special Items None None None None of Dunedain
Magical
+10DB
Spell Lists None None Spirit Mastery Calm Spirits Natures Ways None
Essence Hand Surface Ways
Light Law
5

3.0 MYTH OF THE TEREGOND The town and nearby area is home to Eriadorian folk with
mixed Dunadan and Dunnish heritage. The village is walled with
3.1 Caranthel Circa (1640 T.A) mortared stone, which is not typical of all Cardolandrim villages
Caranthel is an important urban center in the Barony of and towns. However, the towns’ relative importance to the
Girithlin a mere 5 miles north east of Minas Girithlin. The town Barons of Minas Girithlin has rewarded it.
sits on the south shore of the Baranduin River but has never been The town is more sedate than the open city of Annon Baran.
a large port. The town is too close to Annon Baran to attract The local Militia is 20 men strong and all 3rd level. The militia
much in the way of shipping. Its population has dwindled from is a duty performed by aspiring men at arms in fealty to the
nearly 5000 thousands in the heydays of the early third age to Baron Girithlin and is commanded by a Roquen (Knight) of the
1200 souls by 1640. Baron’s household. Caranthel presents the picture of a secure,
The local economy consists of Rivermen traders peddling affluent, and peaceful small urban dwelling; unusually so for an
wares up and down the Baranduin, fishing, agriculture, and a urban area in Cardolan in the 1640’s.
copper mine 20 miles to the east by southeast. Copper jewellery
such as bracelets, neck collars, and greaves are favoured
decorations of the Rivermen culture. Copper prices are a mere
75% of prices in locales as close as Metraith, or Tharbad,
offering some economic opportunity for entrepreneurs.
The town has an independent charter from the Baron of
Girithlin. A council of all freemen property owners are headed
by an elected Theyn. Typically only complex matters of justice
are escalated to the Baron. The Town pays an annual tithe in
Copper ore, Silver pennies, and foods to the Baron.
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7

1. The town walls are rough motored grey stone. The 10. Warehouse. The community stores its harvest and
walls are 20 feet high and 5 feet thick lacking ramparts. The wall merchant goods here.
shows evident need of repair in a number of spots. They stand
11. Theyn’s home and town hall. The elected Theyn
straight at a 90-degree angle, but are Easy (+10) to climb.
resides on the second floor of the town hall.
2. The Gatehouse. The Gatehouse is 2 stories tall. The
12. The town pier into the Baranduin.
upper level is the barracks of the town militia. The gatehouse is
made of the same mortared stone as the walls, but is in better 13. The Daen village. The new home of a clan of 60 Daen
condition having been maintained over the years. Two sets of immigrants. The Croichrir hail from Dunland and have resided
Iron rimmed wooden doors protect the entry into the town, and here for 2 years. They have become peasant workers in the fields
each has a large iron bar that can be dropped to secure them. A nearby. The town having no room (or desire) to allow them into
thin, iron grate can be dropped down from the second level to the walled town has allowed them to build a traditional yurt
further secure the outer gate. The passage below the gatehouse walled village near the main gate. The Clan leader – Oyen
second floor is open to a number of traps doors from above; Croichrir is a distant cousin of Ferc the tanner.
which can be used to hurtle missiles and boiling oil upon
attackers. The pass under also serves the town as a makeshift
prison from time to time as it gives the militia a space to hold
rowdy drunkards, and hose them down. 3.2 The Prologue
3. The Flopping Trout Inn. The only Inn in the town; it The Characters begin at the Flopping Trout Inn in Caranthel
has a stone foundation and wooden walls and roof. The Inn is (Refer to the Map 1 for players 2 for Gamemaster). The Inn is
two stories tall. The ground floor is a large common room with in an uproar of local politics. Aeldir the Theyn has dismissed an
a double-sided hearth that connects to the kitchens. The second important town council meeting without calling for a vote on a
floor is a large common room and two private rooms that sleep Town issue.
4 persons each. Immediately east of the Inn is a privy, and The local village Tanner and owner of the dry goods
bathhouse for use of the guests. The Innkeeper’s name is Durlac. merchant house is Ferc the Dun. He has come into the
Durlac is a retired soldier of the Baron of Girithlin and has no possession of a scroll that describes the dedication of a stone
family. The staff is a collection of the townsfolk. known as Teregond (Troll-Stone). The stone was a legacy of the
4. Community Barn. The community maintains its prize Eldar of Lindon in the 2nd age. The first Edain in Eriador
flock of Goral sheep and small herd of kine in the barn to protect established the village of Buhr Ruasul, in the midst of the Tyrn
the animals from wandering wolves and Orcs. Horses can be Gorthad, near the stone with the blessing of Gil-galad. That
stabled here for a nominal fee. A large Chicken coop is in the Towns history in records dated back to the 2nd age and the rule
northwest corner of the Barn. The smell is rather sharp at this of Carlesic the Wise. The town became an important Eriadorian
end of town. ALL activity is –5 due to the difficulty breathing Settlement in the early third age, and was friendly to the
the fumes. Dunedain rulers. Eothraim immigrants sponsored by the Barons
of Faerdor reinvigorated it during the three Kingdom’s petty
5. Community herb gardens and orchard. The town wars.
maintains a small orchard and herbal garden within the town
walls. This is an important source of dietary supplements, and This Teregond is rumoured to cause Trolls to turn to stone;
important trade commodity for wandering Dwarven caravans. day or night. Ferc proposes that the town sponsor an expedition
The gardens are maintained by the Town Greengrocer at 8 – to relocate the stone to Caranthel.
although locals receive the distributed food and herbs for free, Aeldir the Theyn thinks the scroll and the stone are a fool’s
in exchange for work in the gardens. errand. He has been pressing the Baron of Girithlin to help
6. The Merchant Square. All the towns Merchants are rebuild the town walls.
centered in this square including... The Player Characters should be able to gather the details of
7. Ferc the Dun’s – Tanner shop and Dry goods. Leather, the dispute rather easily, as locals are vocal about their support
canvas, and dried foodstuffs. Ferc’s tanning workshop is of both sides of the issue; the locals are split evenly.
(thankfully) outside the town a mile east. Ferc has resided in the town for 7 years and has been at odds
8. Yuric Riverkin the Greengrocer and Butcher; with the Theyn many times. Ferc is also well known as the
vegetables, fruits, and herbs. sponsor of the Daen immigration to the edge of the town, and is
distantly related to the Daen clan that resides there. Ferc, in
9. Berethir “the Westernesse”; Carpenter and Cooper. reality, is an Angmarim sympathizer; he gathers Arnorian
The only pure blooded Dunedain in town. Berethir is thinking artefacts to be destroyed, or locked away forever from enemies
of moving his family to Fornost Erain in the next 20 years. of the Angmarim under instructions from Carn Dum. Stats for
8

Ferc the Dun and Aeldir the Theyn are contained in section 7.0 Gamemaster Note
A study of the scroll by Lore masters in Sindarian will reveal that
this ancient stone was an Eldar artefact that shared properties At this point – the Innkeeper will quietly approach the Players.
with other Stones found in Eriador. The Three Fools Stone south He will suggest that he suspects that they are “professional Treasure
of Amon Sul, the Fimond (Dead-bane-stone) in the Pinnath seekers” by their “ironmongry”.
Cerin and the 3 Farthing stone in the Siragale were related
He claims he “... supports the Theyn, but Ferc is well intentioned
artefacts that were granted to communities for strategic
and gives often to the community.”
purposes.
He asks the Players if he could arrange an introduction to Ferc.
Gamemaster Note
“Ferc is a bit of a nuisance at times, and there is no denying he wears
his heart on his sleeve. I can understand the Theyn’s position, but
The Teregond is a white holy stone of the Eldar. It casts a “... if Ferc ‘as got the true story there’s no reason our town should
constant 1st level Bless (Channeling) in a 5 Mile radius and a 10th go a wanting”. If Ferc is prepared to fund a party – I can support
Level Cancel Evil Channeling in a 2 mile radius. Additionally there him in so far as setting up a meeting with men of the world.”
are Runes of Power inscribed upon the stone - in Tengwar that cast
The Innkeeper does not know of Ferc’s role with the Angmarim.
a 20th level (Channeling) Sign of Fear and Warding against Trolls
He can offer - ifquestioned knowledge of Ferc’s distant relationship
in a 50 Mile radius. All Trolls who fail a RR must flee back to the
with the Daen villagers.
Trollshaws. Evil PC’s, NPC’s and Orcs must save the same signs, but
only at 3rd level. He cannot offer an opinion as to why the Townsfolk are not
prepared to go themselves, other than to suggest that people have lives
The presence of this stone is a major reason that Trolls never
to live – and no one wants to brave the wilds when he has a family
infested the downs of Tyrn Gorthad (Hothad) and is a further reason
to feed.
that The Warlord moved his Troll army to Creb Durga. The stone’s
presence has prevented migrations of further Trolls to Creb Durga
and explains why Orcish hosts act as the beasts of burden of meagre
supplies from Angmar.
3.3 Meeting Ferc the Dun
Ferc the Dun will enter the Inn and loudly protest the Town Ferc will meet the Players in his Dry good shop the next
hall decision. He will vocally proclaim that the Theyn is morning. The shop is located at 7 on the Map and is distinguished
by a portrait of a largish Black Bird atop a tanned sheepskin.
“…misguided and that the town should seek men and funds from the
Baron Girithlin to support an expedition to find the mythical stone” – Ferc will offer 1 Silver Piece per-player per-day for a journey
the Teregond. The people deserve the protection, and it is “…their to the Ruins of Buhr Ruasul. The journey should take
inherited right being good citizens of the kingdom of the North.” approximately 12 days (24 return) – being 300 miles (plus or
minus) as the crow flies. This assumes the Players will average
The opposition townsfolk attempt to “shout down” Ferc.
30 miles per day in a slow ride on trails and across the downs.
Many will try to interrupt Ferc’s speech supporting the Theyn’s
The trip can be as little as 6-8 days if the Players push. Ferc will
position;
offer half up front on the basis of a pledge and the remainder
“…money and taxes should be allocated to rebuilding the town upon return with information about the properties of the stone
walls. Especially since the migration of Trolls and Orcs into the Creb (size, weight, location). The maximum amount Ferc will offer
Durga” – a mere 3 days ride south and east. “The stone is merely a up front will be 75 silver pieces.
fool’s errand!”
Ferc will offer 25 Gold Pieces for the successful relocation
Ferc will loudly proclaim that if the Theyn and his supporters of the Teregond stone to the village of Caranthel.
are not interested in spending money to save the townsfolk he
In order to do this he strongly suggests the Players will have
will, from his own resources to the loud cheers of many
to be equipped with a team of horses and a wagon. Ferc will not
supporters.
volunteer to provide this but he will arrange a down payment
against the sale to the Players for 60 silver pieces from a local
farmer (which is the upper limit of what he is prepared to
advance them in the first place). The total expense will be about
160 silver pieces; however it will be agreed that it can be sold
back at a nominal loss.
9

The wagon is fairly old is just capable of hauling 600 Lbs with Ferc will wish the Players success and hopes to see them in a
any certainty that it won’t break apart at the joints. The light fortnight.
horses are not in much better condition and the Players may have Gamemaster Note:
to dip into their own resources to purchase a good supply of
nutritious feed for the horses (about 10 silver pieces for a 2 week
supply). If the Players opt to forgo the wagon and horses, Ferc Once Ferc is done with the Players he will immediately
will question their commitment to “…see the good people of arrange a meeting with the Daen clan chief outside the walled
Caranthel get their due.” The Players will have to make an town. Ferc will arrange for an equal number of Daen Scouts
Extremely Hard (-30) Interaction and Influence roll to convince lead by the Clan Leader (a Bard) to follow the Players on their
journey. He will provide the Daen Bard with a lodestone
Ferc otherwise. He will consider looking for other adventurers.
specifically attuned to the Rune on the Map and Scroll. This
If the Players question Ferc, or other locals, about his ability lodestone will act as a “true finding” stone of direction so long
to absorb this expense, they will be reassured. Ferc has as the Players are within 30 miles and carrying the scroll.
profitable relationships with Dwarves of Duneriador, and most
He will also provide the Bard with one further scroll that
of the Barons men at arms. He has previously given this amount
casts a spell to try to neutralize the stone. This scroll was also
to the town annually in community service. Ferc even hints that
once in the possession of a renegade Seer of Arthedain and this
he is able to recover some of his expenses from “…my friend on
is how Ferc came to learn of the existence of the Teregond.
the hill”; inferring the Regent Baron Girithlin. The majority of
his funds are in fact from the Angmirim. Ferc will also offer them The Daen party will shadow Players all the way to Buhr
the following supplies: Ruasul. Statistics for the Bards are located in Section 7.0
• 2 weeks trail rations (preserved) at no cost. The Bard (and Scouts) instructions are to follow the Players
until they locate the Teregond. Then the Bard is to “eliminate”
• Rope, packs if necessary the Players and cast the scroll spell against the Teregond.
• The Map with the approximate location of Buhr Ruasul This indirect approach to the stone leads Ferc to feel
and the scroll that describes the dedication. confident that the stones properties of warding will not cause
Gamemaster Note: the Daen Bard and Scouts to flee. They plan to further assist
an Angmirim Priest complete a complex ritual of desecration of
the stone to permanently neutralize it, and then proceed to raise
The Map with the location of the town of Buhr RuaSul a Barrow Wight in the ruins of the Village.
contains a potent Rune, hidden within the text.
The Rune is Sheer Folly (-50) to detect without using a Detect
Essence spell; andeven with the Detect Essence it is Very Hard (- 3.4 The Road to Buhr RuaSul
20). The road to Buhr Ruasul is largely northeast across the
th
It casts a 5 level Sign of Evil Deception upon the reader of the northern downs of Cardolan. The Girithlin downs are a bleak
map. Unlike a spell upon Rune paper, the Sign does not disappear landscape with few noticeable features. It is reminiscent of a
The Spell should be treated as the 5th level spell “Suggestion” from dessert in a northern climate. The eroded hills, tors, crags, and
the MERP Spell list Spirit Mastery (appendix A4.1 MERP rules). bleak grass blends into a monotonous journey. Once per day the
The duration is perminant.Players should be asked to roll a Gamemaster may request a resistance roll against a 1st level stun
resistance verses a 5th level Essence attack, but they should not be – for 1d20 rounds, as the players might suffer “horizon
told the results. Alternately, the Gamemaster could conduct the hypnosis”.
resistance rolls in secret. The Players may opt to head northerly towards Iach Sarn, or
The Rune’s effect is to cloud the judgement of the Players when southerly to Metraith. The southerly route is not recommended
they finally find and confront the Teregond. Instead of seeing the as it takes the Players close to Creb Durga, and even Ferc would
stone in the holy and preserved condition as it exists, the Players will suggest this is sheer folly.
see a burnt and desecrated stone in the manner and desire of the In either case the properties of the map and scroll will allow
Angmarim. the Daen Party to follow the Players. The Daen will camp and
The Players who check on the map with any regularity should be try to maintain a 15-mile distance from the Players party as a
forced to re-roll if they passed in the first instance when reviewing it general rule.
in Ferc’s company. The Gamemaster should carefully note which During the journey to Buhr Ruasul the Gamemaster should
player has custody of the map, who navigates for the party, and how check for random encounters along the way. The Charts from
often they refer back to the scroll and map. the Iron Crown supplements or those in this adventure in section
7.0 can be used.
10

Every second day the Players should receive a Perception If the Players are successful in ambushing the trailing party,
role to detect if they are being followed. The Roles should start the combat scenario described in section 3.6 can be moved up.
at Absurd the first check, and get progressively one category The Daen leader will attempt to utilize the scroll for protection,
easier (Sheer Folly, Extremely Hard, Very Hard, etc,). They and they will fight to eliminate the Player’s party. Aflith (section
should be further modified by Weather Conditions; generally 3.6) will react to the players at half the suggested bonuses being
for the negative unless it is a clear calm day. If the Players have able to perceive the battle from afar.
a Ranger or Elves with them, the roles for this character should
Generally, given the level of the players they will be very
start one category better; i.e. Sheer Folly. If any of the Players
hard pressed to surprise the Daen party unless they role
were able to detect the mysterious properties of the map earlier
extremely well.
their roles should start as Very Hard, and become progressively
easier.
The Gamemaster can communicate this as “the feeling of
being followed or the consistent dust cloud behind the Players 3.5 The Ruins of Buhr RuaSul
party” clues them into the fact that they are being pursued at a Buhr Ruasul is an ancient Eriadorian village now in ruins in
moderate pace. the Barony of Tyrn Hothad (Gorthad). The Village is located
If the Daen party is detected, stalked, or attacked, they will some -100 miles south of Amon Sul on the river Nen-I-Sul. The
maintain discipline and flee the fight. Being on average some 15 name Ruasul literally means ford of Sul in old Eriadorian. This
miles back, the Daen party will not worry about loosing the village was the one place in all of Northern Cardolan where the
Players and can comfortably drop back as far as 30 miles a day’s river Sul could be easily forded south of the Menatar Romen.
journey. The Daen party should get Routine (+30) Perception In the 2nd age the village was home to an Eriadorian folk
roles to detect the possibility of being stalked/attacked given the hero Carlesic the Wise. Carlesic and his people fought with the
advantage of the lodestone. Their Movement and Manoeuvre Elves of Lindon against the Sauronic invasion of Eriador. The
roles to avoid traps and ambush should be Routine (+30) as clan was related to the Eriadorians of Nothva Rhaglaw to the
well. North. The Legends of Carlesic is common folklore of the
Pinnath Cerin. It is also a common tale in Cardolan and is retold
as the “Death of the Owl” (a fable almost as famous as the
Akallabêth – the “downfall” or Camelot).
The Players of Cardolandrim culture would have a 75%
chance of knowing it. Elvish Players with any History Lore skills
will also know the legend; Carlesic was a friend and ally of the
Noldor of Eregion, as well as a client king of Gil-galad. If the
Players are unfamiliar with the legends merely mentioning their
destination to anyone on the road will trigger a response. In any
event the Gamemaster should take some efforts to communicate
the legend and the name of the hero as a clue for future
encounters.
The Town is in ruins as indicated on the map. This appears
to come from age and abandonment and not from sack and war;
there are no suspect burn and slash tell-tale signs. Rather this
town is simply fading into the landscape. The town ruins map
highlights a few important sites:
Gamemaster Note

Players affected by the Rune of Deception will perceive the


village very differently.They will see a village sacked in war with
Flames and smouldering ruins barely standing.
Additionally, as they approach the great house, they will
perceive a large Crebain (Gorcrow) atop the sooty blackened stone
staring at them in a very hostile manner. This description should be
presented to the players afflicted with the Rune of Deception
separately, and discretely from those Players that are not.
11

1. Two obvious campsites. The ground has been trampled 4. The remains of the White Owl Inn. The Inn is long
and the grass is dead in a 30 Foot radius. Close investigation will abandoned; however a female sow (wild boar) has made her
yield one obviously Orcish dagger, half buried in the ground in home in the ruins of the Inn in the past week. She is very
the north most campsite. Ranger Path-Lore Spells, or an Easy aggressive within the inn and will attack to protect her litter.
(+20) perception roll will determine the campsites are a few
Stats for the female boar are in section 7.0. The boar may be
days old. The ground has died out “cursing the Orcs presence”.
source of rations if the Players have poorly planned their
2. The walls of the town have almost disappeared. The provisions. There are 5 boar piglets that have no fighting ability.
timbers are 12 feet tall on average and are bound and mortared
5. The Clan Great House is built on a small rise in the
together with limestone plaster. Any player touching the
village. The ceilings are 12 feet tall and the hall is 90 feet long
limestone will suffer an “A” heat/burn critical for the Limestone
(30 yards). It was rather unusually built in front the barrow of
has become chemically active in age and is slowing eating away
Carlesic. However, the legend of Carlesic suggests that he
the town walls.
would arise from the dead to protect his clan.
3. The remains of a black smithy still nearly intact. The
In the very midst of the Great house one can clearly see a
anvil, hammer and tongs are extremely rusted. With a
large White stone peeking out of the roof and additionally
tremendous effort in scrubbing they could be reclaimed and
supporting timbers along the side. The Great House was built as
would be worth something. The forge is still usable.
a shrine around the Teregond and it is obvious from any distance
within a half mile.
12

6. The old stone fort which guarded the River Fording. The Players can try a Medium (+0) Influence and Interaction
The tower is crumbling apart and there is a cumulative 10% role with the Owl to introduce themselves as good or heroic
chance per round that a player will take a “C” Crush Critical adventurers. The Gamemaster should not necessarily remind
from a falling stone. The mortar has weathered beyond repair them of the game mechanics or Presence Bonus.
and a good strong wind will knock it completely over one day
Aflith may be convinced (success) or may desire further
soon.
proof (partial success). If the result is an Absolute Failure, Aflith
The inside of the tower has hallowed out up to the roof level, will fly away and perch in a nearby tree to observe the Players
although a broken 50 foot wooden ladder remains visible under and the oncoming events. The Players may attempt to Influence
loose rubble. The wood is excellent for kindling wood as it has the Owl again after 8 hours, or the conclusion of the battle (if
been sheltered from the elements. appropriate).
For anything but an Absolute Failure result Aflith will
attempt to test the awareness of the Players regarding three
3.6 The Teregond items:
The one structure that remains relatively intact is the Great  Firstly, are the “... Players aware they are being followed by a
house built around the stone. The Players should be drawn war party bearing a scroll of great power?”
explore given a glance at the map. The magic of the Eldar and  Secondly, are the “… Players aware of the attempts of Dark
the Teregond have preserved this building. Priests to desecrate the holy stone, and raise a Wight in the
Inside at the centre of the Great house is the Teregond! It barrow of Carlesic?” The stones magic has so far prevented
supports roof timbers, and with a hole dug into the floor, is a this from happening.
15-feet tall, smooth, and tapering White Rock. It closely  Finally, have “… they come to claim the weapons of Carlesic to
resembles an Iceberg afloat at sea. The stone is some 18 feet tall, battle the forces of darkness for the Free Peoples of the Land?”
with slightly less than one third of it buried into the ground. The
stone weighs 2 tons – 4000 pounds (or more) and cannot be
Aflith is the 30th generation warden of Carlesic’s Kin. Since
removed by the Players with the equipment at hand. This should
Carlesic’s kin no longer exists here, Aflith is looking to transfer
be made obvious to the Players.
his loyalties to someone alive and fighting for pure and noble
Atop the stone is perched a While Owl. The Owl is awake reasons.
and blinks at the Players. The Owl’s statistics are contained in
During this interactive conversation, the plot will be more
Section 7.0.
apparent to the quick-witted Players. They are pawns of dark
Gamemaster Note forces. The stone is immoveable and a following war party has
a powerful scroll. There may be a dark priest with them, or
cooperating with them, trying to raise a barrow Wight. There
The Owl will only respond if spoken to directly. The Owl will
may be Orcs nearby. The tales of “Death of the Owl” should be
respond in Sindarian firstly, otherwise it will respond to the Players
clear given the type of warden. The Players could also pick up
in an ancient Edain Tounge akin to Adunaic. Players who speak
on the clue of the barrow of Carlesic!
Adunaic will understand Aflith at 2 levels lower than their total
rank. Aflith only speaks Westron at rank 1. Gamemaster Note
Players who perceive Aflith as a horse and guttural Gorcrow will
surprised to hear it suggest the Players should touch the sooty The Dark Priest has unsuccessfully tried to raise a Wight in
darkened Teregond. Carlesic’s barrow. Therefore, ALL the possessions may be claimed
with out fear that the Wight will re-incorporate around the items
The Teregond’s holiness has the power to suspend the Rune of
now in the Player’s possession. DO NOT tell this to the Players.
Deception so long as the players are touching the Teregond. It does
Experienced Tolkien readers may be tempted to leave behind
not have the power to dispel the affliction as it is sourced in
valuable baubles.
Channelling not Essence. While the Rune of Deception only applies
to perception of Buhr Ruasul, it will take a 6th level Remove Curse During the next few hours game time, the Daen party will
(MERP - Spell Defence) to completely be rid of the affliction.. move to the offensive. They will attack the party in an attempt
to eliminate them. They are armed in Soft Leather Armour with
wooden shields and short swords. If possible, half will volley
“…Greetings wanderers.”
with short bows for two rounds before rushing to attack; others
“I am Aflith, heir of the wardens of the house of Carlesic. What is will throw daggers for two rounds.
your purpose coming to the home of good and noble heroes?”
13

The Daen Party is made of NPC’s of similar levels to the With any success, Aflith will endeavour to enlist them in
Players. They are not overly effective as a fighting party slaying a Dark Priest in the area vainly trying to raise the Barrow
especially if the Players have 3 or more Warrior types. The one Wight. Aflith is prepared to cede to the Players the treasure of
trick they have is the scroll. The scroll casts a 4th level Cancel Carlesic, contained in the Barrow. Players that express no
Essence and Channeling spell in a 1-mile radius. The scroll was intention of doing this will cause Aflith to simply leave the area
designed to affect the stone, however, the stone resists at 20th (future Influence rolls at –100).
level (the Gamemaster should roll - check). The skittish leader
The barrow of Carlesic is located in the small rise
of the Bards will cast the Scroll spell as soon as the Party
immediately behind the Great house. The only method of entry
responds to the attack rather than wait to contact the Dark
is through a trap door 5 feet beyond the Teregond. It is Very
Priest, and this may reduce the “fire power” of Mages and
Hard (-20) to detect. The Players must crawl through a 15-yard
Animists in the Player’s party. All spells will be affected by the
long tunnel that is 2.5 feet by 2.5 feet in size, to eventually enter
scroll for a 48-hour period and must save verses 4th level attack
the crypt. There is a trap at the end of the tunnel that is activated
or be cancelled.
by 50 Lbs of pressure. However, it no longer works due to age
Any Player still afflicted with the Rune of Deception may and simply makes a loud “click” when stepped upon. Refer to
also have the “curse” neutralized by this same scroll. The the above Map for the barrow.
affliction is 5th level and the attack is 4th. The Daen party is
The barrow is a simple stone lined cell. The air in the barrow
unlikely to kill the Players, but will likely deplete the Player’s
is very poor will snuff out torches if lit. Characters immediately
abilities with a few roles.
entering the Barrow will faint and collapse in 5 rounds due to a
The Daen party has little of value to the Players. They lack of oxygen, unless they allow 10 game rounds for the fresh
collectively have 12 Silver Pieces. The Rune paper scroll is air to circulate. The air inflicts no permanent damage as it
blanked when the spell is cast. They also have the Lodestone becomes fully breathable in 15 rounds (150 seconds).
attuned to the Players map. This could be valuable depending
upon the Players intentions. The lodestone is “corrupt” although
it does not cause Corruption points for the Players. It will cause
Corruption if the Players use the Lodestone in conjunction with
the map in the manner it was used upon them. Refer to MERP
Rules on Corruption on page 71.
The leader of the Daen Party does have an Arnorian sword.
Item Properties
Arnorian Eket – Short sword. +10 Non Magical –Forged in
Fornost Long ago. 50% light.
Runes name the Blade
Caraneket “red sword”

Defeating the Daen war party is paramount. If the Players


loose, they will be eliminated. Capturing one of the Daen party
alive may also strongly aid the Players. See section 3.8.

3.7 The Barrow of Carlesic


At the conclusion of the Melee the astute Players could
follow up on the clues hinted at by Aflith. While Aflith will not
aid the Players in battle, he will watch the melee closely. If the
Players defeat and kill the war party, all future interaction roles
will be +50. Aflith will become an active ally of the Players with
any absolute success result. If the Players absolutely failed
previously, the owl will be receptive to another attempt after
the battle at +30. If no battle occurs (i.e. the Players had
previously eliminated the Daen), Aflith will be receptive to
another approach after 8 hours at +25.
14

Besides a time worn sealed casket the Barrow contains the


following items:

Broadsword named Carlsboc +10 Magical


in runes upon the Blade. +15 vs. Trolls and Orcs.
Forged in Eregion in the 2nd
Delivers a secondary Electrical Illustration: Turner Mohan
age.
Critical no higher than A against all
opponents – C against Trolls and
Orcs.
Chain armour suitable for a +10 DB
man 5’11-6”2 tall. Crafted by 50% light.
the Elves of Eregion.
Metal shield +15DB
Crafted by the Elves of
Eregion. It is halved in Brown
below Black with a White Owl
in flight embossed upon the
surface.
Fine Linen Surcoat with a The Fishing Fly casts Fish Find
Fishing Fly upon the breast and True once per day. It attracts a fish
Fishing poll. no larger than 8 Lbs in any fresh
water stream, river, or lake.
A gold ring with an Elfstone X2 PowerPoint multiplier for
Channeling users. +10 Channeling
spell roles.
Robe woven in Lothlorien Protects the wearer as Rigid
Leather Armour, does not
interfere with Spell casting. Adds
+30 to stalk and hide manoeuvres.
A locked chest Contains 189 Silver pieces, 212
Copper pieces.
A gilt mirror and combs Worth about 50 Silver pieces.

3.8 The Dark Priest


There is a secondary mission for the Players assuming they The evil Channeler will unlikely be effective in spell use as
have secured the treasures of the Barrow, and defeated the he is not strong enough to over power the stone’s influence. The
shadow party of NPC’s. Dark Priest is dazed by 2 previous spell failures, and the Orcs
The Players may choose to await the arrival of the Dark are just about ready to cut his throat and head back to Angmar
Priest, or hunt him in the near wilds. He is a 5th level Evil with his head. If the Orcs take 30% casualties the remainder will
Animist and he will be accompanied by a lurg of 10 lesser Orcs. flee.
He is scheduled to rendezvous with the Daen in 1 night. Refer The players may not be fully recovered from the wounds of
to section 7.0. the first battle, but with the additional barrow treasure they have
This battle will be no stroll through the park with all Magic the chance to dispatch the Priest’s party.
potentially still nullified by the scroll. However, the Evil The stats for this war party are contained in Section 7.0.
Animist will operate at –25 in all combat and spells due to the
stones influence, and the Orcs will fight at –15.
15

3.9 There and Back Again 4.0 AERVELLON’S DILEMMA


The plot is laid bare and Ferc the Dun is revealed to be far
less a humanitarian than at first appearance. With the evidence 4.1 Prologue
of: (1) A member of the Daen war party alive, (2) or the bodies This second adventure is designed to dovetail with the
and possession of the Daen war party dead, and (3) the successful completion of the first adventure. The Pre-generated
Lodestone and the map the Party should desire to return to player party outlined in section 1.0 can be used as the players in
Caranthel and prove Ferc’s evil. Players who travel back to this scenario; however, the Gamemaster should consider
Caranthel with dead bodies must also be checked for disease increasing the respective levels by one or two per player;.or the
resistance roles along the way. The Theyn will be convinced of players have gained 1-2 levels of experience after the successful
Ferc’s duplicity with a Routine (+30) Influence role given any completion of the Teregond adventure.
of the above evidence to support the players tale.
Alternatively, this adventure can be run as a stand-alone
Once back to Caranthel, the Players will have to submit their scenario with or without the pre generated characters. This
claim for the Silver due to them for completion of the mission. second adventure is geared to Player Characters averaging 5th
These funds will come from the confiscation of Ferc the Dun’s level.
property and the players will have to make an Easy (+10)
Influence roll to convince the town council of the legitimacy of
their claim. Additionally, the players will have to pay off the
debt owed for the horses and wagon. The local farmer will be 4.2 Introduction
glad to have the beasts and wagon returned to him in good
condition with a partial settlement of the down payment given Aervellon is the Regent Baron of Girithlin, in favour of his
the notoriety of Ferc the Dun. Any claim for a portion or share nephew Echorion.
of the total confiscation will be Hard (-30). Aervellon has plotted his entire life trying to further the
A number of consequences fall from Ferc’s arrest and Barony and his personal position in the cauldron of
subsequent hanging by retainers of the Baron of Girithlin. Cardolandrim politics. Recent events have conspired to stress
Aervellon’s ambitions to the breaking point.
 The Daen town is up rooted and forced to move away due
His plots have been hampered by a hereditary pledge of fealty
to their complicity. This clan, the Croichrir, will swear a
to the crown of Arthedain. The Barons of Girithlin in
Blood oath of vengeance against the Players.
generations past supported the claims of Arthedain as the high
 Aervellon - Regent of the Baron of Girithlin will call upon
king of the Dunedain of the North. The Arthedain additionally
the Players to give an account of themselves and the stone.
desired to increase the size and importance of Annon Baran, to
He will likely offer them money to service his own
rival Tharbad. Aervellon has played the role of reluctant vassal
project. Refer to section 4.0, the second adventure.
to Argeleb of Fornost Erain for many years. Aervellon’s plots
often run counter to Arthedain aims and intentions in Cardolan.
The adventure can be considered a success if the players are
The establishment of the Kingdom of Creb Durga – the
able report on the Teregond, and to detect Ferc’s treachery.
Realm of the Warlord Dagorhir – has stretched he resources of
Experience should be awarded consummate with the exposure
the barony. Girithlin has been among the strongest of areas
of Ferc and the subsequent action. The mission can be
militarily. However, sheer fear, extortion, and the brutality of
considered doubly successful if the players are able to defeat the
the Troll hordes have forced Aervellon to increasingly rely upon
Dark Priest and/or claim the potent artefacts of Carlesic. These
hired mercenary companies to build defences and protect the
two actions are tied to one another and it is likely the Players
Girithlin lands. The Warlord has successfully extracted tribute
would accomplish both if one at all. Miscellaneous Experience
slaves from towns such as Angoth and Cithiel, along the south
should be award with this consummate success in mind.
shore of the Baranduin. Many of these towns are unwalled, or
A special note regarding Aflith; the Owl can become a NPC the walls are in need of repair. They need quality mercenary
Guardian or ally of the Players (likely with the highest Presence troops to man those walls.
stat). Refer to MERP rules on Page 61. Aflith and the Player can
arrange a limited summoning protocol via the gift of a white owl
feather and if a Familiar spell is cast. Aflith is not powerful but
has an important role in latter adventures.
16

GIRITHLIN 4.3 Meeting the Regent Baron of


Heraldry: circa 1560 T.A. Girithlin
5 Goral rampant upon a Black field Nine guardsmen of the Lord Aervellon of Girithlin in
Caranthel will “invite and summon” the Players to a meeting. All
9 are members of the militia of Caranthel and are 3rd level. They
will be armed with large flour sacks and cudgels/coshes. The
leader of the party of the Guardsmen will make one simple offer
“…His lordship desires to see you immediately and I am not to take ‘no’
as an answer.“
The “summons” will come in the very middle of the night in
the Player’s rooms, especially if the Players have rooms with any
privacy. If the Players Party is staying in a common room, the 9
Guardsmen will selectively isolate one of the players when the
War Banner under Arthedain person goes to relieve himself/herself at the Inns Bathhouse,
asking this player to communicate the invitation via a scribbled
1 goral ram under 7 Stars a variant note. They will then await the players at the gates of Minas
Girithlin.
The Guardsmen will try to be discrete and avoid a loud
confrontation if at all possible; they have been so instructed.
Should the Player (s) be successful in besting the implied threat
of the invitation, the Guardsmen will persist with Diplomacy.
Returning empty handed is not an option for them.
Once inside Minas Girithlin, the players will be presented to
Rhovanhen, the Castellan of the Regent Aervellon. Rhovanhen
is a lesser Dunedain 65 years old, hale and in tremendous shape.
Rhovanhen inherited his position from his father and is at least
as conniving as the Lord Aervellon is. He is bound to Aervellon
by personal loyalty and a long history of treacherous deeds in
Cardolandrim politics.
The Players will be offered fine wine and refreshments in
contrast to the method of summoning. Rhovanhen will point out
Additionally, the Amber beds in from old groves of trees at the contrast to highlight the “…mellifluous and the callous rewards
the mouth of the Baranduin River have begun to play out. For that newly found persons of notoriety can expect in Cardolan; as you
many years the Amber beds were an important source of wealth have earned recent notoriety from your exploits.”
and trade for the barony. Recently deposits that had run for
Rhovanhen will gauge the player’s interest in performing a
years have been mined out. New deposits are harder to find.
task for the Regent Aervellon, while the Aervellon himself
Aervellon has spent Girithlin’s meagre subsidy from Fornost,
eavesdrops on the conversation from a nearby room. Rhovanhen
and his depleted Amber revenue. Firstly in agitating riots in
will ask at least 3 questions:
Tharbad, and secondly in staging events in Obly’s revolt in the
Saralainn. This has used up the treasury and much of the family “…Are you interested in undertaking a mission for substantial
gold and silver plate reward?”
Aervellon in desperation for money has had to mortgage “…Are you able to remain discreet for this handsome fee?”
lands with the Dwarven King of Duneriador and the Blue “…Are you oath beholden to enemies of Girithlin, or rivals in a
Mountain dwarrows. Through contacts at the Dwarven trading similar way?”
house of Dulthor in Caras Celarinen, Aervellon intends to
finalize the last mortgage.
Aervellon intends to use this money to hire a mercenary
company to rebuild the defences of a number of towns and
villages in Girithlin.
17

Gamemaster Note

The pre-generated Player Characters come with some


attachment to Girithlin. At least one of the characters has refused
to become Oath sworn to Aervellon through an unspecified
disagreement with his father. The Baron or Castellan may play
upon this hoping that this “task will at least remove the
estrangement that has sadden us all”.
Two or more of the pre-generated characters are oath sworn to
Arthedain. This might be a reason for their caution.
If the party is not from the pre-generated group, the
Gamemaster should carefully consider the backgrounds of the
players and how this might affect the conflicting
loyalties/perceptions of the Regent Baron. Refer to Politics and
Power in Arnor: The Realm Section 7.2.1 page 84.
Cardolandrim politics are ruthless and so long as the Regent
feels confident the Players will “stay bought”, he will offer them a
contract opportunity. The recent notoriety assumes the Players have
completed the Quest for the Teregond. The Gamemaster could
substitute other exploits of the players.

Aervellon will enter the conversation at this point. He will


simply pick up the thread of the discussion as if he had heard it
all (he has). The Gamemaster should have the Players to roll a
Light (+10) Perception Roll to come to this realization.
Aervellon will begin:
“I have in mind a delicate task that requires men of discretion and
the ability of a group of strong swordsmen. I have arranged a certain
financial transaction with the King of the Mountain Folk of Duneriador
– the Dwarven Lords.
I must present my official seal for surety in undertaking certain
obligations in the next fortnight. This must be completed at Caras
Celairnen bordering the Faerie Lands of Lindon, some 70 leagues north
of here.
I intend to send my trusted Castellan Rhovanhen as my
representative. However, he will have to cross many lands and may be
seen by many persons whom I do not wish to know my business. To send
him with an escort of my household retainers may precipitate issues and
attentions that I shall not delve into here.
Needless to say, I want you to ride with my Castellan acting under
his orders and on my behalf, and return with the Dwarven voucher
granted in exchange. You must do this thing for me and none other; and
must not surrender either my personal seal, the person of my Castellan,
nor the Dwarven token to any other hands than my alone.

Do me this deed and I am prepared to reward you with these tokens


of fallen Numenor; tokens of my heritage. They are worth much to me
or others of Numenorean heritage could a buyer be found but you must
Illustration: Peter Xavier Price (Peet)
never sell them, and admit only they were ceded to you for services to
18

Girithlin. In the past all the Roquen of Girithlin were so armoured. Since The Castellan’s Proposed Route
the fall of Cardolan they now adorn the honoured dead. The price of
them is beyond what many a man would see pass through his fingers in
a lifetime.
Aervellon is prepared to offer the following items in return
of the successful completion of the mission. This is largely all he
has left to offer having no wealth in coinage, and having pawned
the family gold plate long ago on other schemes. Aervellon will
stress their value and “Numenorean” properties.

3 flasks of Cardolandrim Purifies all contentsput into the


“brass” in scripted with flask.
Sindarian letters that say Poisons and potionsmust save
the word pure. The verses a 10th level purification
Girithlin war bannersans spell.
stars engraved.
3 Dunedain High + 10 DB
Steel Act as a full Helm
filets/headbands Non-encumbering as
bearing the symbol armour.
of Girithlin – a Do not interfere with spell casting.
mountain Goral (sheep).

Having successfully bought their loyalty, Aervellon will


leave Rhovanhen the Castellan to plan the journey during the
evening, ensuring the Players return to the Inn before first
morning’s light to escape notice.

4.4 Crossing the Baranduin


The Players first obstacle is to cross the Baranduin with
horses. The nearest true river crossing is to travel to Sarn Ford
or to make to Annon Baran and hire passage of the river by ship.
The Castellan of Girithlin will veto both proposals, as they
require an inordinate amount of time and risk jeopardizing the
secrecy of the mission. He will prefer to swim the river and
would prefer to do so out of sight from prying eyes during the
early evening hours.
A number of small fishing ships and Riverman canoes exist
within Caranthel to assist a human crossing, but none the size
that could ferry a horse. The players could choose to cross the
river in armour with goods, allowing the horses to swim free,
by purchase of a fishing boat or raft. The Castellan will agree to
this if the Players can arrange it quickly, discretely, and without
his involvement.
The Baranduin, at this point in its winding route is a broad
river some 200-300 yards across. At its centre the River plunges
to a depth of 15 feet but is at least 4 feet deep off of both shores.
The water continues to have a slow current for river of its size.
The banks are not too steep (about a 20% slope), rising six to
ten feet above the river level.
19

The banks themselves are full of loose silty dirt whose


structure and shape is maintained by extensive scrub brush and An absolute failure result means the Horse and player take in a
crab grass roots. The Bank extends about 5 yards into the river large mouthful of water making the roll the next round at least one
providing a loose and shallow dirt shelf. The shelf is full of the category more difficult (i.e. medium becomes hard ). The players
same weeds and grass, which are not tall, and do not present a have to rope to successfully to pull the horse and rider out of the
navigation hazard. river if two consecutive failures occur.
Rhovanhen will lead his horse down the bank succeeding in **The Gamemaster should also note which if any player posses
a Light (+10) Riding manoeuvres. Riding down the the Magical Fishing Lure outlined in Adventure 1 – Myth of the
embankment requires a Medium (+0) Riding Manoeuvre. Teregond. This character will have a minimum of 8 – 32 (D4X 8)
Rhovanhen will strip off his Rigid Leather armour and tie it small fish attack the location of the Magic lure, spilling the contents
to the river bottom.
with all his possessions into a leather watertight gunnysack, and
then attach the sack to the pommel of the saddle with a 10-foot
rope. He will lead his horse into the river proper swimming
beside the horse, while the horse swims with saddle, tack, pack Light Horse/MediumHorse with Light (+10)
bags, and towing his possessions. no encumbrance manoeuvre
If the Players do not think of it, the Castellan will suggest
that the river crossing be done in relays with men armed with War Horse with no Medium (+0)
bows covering a pair of swimmers at a time from the shore. encumbrance/Light or Medium
Once established on the next bank the next pair can come. He Horse with only a saddle &
will be a little amazed by the lack of the Players “experience”. tack
Light or Medium Horse with Hard (-10)
full tackand saddle bags/Heavy
Gamemaster Note Horse
with saddle & tack
Light or Medium Horse with Very hard (-20)
The Players may have never had the opportunity to swim a river full tack,saddle packs, towing
with a Horse. According to the MERP rules, Manoeuvres when buoyant personal
handling a Horse are considered “Riding manoeuvres”; MERP 2nd belongings/War horse with full
Edition rules – page 33. All personal manoeuvres for crossing the tack
river are (logically) Swimming Manoeuvres. and saddle packs
The Chart below details the “Riding” Manoeuvres rolls required Light or Medium Horse with Extremely Hard(–
each round for the 2 rounds it takes the Horse to swim between the tack andnon buoyant (i.e. 30)
shallows on the south bank to the shallows on the North bank where Chain armour, shields and
the horse will regain its footing. The Player Characters should also swords)personal
roll at least two personal Swimming (or boating if so arranged) belongings/War Horse (one
Moving Manoeuvres while crossing the river. The level of difficulty level
assigned should be determined by the amount of clothing the Players less)
keep on as per the MERP Rule suggestions. Light or Medium Horse Sheer Folly (-50)
swimming with heavy man and
If the players attempt to ride/swim atop the horse across the his full belonging upon its
river, then the Players have to make 2 Personal Riding Manoeuvre back/War Horse (one level
to not fall of the saddle and/or break the horses swimming gait. If
less)
successful a swimming manoeuvre is not required.
Any type of percentage Success > 100 means the Players succeed Light or Medium horse Absurd (-70)
in that round while crossing. A percentage success < 100% result swimming with an armoured
indicates the need to make Riding (and more swimming) rolls as the man and belongs upon his
Player and Horse have not coordinated their movements. back/WarHorse (all further
Once the player has reached a cumulative 200% they have levels)
crossed the Baranduin.
From the North bank, the Castellan will lead them a short
way to a defensible campsite; light a fire and allow their personal
belongs to dry out. Metal Armour, shields, and buckle straps
20

(magical or not) should be carefully wiped down to prevent Rhovanhen will relate the history of these lands to the
rusting/water damage. This type of routine maintenance can be Players as they journey northwards.
suggested once or twice by a GM before penalties should be
“These are the lands of the Kirinkiya - a Numenorean family – a
applied.
branch of the Egenyaron. They take their name from a Red Song Bird,
Any random encounters throughout the night are likely to but we know only the dirges of their battle hymns.
come upon the group un-armoured; especially those in Chain or
They raise their horses in this area of Arthedain. For many years the
Plate armour. The Gamemaster should note the hour of an
Kirinkiyaron have been rivals of the Girithlin heirs and at times it has
encounter with an open-ended roll; low being early in the
even come to grievous blows.
evening and high being early the next morning.
In the time of Ecthilion Girithlin (1559 T.A. not quite a 100 years
ago) a large force of the Knights of the Kirinkiya and their sponsors –
the Egenyaron - launched ‘crown unification’ raids into Girithlin. They
4.5 North through the White Downs sacked our herds, laid a levy against towns, and carried away valuable
The next stage of the journey encompasses a fast ~ livestock and commodities even after we swore our oaths to Arnor and the
approximately 220 mile ride north towards Caras Celairnen. King in Fornost.
The western portion of the Egenyaron Lands – the Siragalë My own grandsire was killed in a tournament with a scion of the
(or Shire) is composed of rolling green hills dotted with Kirinkiyaron in a melee of champions at Fornost. They know me well
farmsteads and small knots of trees. Visibility is no more than 1- and I know them. It is best if we did not meet during this journey.
2 miles at any given time due to the nature of the valleys and Much water has flowed down the Baranduin since those days, and
tree lines obstructing the view. we serve the same king, but still old mistrusts die a hard death. My Lord
The Castellan will be most anxious and nervous during this now worries about the Trolls of Creb Durga and the Clansmen in the
phase of the journey. He will wish to avoid settlements and will Ethir Gwalatho but would not ask of help of these folk for less than
push to travel through the lands and mostly away from the main Mordor exploding in flame again.”
trails/roads in a “Fast Ride” as outlined in the Strategic There are a number of settlements along the way to avoid.
Movement Rate table ST9 (page 66). The river crossing will happen to the west of Cor Wilishar and
This will require Light (+10) Riding Manoeuvre rolls every so not come into that freehold city. There on the north bank of
4 hours. Encounter rolls are also required every 4 hours because the Baranduin is a trail/road leading northwards that the party
of the haste. Rhovanhen will desire to travel 12 hours per day can make good time upon.
covering approximately 50 - 60 miles per day (MERP - Open Approximately 40 Miles north-westward brings the Party to
Terrain - Table ST9). This makes any camp site poor in quality the first manor settlement of the Kirinkiya/Egenyaron; a
of defensibility. At the same time he will insist some of the party fortified manor of their kin. The Castellan will prefer to swing
“scout ahead” to avoid attention and encounters if at all possible. east and pass out of the manor’s site.
This tends to round the average distance covered down to Here the road links with a major east west thoroughfare that
less than 60 miles per day. leads to Cor Wilishar (crossing the River Noriglos). There are a
Gamemaster Note number of people traveling to and from Cor Wilishar so that
crossing the road unseen is important in this early stage.
Players who have an avian scout will receive bonus modifiers to Rhovanhen will enlist the party to scout the road to ensure their
scouting and manoeuvre rolls that will help offset the negatives secrecy.
caused by the need for haste. This will require 3-4 medium (+0) manoeuvre rolls to sneak
If the players completed adventure 1 – Aflith the Owl is a to the road’s edge and identify a time (or gap) when no one will
perfect companion in this regard. see. The Gamemaster should not relate any results as a failure;
this will result in the party being seen crossing the road. The
Aflith the White Owl will add a +30 to scouting and avoidance players can be allowed a very hard (-20) perception roll to note
manoeuvre rolls during dusk and night time encounters. Being an that they have failed in scouting the road.
owl Aflith’s bonus will only add +5 during daylight hours largely
because of his magical perception abilities. Other bird familiars Riding due north across country, the party will also ride to
(crows. ravens. Etc) should add bonuses during daylight hours but the river fords near the joining of the stream Nimeithel with the
unlikely are aligned to sensitivity of people and magic: +10 to stream Noriglos. An old ruined manor stands here and is used as
+15 maximum is recommended. a scouting area by the local lords. The Party will have to scout
the manor to ensure they are not seen crossing the ford. This
requires 3-4 hard (-10) manoeuvre rolls. A party of 3 Kirinkiya
21

men at arms are camping behind the old manor watching the choose to return with the ransom demands, or try to continue
crossing at the fords. Each is a 4th level warrior. the mission with or without Rhovanhen and the seal of the Lords
of Girithlin. Should the players return unsuccessful for any
Gamemaster Note reason this scenario comes to an end and the players should be
given the experience consummate with the failure. Should the
If during this first 100 miles the Players party is spotted by Players succeed in eluding pursuit – the pursuit will end at
Random encounter with “Locals” or “Local Militia” or “Patrol” there Gamwich in any event.
will be pursuit of the Players party. Remember that due to the speed
Approximately 40 Miles due north of the ford is the line of
that the Party is traveling, random encounters should be determined
ridges known as the Tyrn Haen. Rhovanhen plans to follow the
more frequently as the Players have difficulties in balancing speed
ridges edge and thus bypass Greenholm and Gamwich to the
with a capability to scout ahead while using a Fast Ride and
west for the next 80 miles.
traveling 12 hours a day. The pursuit is especially true if the Players
do not stop to answer questions such as: Once past Gamwich, the player’s attempt to cross one more
important road in secrecy: The Menatar Romen. This will
“By whose leave do you ride through the lands of the Arthedain?”
require 3-4 easy (+10) manoeuvre rolls to gain the edge of the
The Castellan will be reluctant to allow a confrontation road. Depending upon when the party arrives at the Menatar
especially carrying his Lord’s official seal. He may be persuaded to Romen, the players will have to wait for dusk to ensure they
bluff out an encounter with a Very Hard (-20) persuasion roll. cross without being seen. North of Gamwich the Castellan will
The pursuit itself will take 3 hours to organize and will consist grow notably more relaxed. After crossing the Menatar Romen,
of 9 – 4th level warriors lead by a 6th level Ereter; an Ohtari of the the Players party essentially stay upon the roads and trails north
Kirinkiya. They ride light horses and will be armed with Rigid fording two streams and riding close to habitations until they
Leather armour, a Lance, Anket, and round shield bearing a Red reach the South Bank of the River Lhun. They are out of
Bird under 7 white stars on a black field. Kirinkiya lands by this time and Rhovanhen will not seek to flee
or evade any encounters with people.
The Gamemaster should utilize the MERP
rules under “Direct pursuit and the Hue and Cry – pursuit” to
determine the results. Hue and Cry & Direct Pursuit. MERP 2nd 4.6 Option : Meeting Wandering
edition Page 66-68 section 14.2.
Company upon Ferry
If the Players party fails to elude the direct pursuit they may be
able to negotiate their way out of the situation using Very Hard (- At the River Lhun a Ferry will cross men and horses for a fee
20) persuasion and diplomacy. Any player with Diplomacy and/or of 5 Silver Pieces each. The service is available by hailing the
Rhetoric as a secondary skill may add half his/her bonus to the ferry on the far river bank. The ferry takes about 40 minutes to
attempt to Influence the Kirinkiya war party. Characters with cross.
obvious ties to Arthedain will gain additional bonuses for obvious One important non-random encounter is available at the
displays of fealty such as a Ranger’s star. Game master’s discretion. The Party encounters a Wandering
Company of Elves upon the ferry to Caras Celairnen. They will
The Roquen of the Kirinkiya will not be well disposed be Sindarian Elves lead by Haldor of Lindon. The Players will be
towards any party they have surprised or chased for many hours. confronted by 10 Sindarian warriors; bows at the ready though
They will react to any influence and interaction roll of less than not drawn and pointed at the party. Haldor will invite the
100% Success, or Total success; suggesting that at least one of players to sit at the stern of the boat as guests of the Elves for a
the Castellan or the Players “…tilt a lance” with the Kirinkiya while.
men at arms; before they allow a Castellan of Girithlin be
allowed to pass on through Arthedain lands. The Castellan of Girithlin will be reluctant but outwardly
confident dealing with Elves; claiming to be worried about the
The Castellan Rhovanhen will not personally agree to “tilt horses. He will join if the majority of the players accept. A
lances” but if it is apparently the only way out of the encounter Cordial will be passed around the ship and the Castellan will
he will suggest “…tilt this lance and their arrogance be done”. quickly drop into a deep slumber; though it will not affect the
Should one the players win they will be allowed to move along players in this manner.
their journey. If the players fail they will be asked to become
guests of the Lord of Kirinkiya at his hall. Any combat of jousting If the party asks Haldor for his advice and council he will lead
will have critical results reduced to an A as per the MERP rules. the following conversation:

In failure one Player at least will be expected to ride to Minas


Girithlin with a polite ransom demand. The Other players may
22

“It is not often that we concern ourselves with the affairs of Mortals 4.7 Meeting Dulthor Fairbeard in Caras
for our time is coming to pass to the Utter west. To give advice in the
affairs of mortals is not a task undertaken with a light heart.
Celairnen
The Trading House of Dulthor Fairbeard in Caras Celairnen
Many deeds have you done on behalf of the free peoples of the west.
is a well known landmark of this open city.
Your exploits were heard even by us (Insert Exploit) and we do not
study the ordeals of men. Dulthor is a wealthy Goldsmith who stores the portable
riches of many clients with total discretion for a negotiable fee;
(N.D.L.R. - Insert Exploit : assuming the Players
about 1% per month. He accepts only Gold and Silver deposits,
successfully completed adventure one – Haldor will be familiar
and more rarely Mithril. Dulthor asks no questions of the source
the Slaying of the Dark Priest and the Teregond or some other
of his client’s wealth, he merely assays the purity of the coinage
exploit of the players)
and ingots, and agrees to the outstanding sum. For an additional
2% one time fee, Dulthor will provide an ivory and iron rod
etched in Khuzdul and Sindarian allowing the bearer to draw
upon the stored wealth at certain other Dwarven trading houses
in Tharbad, Fornost, Suduri, and Fennas Druinen.
Dulthor is also widely reputed to be kin of Dulin, King of
the Dwarves of the Blue Mountain dwarrows in 1640. He acts
as an informal Minastir of Trade with the Arthedain though he
has never been to court at Fornost. More often the Arthedain
nobility come to see Dulthor.
The House of Dulthor is a richly decorated house in the very
midst of the Market Square. The house is somewhat gothic
looking with reliefs of axes carved in an interlocking pattern.
The interior is described below corresponding to the diagram:
1. The grand entry hall. The hall is protected by to great brass
doors with a drop bar to secure them. 3 Dwarven
Guardsmen will politely insist that all visitors disarm in
room 4.
2. The Greeting room. Here Dulthor’s Steward greets all
perspective and existing clients from a giant oak desk in the
center of the room. A large curved stair case leads up to the
2nd level which is a series of bedrooms for the residents.
3. Guard Room. Dulthor has 7 Dwarven Guardsmen Warriors
(optional Rogues) on duty though out the day. They are kin
of Dulthor himself. 3 dwarves garrison the entry hall at all
times.
4. The guest guardsmen room. Here in small alcoves visiting
guardsmen can disarm. They can choose to stay in this room
Yet we know that you currently work for the Numenorean Lord of and play cards laid out on a small oak table in the center of
men that styles himself Guardian Prince of Girithlin. the room.
Long ago it was foretold that tragedy would come to that line of 5. The office of Dulthor. Here Dulthor will finalize all
men. They have a steak of arrogance that will undo them ere the end. transactions at a large oak desk in the center of the room.
Be careful to meddle in their affairs too closely lest it consume all thy There are sufficient chairs for a party of 12 or so.
6. West hallway; it leads to the western wing rooms: a den (8)
good deeds.
library (10), and guest room. Eventually at the back of the
We will speak of this no more. Relax now and we will ascertain your house one finds stairs down to the basement and the vault.
safety into the city to the place you wish to go.” 7. East Hallway – it leads to the east wing rooms: a dining
The Elves will lead the party to the Goldsmith House of room (9), kitchen (10) and privy. Eventually at the back of
Dulthor, or an Inn if it is as late as dusk. The Party will be the house one finds stairs down to the basement and vault.
refreshed and energized by the cordial.
23

The vault in the basement is a brick 50 feet x 50 feet enclosed Rhovanhen will be eager to eat, leave and return to the Inn. A
with Iron Doors. It is absurd (-50) to pick and requires 7 keys to duel of sharp questions and evasions between Baragund and
open. The upper level contains : a master bedroom with a small Rhovanhen will characterize the remaining half hour luncheon.
vault, 3 guardsmen quarters, a guest room and a common room
At the Inn Rhovanhen will immediately begin to arrange
“foyer” where visiting guardsmen can stay. They sleep in hard
provisions for the return trip home. He will carry one unique
wooden benches along the walls at the top of the staircase.
item after the meeting. A Rod wrapped in leather and tied by a
thong. He will keep this on his person at all times. Baragund will
also take leave of Caras Celairnen for Fornost within the next 24
4.8 Negotiating the Transaction hours. He will advise the Crown Prince and send a note to
Prince Minastir at Iach Sarn of the events that transpired.
Rhovanhen and the players will meet Dulthor in his office in
the Goldsmith’s house. The appointment is arranged for late
morning just prior to noon. The Dwarven guardsmen will see
that the party is disarmed. Attending Dulthor in a business 4.9 There and back Again
transaction will be Baragund Turmen, the chief advisor of Prince
Rhovanhen will suggest that the party return using the same
Arvegil of Fornost.
route. He is no longer worried about the time or the secrecy of
The Players should receive an Easy (+10) perception roll to the mission. Having been met by a Royal Official and actually
note the obvious discomfort of the Castellan of Girithlin. Where completed the transaction he simply wishes to return to
previously Rhovanhen has been confident and poised; he Aervellon and advise him of events.
suddenly looses his “wind” faced with a Royal Official of Nor are the Rod and the seal of critical importance; though
Arthedain. Rhovanhen stammers and blushes, which has not Rhovanhen will not let them escape his personal possession. The
happened before. Rod is encrypted for a specific purpose, and the seal has
completed a critical transaction. His lordship Aervellon can now
Dulthor will welcome Rhovanhen and excuse the entire
alter or amend his official seal as he see fit.
party including Baragund indicating they have much to talk about
and transact. He will offer Baragund and the Players a lunch
The ride home will take much longer as Rhovanhen will not push
while: “…the Girithlin and I complete our business.” The Players and
to travel 12 hours a day. He will recommend travelling 8 hours
Baragund will be escorted to the Dining hall where a table has
a day in a Normal Ride. He will even seek to stop in places such
been laid out.
as Gammich or Greenholm to stay at an Inn as opposed to
In fact Dulthor, being very intelligent has invited Baragund sleeping on the ground. Passage to Annon Baran could be
on some pretext to place the Girithlin ill at ease in negotiation. arranged via ship if the Players are so inclined. The one ship
Dulthor while very discrete, is aware of the reputation of available will be a fishing/whaler named the Far Lhun. It cannot
Aervellon of Girithlin, and was seeking an edge in negotiations. transport horses and will be smelly (-10 to all activity for 3 days
He has no intention of telling the Arthedain anything regarding until the odour of the ship becomes 2nd nature). Rhovanhen will
the affair; he merely anticipates that the crown’s awareness will not be enthusiastic about the ship but may be persuaded with
pressure Aervellon to play the strait and narrow. very hard (-20) rolls.
Baragund had no previous hint that he would meet the
The mission should be considered a success if the player
Castellan of Girithlin or what their affairs might be. Being an
official of the crown he is now very interested. During the successfully escorts Rhovanhen back and forth bearing the seal
and the rod. Experience should be rewarded for this success; and
luncheon he will question the players extensively trying to ferret
out intelligence on affairs in Cardolan. He will ascertain the travel through “moderately dangerous lands”. The lands are not
dangerous in the sense of lethality, but rather the secrecy and
following at the minimum for the players:
haste of the mission. The mission should be considered doubly
“Are you oath sworn vassals of Aervellon? I do not recognize you” successful if the Players escort Rhovanhen with utmost
(Baragund may or may note recognize the players based upon previous discretion and secrecy. To do so the Players will have had to
exploits at the Game master’s discretion). make a number of successful movement, scouting, and
“Which ship did you arrive in (thereby confirming a trip through persuasion roles. Therefore the experience reward will be
Arthedain)?” higher.

When do you return? How will you journey? (thereby confirming Players who perceive or express suspicions of treachery in
what cargo and provisions are being arranged) Girithlin actions should be awarded additional idea bonus points.
After an extended luncheon of an hour, Rhovanhen and There are sufficient clues through out the adventure to note that
Dulthor will join the party having “…completed their business” Aervellon is playing a sharp game.
24

5.0 THE BATTLE OF THREE for this mercenary company should cause an imminent
confrontation.
ARMIES
Aervellon believes that the combination of events will relive
him of both concerns. The Warlord’s certain retaliatory attack
5.1 Prologue against the mercenary company will decimate both parties;
This third adventure is designed to dovetail with the thereby saving Aervellon from having to pay the bulk of the
successful completion of the first two adventures. The Pre- contract to the mercenaries and limiting the likelihood of further
generated player party outlined in section 1.0 can be used as the Troll incursions into his lands. All this will occur without the
players in this scenario; however, the Gamemaster should significant risk to Girithlin forces. It is for this purpose Aervellon
consider increasing the respective levels by one or two per requires a competent party of swordsmen to take the “contract”
player; or the players have gained 2or more levels of experience to the mercenaries. Aervellon will tell the Players nothing of his
after the successful completion of the Teregond adventures. overall plans. He wants the party to act as courier and escort
Alternatively, this adventure can be run as a stand-alone scenario with the offer.
with or without the pre generated characters. This second The “contract” is an encrypted Dwarven rod. It specifies
adventure is geared to Player Characters averaging 5th level. (100men X 1s.p. per day X 300days) 30,000 pieces of silver to
be paid in allotments. 10% is to be paid in advance by presenting
the rod at the House of the Dwarven Merchant Prince and
5.2 Meeting Aervellon Goldsmith, Craier - in Tharbad. The remainder is to be paid
over time for successful completion of the terms of the contract.
The Players Party is summoned to Minas Girithlin for an This has been agreed upon by Aervellon and the mercenary
audience with Aervellon, the Regent Baron of Girithlin. The leader.
invitation will be conveyed with respect and diplomacy. This
may be in sharp contrast to previous summons if the players have A further 3000 of the total (10%) is to be paid to the players
completed the second adventure (see Section 4.3). for “successfully” escorting the mercenary troops to Girithlin
lands. Aervellon must designate the finders in a letter attached
Aervellon has nearly exhausted the Barony’s treasury in with his seal. He will provide one short written note sealed with
fermenting riots in Tharbad and revolts in the Saralainn. his official seal to the PCs designating them the ‘finders’ once he
Aervellon has recently mortgaged a number of Amber Bed lands has decided upon their competence for the mission. This too is
with the Dwarves of Duneriador. These mortgage monies to be paid in allotments with only 10% in advance; however,
pledge certain revenues from the Amber fields over the next 7 Aervellon will not volunteer this information unless specifically
years. Unfortunately, the Amber deposits have begun to play asked. Most importantly the Player(s) must be present with the
out and new veins are increasingly hard to find. This will rod when presented at Tharbad to collect their fee. Aervellon
certainly be noted in the coming years and Aervellon is playing will specify this.
a complicated game of treachery and politics.
Gamemaster Note
However, Dagorhir the Warlord of Creb Durga has ordered
forays into Girithlin lands to extract tribute and foods from a The Pre-generated Characters come with some attachment to
number of communities such as Angoth and Cithiel. Girithlin. At least one of the characters has refused to become Oath
Communities that lie along the south shore of the Baranduin and sworn to Aervellon through an unspecified disagreement with his
pledge fealty to Girithlin. Other communities, such as the father. Two or more of the pre-generated characters are oath sworn
nearby city/town of Carenthel, are petitioning Aervellon for to Arthedain. This might be a reason for their caution.
troops and expertise to assist in rebuilding existing walls long
neglected. In order to appease the situation Aervellon has If the party is not from the pre-generated group, the
crafted a complicated plot that he hopes will mitigate both his Gamemaster should carefully consider the backgrounds of the
problems. players and how this might affect the conflicting
loyalties/perceptions of the Regent Baron. Refer to Arnor: The
The Mortgage monies are being used to hire a Cardolandrim Realm Section 7.2.1 page 84.
mercenary company noted for have successfully meet the troops
of the Warlord in battle. These troops are to shore up the Above all the Gamemaster should note that Aervellon will not
defences of the communities along the southern Baranduin; both send directly Oath sworn men on this mission. The dubious nature
rebuilding walls and expelling troll and Orcish raiding parties. of the mission would be a failing of a lord‘s oath of faith and
At the same time Aervellon has leaked news of his hiring this loyalty; something which carries a large consequence in Middle
special mercenary company to numerous peoples he believes Earth. Aervellon also desires to maintain some distance from direct
may be in sympathy of the Warlord Dagorhir. Dagorhir’s hatred involvement in order that he may be able to belatedly implicate his
naïve young nephew should the plans go array.
25

Aervellon will conclude the interview with the player’s party through Carenthel in the past week. This one in particular
once he has successfully assured himself that the players can be looked “...alf an Orc, so ugly was ee.”
successfully bought off. He will provide the players with
The Gamemaster should note that this route is almost
provisions, a suggested route to travel, and gear as required for
identical to the one the players took if they completed the first
a 14 day ride to the ruins of Ningliras; the last known location
adventure Myth of the Teregond. Therefore only half or less
of the mercenary company.
additional experience should be awarded for traveling the same
Aervellon Girithlin has arranged for the journey back; safe lands as it is routine. Refer to MERP Rules page 40 - Travel
conduct through Tyrn Hodath (Tyrn Gorthad) with all road tolls Points. Random encounters can be determined along the route,
paid so long as the mercenary army does not encamp near Bree, The Gamemaster can use the charts in section 6 of this module
Minas Malloth or Methraith/Thalion. or the charts outlined in the Iron Crown supplements.
The preferred passage is to travel the south shore of the One important non-random encounter will occur along the
Baranduin, and to use the gap of Andrath to and from Girithlin route. They Players party will be hailed and stopped by an
Highlands to Tyrn Hothad. Ohtari of the Dagarim Eretar Na Athrad Sarn – the Royal forces
of Prince Minastir from Iach Sarn on the south side of the
Baranduin.
5.3 The Road to Ningliras Their presence south of the ford is uncommon, but not
unheard of. The Royal forces will be polite, and diplomatic.
When leaving Minas Girithlin the players are likely to pass They will ask the Players about their travels. They have been
through the town of Carenthel. If the Players have previously instructed to specifically look for the Players party crossing
completed the Myth of the Teregond adventure, the town Girithlin lands and passing Iach Sarn. Their instructions are to
populace will know them at sight and treat them as local heroes access the situation and gather as much information as possible.
and celebrities. They will be forth coming with information and
extra provisions with little persuasion Word of their mission has leaked to the Prince (the Players
involvement in Cardolanrim affairs will have been noted if the
Players should be given an easy (+5) perception roll to note players completed the first /second adventure). The Prince
that they are being scrutinized by a number of people in the mistrusts Aervellon Girithlin and is keeping tabs on his activities.
town. At least one dark and swarthy stranger one will carefully
note them and ride away to the south east. None of the Minastir also suspects that Aervellon has hired the services of
townsfolk will be able to positively identify the man; other than a mercenary company who has plagued travelers along the
to say a number of strangers, tinkers, and mercenaries have been Menatar Romen. Melindir the Captain of Bree has advised the
Prince of the situation, and neither has the resources to mount
26

an expedition to remove the mercenaries from assaulting The Warlord is uncertain of the nature of a powerful weapon
travellers on Arnor’s high roads. against him and is impatient to have Duncan and his mercenaries
dead.
Gamemaster Note
5.4 The Mercenaries - The Cuir Na
Graibcreaga Duncan’s secret is the sole magical possession he keeps. A jade
herb bowl of unknown origin crafted many ages ago and found by his
Duncan Mac Finlach na Murchadh is of the clan Murchadh in ancestors. Valued for its beauty, its true nature was never understood
the Saralainn. The Murchadh are a warlike clan that raised the by Duncan nor his ancestors.
first revolt of the Kennaigh. Duncan is a Prince and war leader
of the clan, and was instrumental in many of the battles of the The herb bowl will produce medicinal cures from herbs with twice
revolt of the Kennaigh. He has always been a thorn in the side of the normal potency. However, Duncan has learned the mixing the
the Kings of Saralainn. None are certain if this is because he brains of newly killed trolls creates sling shots “off Troll
desires the throne himself, or simply is the loyal folk hero he slaying”(MERP Tables CT 5, 10 and 11; rules page 239 ); an
portrays himself to be. interesting side effect. Duncan treasures his beautiful little medicine
bowl and hides it from all but his trusted Kinsmen.
The Clan Murchadh
Banner circa 1640 T.A. Duncan himself is consumed with doubt. His wealthy
contracts have taken care of his immediate needs; but he is
uncertain of his course of action in the Saralainn. He desires to
return to his homelands but is considering a contract in Fennas
Druinen at the urging of Pelender of Tyrn Hothad (Tyrn
Gorthad). He has fortified his troops to the ruins of the town of
Ningliras on the Menatar Romen where he extracts tolls on the
rare merchant passing by. This has earned him certain hostility
of Melenur and the Dagarim Aran Na Bree.
Duncan’s army consists of 20 of his kinsmen as mounted
King Lanaigh of the Saralainn would have preferred to have Cnichts armed with spear, shield, sling, and broadsword. They
Duncan killed; but his popularity among his own and unaffiliated wear rigid leather armour.60 attracted clansmen followers are
clans allowed only the punishment of exile; until such time as heavy infantry armed with Pike, Sling, Talthum shots, and a wall
Duncan apologizes and swears a fealty. More simply no one shield. They are uniformly armoured in rigid leather armour but
would take the king’s bribe to assassinate so popular a man and with metal helms and greaves. Duncan’s contracts have paid
doughty a warrior. Duncan and his household formed the handsomely. The final 10 of his men are mounted scouts. They
mercenary company the Cuir Na wear soft leather armour, shields, and are armed with axes and
slings. Statistics for the Cuir Na Graibcreaga can be found in
Graibcreaga; translated in Westron as the Kinsmen of Slings. section 7.0.
They were employed as a mercenary in a number of
Cardolandrim skirmishes. They fought for Girithlin against His men are personally loyal to Duncan (+20 to morale) and
Tinereb in a dispute over the ruins of Harbarist. They fought for many of them desire to march back to the Saralainn and depose
Tinereb against the Catons of Faerdor in a tribute war. He joined the current king.
the Cantons to reverse Tinereb’s success. Lastly they fought for
Caladir against a host of Trolls that were marauding; the country
side and northern Caladirian towns and farms. 5.5 Ningliras
It was in his last contract against Creb Durga’s trolls that
The history of Ningliras is a long and ancient tale of turmoil.
Duncan’s success was noted, and his fame made. His clan of
Founded in the 2nd age by the Men of Weathertop, the hold was
mercenary followers had always been armed with slings and
an important stop along the Dwarven trade roads east to west;
pikes. They did not choose the Weeb; the traditional weapon of
built on a series of small rises that naturally commanded a view
the Daen clansmen. During the Troll raids in Caladir, Duncan
of the county side for many miles. It was also only a day’s ride
developed the Tathlum; mixing the brains of a newly dead troll
or a long march from Weathertop.
with lime and hardened to stone by daylight. These sling shots
were used with devastating effect against other Trolls of Creb The hold was ravaged by the forces of Sauron during the 2nd
Durga, but no others have discovered the secret. age invasion of Eriador. It was subsequently rebuilt and
benefited greatly from Elendil’s paved construction of the
27

Menatar Romen. In the late second age it grew from a clan hold The city was sacked in the wars of the Northern kingdoms in
to a town and then to a small city. In the third age turmoil 1352. In 1409 in the Great Northern War the hordes of Angmar
continued to surround its position. further decimated the population; but the city was resettled and
rebuilt on a smaller scale, however still without walls. Instead
Ningliras was closely associated with Amon Sul – the fortress
the hedge rows (‘the Hagavorl’ – thick brambles similar to
of Weathertop. A mere day’s march or easy ride away, the city
Bree) was planted to protect the now smaller town much as they
naturally economically supported the fortress in many respects.
were built around Bree.
Given that it was un-walled and an open city it was to
Weathertop that population looked too for protection. During the Baronial wars of Cardolan the city was forced to
pay tribute and “lords support” to the Hiri of Eredoriath,
During the division of Arnor in 861 the city was embroiled
Faerdor and finally Tyrn Hodath. After much strife, the further
in dispute. It was claimed by Arthedain, Cardolan and Rhudaur
reduced town settled into loose fealty to Tyrn Hodath. The city
being an important economic center with toll revenue.
suffered a number of “practice raids” from the Hillmen of the
Eventually it became enfoefed to Cardolan though it continued
Trollshaws between 1550 and 1636. Finally in 1638 the Plague
to support the Arthedain garrison on Weathertop.
struck the now depleted town and it was deserted in perpetuity.
28

One unique feature of the city has survived all the years of The other approach is diplomatic. The Players may choose
war, fire and construction. During spring and fall when leaves to halt for the sentries and show the Dwarven rod and one
of the Hagavorl are muted - the city when viewed from the written introduction to the mercenaries. The mercenaries will
direct east or west reminds one of a Blue Headed Goose in flight. insist they disarm before approaching the heart of the camp. The
The Blue cobalt tile roofs, especially those of the south most outcome of this approach is neutral (Medium +0) as the
buildings, combined with the brown Hagavorl “striped wings”, mercenaries have no reason to either trust nor distrust the
and finally the earthen fields as tail feathers provides the Players; the PC’s will have only proven that they can carry
unmistakeable impression. messages as opposed to any fighting and stalking skill.
Some Arnorean historians maintain that this is on purpose. Duncan will closely scan both the rod and the one written
Designed to the culture of the Men of Weathertop who founded introduction of the Players party identifying them as having
the hold - these men honoured Manwe above all other Valar. rights to the finder’s fee. He will carefully inspect the seal of the
Some historians maintain that is in tribute to massive flocks of letter. Duncan, long used to treachery, has kept the only piece
geese that migrate directly over the city. Geese that summer in of correspondence he has received from Aervellon and will
the Ettenmoors migrate to the cape of Andrath (Gondor) in the compare the two.
winter. Thousands are seen annually in the fall and fly directly
Duncan will immediately instruct 3 trusted lieutenants to
over the town feeding upon the grains in the field. Even into the
ride to Tharbad to the see a Dwarven Merchant Prince to lodge
1640’s hunting expeditions are organized in the late fall. Other
his deposit. He will instruct them…”to ride with extreme haste, to
learned Arnorians maintain it is simply a coincidence of geology.
draw sufficient funds for the Clan’s provisions along the road, and to
meet at the Gap of Adrath in 5 days hence. There the company shall
wait to find you safe, or seek you out.”
5.6 Meeting Duncan Mac Finlach na
If the Players seek to accompany the lieutenants, Duncan will
Murchadh not allow it. He does not trust the escorts or Aervellon
Approaching the armed and fortified camp of the Cuir Na completely and he will insist the majority of the Players stay to
Graibcreaga requires either diplomacy or stealth. The Cuir Na accompany the men to Girithlin. He may mistake them for
Graibcreaga makes their camp in the ruins of a warehouse at the Girithlin oath sworn men; but if he realizes the players too are
southern most point in the deserted town. The Warehouse has mercenaries he will further insist. The Players may persuade
most of the roof intact and three sturdy walls shelter the men Duncan to allow one or two of the Players ride to Tharbad with
and horses from the worst of the elements. a medium (+0) influence roll; however Duncan will insist the
majority of the Players stay with him as “I’m not so naïve as to let
The mercenaries keep a sharp look out upon the Menatar
you go, my hired escort, and then walk into a trap.”
Romen and approaches from the north. In the past 4 months
they have routed two Orcish raids, and a half hearted Hillman Gamemaster Note
raid designed to evict them.
Having extracted a ‘road tax’ from a few Dwarven caravans, The Players are faced with a quandary. Who of the Party is to
and one Eriadorian merchant, they are aware of the growing go and assure their pay?
animosity they are inspiring from Arthedain forces stationed in
This portion of the adventure should be run separate from the
Bree and Uiviril. They mostly worry about an Arthedain force
whole group. The Gamemaster should retire from the larger party to
descending upon them, as they have routed the Orcs and
run the “fast ride to Tharbad” out of the earshot and knowledge of
Hillmen with only minor losses. They are not so confident
the main core marching with the Cuir Na Graibcreaga. Likewise the
should the Arthedanrim come in force.
Player (s) riding to Tharbad should be unaware of the march of the
If the players choose stealth, they will be required to make a main company. This trip is not scripted in this adventure to be an
series of hard (-10) moving manoeuvres for 5 rounds as they eventful one. Random encounters should be checked for, and entering
approach the city from about a mile out. They will further have the gates of Tharbad requires a fee; but otherwise it is intended that
to make a series of very hard (-30) stalking manoeuvres within the Players should be reunited at or near the Gap of Andrath. The
the ruins of Ningliras proper. If the players are successful in Player (s) who do arrive in Tharbad to claim their finders fee may be
surprising the mercenaries, the reactions will be hostile surprised to only be able to draw a maximum of 300 silver pieces of
immediately (-50 to persuasion for 10 rounds) until the players the 3000 that was promised in the interview with Aervellon. This
are disarmed or voluntarily disarm themselves. Showing up the had not been disclosed to them previously.
competence of mercenary scouts will not immediately endear
Conversely the trusted kinsmen of Duncan expected this turn of
them to the clan; however, once comfortable that the Players
events and will happily draw 1500 Silver each to bring to the
intensions are not lethal, grudging respect for the feat will turn
company to buy provisions and make payroll for the men.
attitudes to easy (+10) to persuasion.
29

5.7 The March to Minas Girithlin From Andrath, Duncan will lead the company on a more
southerly route to give a wide berth to Iach Sarn. He will turn
Duncan will now mobilize the company to march to west towards the ruins of Gwaelin, and so by pass the fords by
Girithlin in one day. This will allow time to collect a few men 20 miles to the south.
scouting, hunting for food, and to send two men on their way
back from scouting to travel to Bree for buying provisions.
Duncan being a prudent general will march for 8 hours a day and
ensures he finds good defensible campsites. The company takes 5.8 Parlay by the ruins of Gwaelin
time to set up defences at each site using rocks, and hastily All of Duncan’s precautions come to naught.
fashioned pole arms made from small trees. Duncan will ensure
the players never get too far away from his side; counting them Prince Minastir and 20 Arthedain Knights (Roquen) will
hostages for a safe passage. confront Duncan’s army south of Iach Sarn while setting up the
first evening camp.
The company will send 5 mounted riders to scout for the
march. 2 will scout forward, 2 on the North wing and 1behind This encounter is not random and will occur in the early
and to the south. Duncan is still most concerned that the arm of evening before the sun has set. The Gamemaster can choose the
the Arthedain military will stretch out to grasp him; or that some relative setting but it is scripted to occur near Gwaelen, a small
small Orcish band of assassins will pursue him for previously Cardolandrim city in ruins. It is suggested the Gamemaster
wiping out a raiding tribe. choose the encounter nearest the first evening south and easterly
of Iach Sarn
Gamemaster Note
The Arthedain forces will be preceded mere minutes ahead
of Duncan’s northern scouts. They will ride into the midst of the
Players who have an avian scout will receive bonus modifiers to camp harried and breathless shouting “… Duncan the Elf men are
scouting and manoeuvre rolls that will help offset the negatives coming, the Elf men are coming. They materialized out of thin air.
caused by the need for haste.
Duncan will curse and order the company to stand ready. He
If the players completed adventure 1 – Aflith the Owl is a is resigned to face this threat bravely. Prince Minastir rides to
perfect companion in this regard. within 20 yards of Duncan. The Prince will be dressed in
Aflith the White Owl will add a +30 to scouting and avoidance customary Rangers garb but armoured with Chain mail below is
manoeuvre rolls during dusk and night time encounters. Being an cloak. His Knights carry the Royal Arthedain standard. Minastir
owl Aflith’s bonus will only add +5 during daylight hours – will open with parlay.
largely because of his magical perception abilities. “Duncan I have desired you within my reach for many a month. You
Other bird familiars (crows. Ravens. Etc) should add bonuses will not be allowed to pass into the Girithlin Lands; lands in fealty to
during daylight hours but should be aligned to their sensitivity to my father. I have enough men to waylay you now and I have 60 more
people and magic: +10 to +20 maximum. on the march, to be here ere the morn sun will rise. I have no personal
antagonism towards you. Turn south now to your lands in Ethir
Aflith will stay with the party until the gap of Andrath. At this
Gwaltho- let this not come to blows.”
point he urgently signals that some danger lies ahead. He is
uncertain what the danger ahead is; however he promises to return Duncan responds with a hearty mocking laugh “…Prince
“ere the danger overwhelms thee.” Longshanks (a derogatory name for Minastir) well met at sunset. I
request the respect of my title as I have as much Royal Blood in my veins,
as you, in my lands of Saralainn. Further, I have a contract with
The company will halt at the ruins of Andrath and await the Aervellon of Girithlin. In writing! These very men are his
returning clansmen bearing travelling monies and confirmation representatives.”
that the contract monies are in order. The relative speed of both
parties should place the arrival at Andrath some 5 days after the Minastir will involve the players aware of them in Duncan’s
Players first depart Ningliras. company “…I know of you and your exploits (assuming the Player(s)
has completed Adventures 1 and 2. The Gamemaster may
While the mercenary company and the Players are subject to substitute other exploits of the Players, N.D.L.R.). Honourable
random encounters along the travel from Niringlas to the warriors it is said. Explain yourselves and why you consort with the
Girithin highlands, the Gamemaster should consider the enemies of Arthedain”. The Players must explain themselves.
consequences of the roll. Few bandits, merchants, animals or Minastir knows of the player’s actions due to the meeting in
creatures would choose to confront a well armed party Caras Celairnen or some other achievements. Minastir has been
exceeding 100 able men. The entire journey should be marked scouting this opportunity to march into Cardolan and turn back
by relative few interruptions.
30

Duncan. They were observed on the first journey for just this large cloud is following the army blotting out the dying sun allowing
purpose. the trolls to march. The cloud is huge and it screeches. It moves with the
army like a Plague in the air.”
Duncan will dispute Minastir’s legitimacy at every turn
pointing out that the Prince is on the south shore of the Duncan will curse and organize a shield and pike wall to be
Baranduin and far from his Castle. Duncan will demonstrate established. He will send his scouts back out to monitor the
little deference to the Prince, but will speak respectfully with an oncoming army. Slowly he will look at Minastir and salute him
occasional reference to the derogatory name Longshanks. with a final dismissal : “…Minastir, you would have my body leave
these lands. It appears Dagorhir the Warlord would have my head stay.
Minastir is uncertain with balance of evidence. Minastir has
I wonder whose will proves the stronger.”
always distrusted Aervellon and will let slip some of his
impatience. He will let slip that he suspects Aervellon of Duncan will exhort his men to stand fast. “..Kinsmen, give no
duplicitous dealings. He is not prepared to attack the company quarter, for you shall receive none. We shall make a battle that even the
with only 20 Roquen and hopes to bluff Duncan into heading any Prince of the Elf men shall sing of.”
way he wants so long as it is south!
Duncan will accost the Players. “..There is no retreat from this
During the parley, Duncan’s 2 forward horse scouts and one enemy. Stand now and prove your valour” He will allow the Players
unaccounted Knight of Prince Minastir will ride in haste and to array themselves as they choose while he orders his lines to
interrupt the parley. The sun should begin to set at the horizon. form. Minster will retreat behind the Cuir Na Graibcreaga
camp.
“An army on the march less than 3 miles from us. 25 large battle
trolls, 25 or more Wargs, and there must be 100 Peasant warriors of the He and the Dunedain will prepare a cavalry charge for battle.
Warlord of Creb Durga being goaded in the front line; they are coming Minastir has been rash in the past, but this is the first time events
fast. They are singing a terrible song of the death of Duncan. Also some have overtaken his ability to recover.

Illustration: Gellihana-art
31

5.9 The Battle of Three Armies Round Action


The cloud is the Warlords Fell bat army. There are a 1-4 The Warlords Fell Bats lead the charge.
hundred of the bats. They fly as fast as the trolls can march and 1-4 bats cumulative will attack each Player in the
blot out the dying sun. As the Warlords army approaches and defensive position. Each player can face no more than 4
the sun sets they will move to the attack first. bats at one time due to the crush of men and arms and
Duncan’s cavalry dismounts and sets in the middle with limitation of “hover and swoop space”. The Bats are only
horses to the rear. The infantry sets on either wing. Pikes are able to attack the Head, face neck, and extended arm
planted in the ground and the first two rows of men carry them areas. All players wearing full Helms and Arm Greaves
pointing forward. Slingers ready their talthum. will be able to ignore the poison criticals. Refer to 7.0.
Minastir will act cautiously signaling to withdraw behind the The Players fight at a cumulative minus 2 per round
hasty preparations of Duncan’s army. He will fall back a quarter (-2, -4, -6) from thrusting and jabbing upwards;
of a mile uncertain what to do. He wants to fight the Warlords exhaustion. However, any critical scored on a bat that
army desperately. The attack comes. exceeds its hits total will be transferred to a 2nd bat as the
sweep/thrust catapults to body of a dead bat onto
Gamemaster note: another doing damage.
This Battle has been scripted for the Gamemaster’s use. 5 Over the din of battle Duncan is heard screaming
orders for a volley of Tathlum shot from the slingers at
Role playing is stressed over massive amounts of die rolling and the oncoming trolls. 5 are killed instantly and drop from
book keeping for combat. The Gamemaster has absolute discretion in the charge. A cheer goes up among the mercenaries.
terms of running the battle and the level of detail and the amount of
combat resolution they wish to add. They may choose to fudge rolls, 6 The Wargs, Trolls and Peasant militia crash into the
or alter circumstances depending upon what the desired outcome is. front lines of the planted Pikes. 15% casualties are taken
None of the primary participants pose any continuity risk for J.R.R. by the Warlords Peasant militia army. There is a 20%
Tolkien’s work. It is suggested only Prince Minastir be a guaranteed chance Players on the Front line are suffer an “A”
survivor. Impact critical from the crush of combatants.
The Battle lasts 20-25 rounds in MERP terms. The Gamemaster 7-10 The Players on the Front line will face a random
should feel free to alter the terms of the battle as they see fit. The opponent:
number of Trolls, Wargs, or Bats as direct opponents can subtly 0 -30: 1 Peasant Warrior
manipulated if the Players are having an easy go at battle or visa 31-55: 2 Peasant Warriors
versa. 56-75:2 Peasant Warriors and a -25 spear thrust
The survival of the Players in a mass melee is always difficult to from a flank
predict Enemies across the line are determined randomly. Secondly 76-90: 1 Warg
certain players such as Mages or Animists will have little ability to 91-00: 1 Troll
withstand the shock of the charge and fight back on a front line. 100+ : 2 Wargs
Mages and Animists may opt to drop to the back lines. The players The opponent will stay in place fighting until either
should indicate their positions in advance using miniatures or a the Player or opponent is dead. Then a new roll will
battlefield drawing; Duncan will expect a number of Players on the determine what takes its place. The Gamemaster may
front line but is easily distracted with the excuse that “I am a want the Players to roll this giving them some idea of the
healer/scholar” given the imminence of the battle. probabilities.
Duncan’s troops are unfamiliar with magic and may be If the Player is facing Peasant warriors there is a 33%
frightened or shocked by overt action of Magic wielding Players; if cumulative chance each round that they will face and
they act early and with spectacular effect (i.e. a Fireball). In the heat additional minus (-10) thrust from the “other” flank. The
of the battle, the troops will be unaware of any single persons actions. Flank attacks are weak due to the crush of bodies in a
Finally, the Gamemaster may prefer use War Law, War Hammer, or confined space. There is a cumulative 25% chance each
miniatures to recreate the battle. round that the Players will be assisted with a +50 pike
thrust against their particular opponent from a nearby
All statistics for the Military forces are found in Section 7.0 – friendly combatant in the 2nd row.
under the Mater Military Chart and Non Player Characters.
Players at the Rear lines will continue to face 1-4
Fell Bats with a continuation of the -2 penalty per round
as blood rushes down the tiring arms.
32

Round Action Round Action


11 Minastir Rallies the Dunedain Knights into a flank 22- 25 The Front line of the Warlords army begins to fall
attack on the Warlord’s troops. Over the din of the back.
Battle Players can here Minastir cry “..we have one certain
Combatants on the Front line will now face only :
enemy here.” This is followed by the battle cry “..Estel a
Dunedain” 01-50 Troll
12–15 The battle seesaws back and forth in confusion. The 51-00 Warg
lines of the Cuir Na Graibcreaga are holding in the However there will be 2-8 friendly combatants
center and the right but the left is starting to give ground assisting the PC’s.
back. The Players continue to face the same opponents
as determined by the chart above; however if on the left The Players at the Rear Lines are free to press
side add +10 to each new roll as the Trolls and Wargs forward and assist anyone they choose as the men of the
start attacking the weak point. Cuir Na Graibcreaga spread out to eliminate small knots
of resistance.
The Gamemaster should take the opportunity to express
concern and doubt while rolling dice even if for no reason. The 26 The rout begins. The Warlords forces begin to fold.
Player’s should not feel the battle is a forgone conclusion. Peasant warriors drop their weapons and sue fro mercy.
Trolls and Wargs turn and run.
16 A small pause in the battle. No combat occurs for
this round. Horns blowing in the near distance distract
the melee. The remainder of Minastir’s forces are
coming. A close Kinsmen of Duncan screams at Duncan 5.10 After Battle Parlay
that “...more Elfmen are coming, we may live through he night”
and is immediately cut down. The Dunedain knights Minastir will blow a horn call to rally all troops from
attacking on the right flank are cutting deep into the pursuing the routed Army. A natural born leader, he will begin
Warlords army and renew the attack. Minastir can be to issue commands that are obeyed by all including the surviving
seen hard pressed and face to face with the largest an Cuir Na Graibcreaga. The Dunedain will erect tents and begin
ugliest of the Trolls present. to heal all the mannish combatants. They will offer Arlan, Aloe,
bandages, and compresses to one and all, and to the Players if
17 Another round of fighting. The left side of the Cuir applicable. Some of the Dunedain can apply tourniquets and
Na Graibcreaga holds, although is hard pressed. Again offer advice on how to relieve them. Refer to the MERP rules
the Gamemaster should express doubt and concern. on healing; page 75.
Players facing a Troll or Warg will benefit from one Minastir presides as a justice giver upon chair established in
flank thrust from a nearby allied mercenary against his the midst of the now larger camp. The Arthedain knights
opponent. number 60 after losses of 10 and are by far the healthiest of the
survivors. Standing besides Duncan’s men they look very
18 Another small pause in the battle caused by
distraction. Some one in the Rear Lines screams at masterful and in command and none will gainsay them in the
after shock of the Battle. The wounded peasants of Warlord
Duncan “The White Owls are coming, the White Owls are
army he makes free; 20 are left of the hundred and they are those
coming.”
that threw down their weapons. They have been driven by lash
The first of the Dunedain auxiliary’s crash into the and fear and are uncertain what to expect. Minster exhorts them
right flank of the enemy in an effort to relieve Minster. to “…journey to Girithlin and labour there to build the walls of
The Bats attacking the Rear lines lift their attack protection against the Trolls who so terrorized you. I know of
19
and wheel into the air to face the menace of their natural communities that needs new hands for walls and fields – Carenthel,
enemy and predator. Relief at the Rear lines allow some Angoth, and Cithiel. I will send men to escort you, and so make your
of Duncan’s men to charge to the left side. journey safe. Never again should you serve aside the enemies of men. You
have reason to strive against darkness.”
20 Minastir slays the biggest and smartest Troll (leader).
The wounded and surviving Cuir Na Graibcreaga now
number about 50. He makes free enjoining them never again to
cross north of Metraith in arms. “…To fight the Warlord in their
21 All Bats are in full retreat against the flock of Owls.
lands of the Saralainn should be your purpose.”
“Duncan, I have never treated with a Tribesmen captain nor known
of one like you. In light of the unusual position you are in I offer you 2
33

choices. Escort to Saralainn. I will ensure your safe passage; or give up 5.11 There and Back again
yourselves to my custody and journey to Arthedain lands. There you may
be judged by my father and assist us in battling the Trolls and Orc Tribes From here the Players could journey to Minas Girithlin and
that plagues the Northern downs.” the rather surprising confrontation of Aervellon. The rather
embarrassed Aervellon will order the Players out and “…to be
Gamemaster Note: gone of my lands my nightfall hence under pain of death. Exile forever!”
This sentence is hardly enforceable by Arnorian law, and of
Duncan’s choice in this matter is at the discretion of the course it can be overturned by the Crown of Arthedain. Player’s
Gamemaster running this adventure. Duncan may have been slain should be rewarded experience for a successful mission.
in battle, fade into the milieu of Arda never to be seen again, or may Surviving the battle will present the players plenty of
be used as a reoccurring NPC for any Campaign. opportunity to advance at least 1 level. However, they will be
short changed on the Silver promised; keeping only the 10%
Minastir will address Aflith in a respectful manner referring to they have thus far collected (if they so choose). Aervellon will
him as “...faithful servant of Manwe. You may have saved us all with ensure this is all they collect. The adventure mission should be
your intervention and the slaying of those fowl creatures of flight and considered doubly successful if redeemed in the eyes of Prince
night. Is the aught that the heirs of Isildur can do for you?” Minastir and the Arthedain. They Player’s will be rewarded with
Aflith will replay in Sindarian “…No my lord. A distant son of a growing legacy of fame for heroism and bravery in many areas
the old Tall King you may be; but we respected him, that old king. Yet of Cardolan.
many of the tall ship men decimated our homes in ages past. Some now
shoot at us with bows and arrows for our feathers. Unless it is within
your powers to reforest all the lands between the Misty Mountains and 6.0 FINAL NOTE
the sea, and to banish bows, we have done what we have for ancient
allegiances and to fight against the dark, another storm that must There are a number of NPC’s and Personalities from the Iron
inevitably come.” Crown MERP publications contained in the three parts of the
adventure. The campaign was designed to not directly conflict
Minastir will reply “…as you say wise one I cannot turn back an with any of the historically published ICE work (Names are
age of men. Be it known, I will have it proclaimed by my father that to taken from Arnor: the Land. Stock # 2023. Published 1997.
shoot the White Owls in the future will be against our code. In the future Revision Author W.J. Frank, N.D.L.R.); although it may not
I hope that you will not fear to treat with the tall ship men.” exactly follow interpretations of the various supplements.
To the Player’s Party, or those that survived, Minastir will Where possible the adventure is designed to supplement ICE
offer commendation for bravery in battle. He will also offer with place names, maps, and aids. This is not the sole accepted
admonition for participating in the plots of Aervellon. Of course view of Southern Arthedain and Northern Cardolan. Each
the Player’s should have some proof or claim they were duped Gamemaster can tailor pieces to fit their version of Arda;
as well. They may attempt to try a medium influence manoeuvre potentially even moving the mission to Gondor or some other
(+0) to convince the representative of the crown of the north. locale. The adventures are also designed to lead a typical party
from 3rd & 4th level to approaching levels 6th & 7th. The Player’s
Gamemaster Note: have the opportunity to meet some of the chief political figures
of Eriador as outlined by ICE. Hopefully, this adds a dimension
Aflith is a good character reference. If the Player’s have of potential intrigue into your campaign. This includes the
completed the previous adventures, Aflith can attest to their honesty “Intrigue in Cardolan” mini adventure outlined in the ICE
and good-ness; lessening the Prince’s mistrust (+25 to influence Publication of Lost Realms of Cardolan. The Players party
roll) would be a natural target to be hired discretely by Aervellon,
This will add to the Player reputations for heroism; though with the intention of pinning upon them, the blame for the death
Aflith will reduce the frequency of contact in the future. of his nephew. Their familiarity with Minas Girithlin would be
Minster will offer players a chance to redeem themselves in a major assistance. This mini campaign is also a natural lead in to
the service of free men of the west. Minastir will say to the the Hunt for the Warlord outlined by W.J. Frank in the Arnor
Players “…I have in mind a penance that Aervellon may perform. Too series by ICE. This can involve representing Minastir, Hallas,
often has this Warlord has threatened free men. We need a coalition of any of the Barons interested in the downfall of the Warlord; with
Lords of Arnor to act upon him decisively once and for all time. Aervellon the possible exception of Girithlin. However it is entirely up to
will serve in this cause, and I shall talk with my Brother and Hallas of you. I hope you and your Players have enjoyed the adventure.
Dol Tinereb; and also to a friend, Mithrandir who first suggested it to “Onen i-Estel Edain”
me. Aervellon shall labour hard to free this land”. Take these demands
A special note of thanks to direct and indirect contributors who: inspired me to write
to him in my father’s name, and mine. this, challenged me to improve it, and endured my emails.
34

7.0 TABLES

Master NPC Table


Name Lvl Hits AT DB* Sh Gr Melee OB Missile OB MovM Notes
The Myth of the Teregond
Ferc the Dun 3 39 No 20 N N 66 weeb 43 sb 10 Daen Scout
Owner of Tanning/Dry goods shop. Angmarim spy who gathers Arnorian artefacts to hide. Item
Assessment 50 Trading 30

Aeldir the Theyn 4 72 RL 10 N N 88 pa 18 sb 5 Eriadorian Warrior


Theyn of Caranthel. Public Speaking 50. Diplomacy 20. Concerned about Troll and Warg raids Paying
tribute to the Warlord. Wants to rebuild the town walls.

Oyen Croichrir 3 42 SL 20 Y A/L 43 ss 63 da 10 Daen Bard


Cousin of Ferc. Clan Leader. Knows Controlling Song and Lore to 10th level. Public Speaking30,
Rhetoric 30, Stalk/Hide 30 Ambush 2

The Dark Priest 5 43 No 35 N N 40 sc 60 cb 5 Angmarim Animist


Priest/Acolyte of Litash. Knows Calm Spirits, Protections, Direct Channeling, and 2 dark Channeling spell
lists related to raising undead, and desecration of holy sites to 10th level.

Aervellon’s Dilemma
Aervellon Girithlin 15 120 Ch 30 Y+10 A/L 122ma 88ma 15 Dunedan Baron
Diplomacy 67, Falsification 50, Public Speaking 35, Poison 50, First Aid 60. +20 Mithril Mace.The Regent
Baron of Girithlin. Political and scheming but outwardly portrays the ideal of the Higher Dunedain Irnil/Hiri.

Rhovanen 9 97 Rl 40 Y+10 A/L 107Ss 55Hcb -10 Torfir Rogue


Castellan of Minas Girithlin. Stalk/Hide 20, Perception 25, Diplomacy 40, Forgery 45. Short Sword
+15 once/day does 2ndary Elec. Crit. Aervellon’s lieutenant and equally scheming.

Dulthor Fairbeard 9 123 Ch 20 Y+5 A 115Ba 65Ha 15 Dwarf Warrior


Trading 80, Item assessment 55, Acting 40, Perception 25. Dwarven Merchant and Goldsmith ofCaras
Celairnen. The informal diplomat of the Dwarves of Erid Luin. Kin of the Mountain King.

Baragund 12 135 Sl +20 20 N N 140Bs 110Lb 15 Dunadan Warrior


Ambush 10, Administration 60, Politics 65, Heraldry 40, Law 50, Novice Striking 50, Standard Striking
25, Adrenal Defence 30 (refer to MERP optional professions page 218).

Haldor 12 85 No 45 Y N 80Bs 110Lb 40 Nando Ranger


Leader of a Wandering Company. Will not fight but simply use “magic” to mislead the Players and
disappear. The encounter is non-random and optional at the GM’s discretion.

The Battle of 3 Armies


Duncan Mac Finlach 8 120 Rl 30 Y+5 A/L 120Pa 75Sl 15 Clansman Warrior
Leader of the Cuir Na Graibcreaga (Clan of Slings). Public Speaking 50, Tactics 50.
Carries a standard that adds +20 to Clansmen Morale, and the Talthum herb bowl.

Prince Minastir 11 153 Ch 35 Y+20 A/L 130Bs 80Hcb 10 Dunadan Warrior


Ernil Na Arthedain and Hiri Na Iach Sarn. Eager to enforce peace in Northern Cardolan.

*DB is base Defensive Bonus. Add shield and armour bonuses.


For glossary of weapons terms refer to ICE publications. Bs=Broad Sword, Sl = Sling for example.
35

Master Military Chart


Name Lvl Hits AT DB* Sh Gr Melee OB Missile OB MovM Notes
Myth of the Teregond
The Croichrir – Daen clan of Caranthel
Daen Scouts (2-3) 3 50 Sl 20 Y+5 N 65 Ss 40Da 20 Scouts
Daen Scouts (2-3) 3 50 Sl 20 Y+5 N 65Ss 40Sb 20 Scouts
The Dark Priest’s Lurg
Orc Lurg of Litash (10) 2 45 Sl 20 Y+5 N 50Sc 20 Da 15 Warriors
Morale -20, will flee after 30 % casualties, will turn on Dark Priest with one Spell failure.
Aervellon’s Dilemma
Caranthel Guardsmen – Ethirion Na Caranthel
Eriadorian Mixed (9) 3 55 Sl 10 Y+10 N 70Ma 45Sb 15 Warriors
Aspiring men at arms in service of Girithlin. They fight with the customary Girithlin mace. Against PC’s they use coshes with their
normal OB bonus however all criticals are a maximum of A due to restraint.
The Kirinkiya Ohtari – Degerem Ereter Na Kirinkiya
Dunedan Ereter (1) 6 100 Rl 30 Y+10 A/L 110Ml 75Cb 15 Warrior
Mounted on a light horse the leader is suited only in Rigid Leather for fast riding, not the customary Chain mail.
Dunedan Ohtari (9) 4 65 Rl 10 Y+10 A/L 75Bs 50Sb 10 Warriors
Mounted on light horses for fast riding

The Wandering Company


Sinda Warriors (7) 10 135 Sl+30 30 N N 145Bs 155Lb 30 Warriors
Sinda Animist (1) 10 55 N 25 N N 45Qs 85Lb 15 Animist
Sinda Mage (1) 10 45 N 20 N N 35Qs 60Lb 10 Mage
A wandering company of Sindar in the Siragalë. They average 4000 years of age and will have limited contact with
men. They possess a cordial that acts as a +100 Sleep (10) on a target of their choice. They will not fight the players butwill use
Magic to mislead and disappear. The encounter is non-random and optional at the GM’s discretion.
Dulthor’s House Guard
Dwarves (7) 6 110 Ch 30 Y+10 A/L 100Ba 65Ha 5 Warriors
Dulthor’s kinsmen. They are on very good terms with the Ethirion Na Caras Celairnen and can call upon them within minutes.
MERP optional profession Rogues – they would have 2 Spell lists each to 7th level. Primarily in spell defence.

The Battle of 3 Armies


Cuir Na Graibcreaga
Cnichts (20) 7 105 Rl 30 Y+5 A/L 110Bs 80Sl 20 Warriors
Heavy Infantry (60) 3 65 Rl 20 Y+10 A/L 65Pa 50Sl 5 Warriors
Scouts (10) 4 70 Sl 15 N N 75Ba 60Sl 15 Scouts
Saralainn tribesmen of a number of clans but mostly the Murchadh. Personally loyal to Duncan and his reputation. Duncan
implicitly trusts his Cnichts and Scouts who are blood relatives.
Dagarim Aran Na Athrad Sarn
Arequain (7) 10 130 Ch 45 Y+15 A/L 120Ml 120Cb 15 Warriors
Ohtari Rhyn (71) 5 85 Ch 35 Y+10 A/L 90Ml 80Cb 10 Warriors
Prince Minastir’s force that forays into Cardolan. 2 Ohtari personally accompany the Prince in the advance army that parley’s with
Duncan. The remaining 60 are following a matter of hours behind. 3 riders act as scouts in each party. This force represents a
significant portion of all the troops available to Minastir as outlined by ICE. Total casualties should be considered in relationship to
your campaign.

The Warlord’s Girithlin Raiding Force


Forest Trolls (25) 6 130 Rl 20 N N 85Lba 75Lcl 10 Warriors
Recent tributary vassals of the Warlord from the Eyrn Vorn. This is their first pitched battle after raiding Girithlin Wargs (35)
6 150 No 50 N N 75Lbi 60Lcl 15
Not Undead true wargs, but deadly none the less.
Peasent/Slaves (100) 1 25 No 0 Y+5 N 30Sp - 5 Warriors
Terrorized by the Trolls and Wargs. They will fight
Fell Bats (100) 2 15 No 55 N N 40Sbi disease 30 Vampires
Shadowing the trolls at dusk allowing them to march. On a successful critical the Bats will inject: 01-95 Rabies 96-00 The great
plague.
This represents about one third of the Warlords total forces as outlined in ICE. See the above note.
36

Master Beast Table


Name Lvl # Enc Size Speed Hits At Db Attack Notes
Aflith the White Owl 6 1 S F/F 80 N 50 55Scl/35Spi Perception +100,Casts Detection
Mastery –MERP to 6th
Lesser White Owls 3 50 S F/F 20 N 50 40Scl/10Spi Nocturnal Predators rarely aggr.
Wild Boar 2 1 M F/MF 100 N 30 50Mho/50Mba Aggressive defending litter
Boar Piglets 0 10 S F/MF 20 N 30 10/Sbi Delicious roasted on a spit
Goral Sheep 2 2-12 M F/VF 55 N 45 55Mba/50Mts Semi feral, coarse golden wool

Only the beasts specifically cited in these adventures are covered. Refer to ICE publications for those covered in the
Random Encounter tables. ICE/Rolemaster provides a glossary of attacks: 55Scl is +55 Small Claw for example.

Random Encounter Tables


Girithlin Highlands and
Roll Western Siragalë Tyrn Hothad/Gorthad
Shores of the Baranduin
Chance (%) 20% 20% 35%
Distance (miles) 7 7 4
Time (hours) 3 3 2
General Traps 01 – 02 01 – 02 01 – 02
Natural Hazards 03 – 04 03 - 04 03 – 04
Severe Weather 05 – 15 05 – 15 05 - 15
Sites & Things 16 – 20 16 - 20 16 – 20
Wolves 21 – 30 21 - 25 21 – 25
Wargs 31 – 33 26 26 – 33
Bears 34 – 35 27 - 30 34 – 35
Ninfiara/Wild Auroch 36 31 – 35 36
Boars 37 36 – 40 37 – 39
Goral Pronghorns 38 – 49 41 - 43 40 – 49
Sheep w/Sheep dogs 50 44 – 50 50
Birds 51 – 55 51 – 60 51 – 57
Common Folk 56 – 70 61 – 75 58
Clansmen 71 – 74 76 59 - 60
Rivermen 75- 80 77 61
Merchants 81 – 84 78 – 85 62 – 70
Nobles 85 86 71
Military Units (Militia) 86 - 88 87 – 88 72
Military Unit 89 89 – 90 73 – 80
Large Patrol 90 91 – 95 81 - 85
Small Patrol 92 96 86
Spies 93 - 94 - 87 – 92
Dwarves 95 97 93 – 94
Dwarven Merchant Party 96 98 95
Orcs 97 – 99 96 – 98
Hobbits 99
Hill Trolls 00 99
Wandering Company 00 00
Other* 00+ 00+ 00+
The Gamemaster should roll for an encounter in the appropriate column.
The period covered by each encounter roll in 1 day is the LESSER of the time in hours, or the time it takes to cover the
distance in miles.
An encounter does not always require a fight. The hostility can be gauged by the difference between the Gamemaster
activity roll and the Players avoidance roll. Additionally, the players can manoeuvre to avoid encounters.
This table is meant as a Gamemaster’s guide for encounters.
* Any roll over 100 on the open ended roll can be determined by the Gamemaster. It might be something special such
as a key Non Player Character or very powerful omen/artefact.

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