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1.

1 East Bight Tales

My third attempt at writing a MERP adventure, the first, called Forodith, was published by Guild Companion
several years ago. Forodith was set in the Far North. The second, The Evil that Resides in House Aludor, is set in
eastern Gondor along the mountains of Shadow Mountains. This adventure is set in East Bight and its based on
information collected from MERP modules such as Mirkwood, Southern Mirkwood, and Laketown.

1.2 Introduction

Something terrible has afflicted the Princess. The Red Prince has sent for the best healers in the land but they
cannot determine the cause let alone treat her symptoms. In the last couple of days, the situation has gotten worse,
for she has fallen into a deep sleep, one that she does not wake from. And now, the Princess’ handmaids have also
fallen into a deep sleep and folks fear it is spreading. The Red Prince hardly sleeps anymore. The East Bight known
for their bountiful land has come under a sickness much like the Princess. Crops have started to fail and livestock
have fallen ill for no apparent reason. Folks whisper that a curse has hit the land.

1.3 Setting

The Northman Prince Atagavia, called the Red Prince, rules the East Bight and the recent events have been hard for
him and his people. The Harvest Moon Festival is underway, a week long jubilee held at Buhr Widu celebrating the
year’s harvest. But many have not come. Worse, the Brown Wizard, who normally makes a ‘surprise’ appearance,
failed to show up. Spirits are low. At the conclusion of the Harvest Moon Festival in the Golden Hall, the Red
Prince called upon his retainers and peolpe to a quest to find what ills the Princess and the land. And this is where
the Players come in…

1.4 Land

Along the eastern side, of the great Mirkwood forest, lies a lush land that juts into the forest. The land possess
thick black soil and plenty of water. It is a land of green meadows and gentle hills with dotted farms here and there.
This land is called the East Bight. The land surrounds a small lake known as Woodmere and, to the west of the lake,
is an escarpment called ‘High Hand’, where the folks keep their cattle and horses. Tucked beside the escarpment is
East Bight’s main town and capital, called Buhr Widu. The town consists of fortified hills linked by earth-works
overlooking a deep lake called the Mere of Roots, a stream links the mere to Woodmere.

High Hand is a land of pastures. While the eastern half is ruled by the Red Prince, Buhr Waldmarh, located in the
heart of High Hand, is ruled by Uirdrik the Wise. He respects the Red Prince’ authority but is no way subservient to
him. Like most Northman in the East Bight, Uirdrik is independent. Uirdrik’s niece married the Red Prince and he
is concern about her safety.

The below is a gazetteer of the East Bight. The numbers correspond with map below.

1. Sunstead Manor – Located on the southern shores of Woodmere. Ceawin the Generous makes his manor here,
surrounded by his fellow Woodmen. He has brought many Woodmen with him from the western eaves of
Mirkwood. The Red Prince has encourages more of Ceawin’s folk to settled his land. They settled the narrow
strip of land between the lake and Mirkwood. Ceawin still makes the journey through the Narrows to his kin
and encourages them to come over. A river maiden inhabits Woodmere. She has many names but the most
common is the Lady of Lake. She is shy but her presence is shown by the tricks that she plays on those that live
nearby. She is also known to aid East Bighters as well. She is ancient and knows many things. To the south,
there are things, dead things, that lurk in the forest. Woodmen shun that part of the forest.
2. Foresthold – Foresthold or Buhr Widu is the winter retreat of House of Vidugavia. Prince Atagavia holds court
here. Like many Northman towns, Buhr Widu consists of wood and thatch longhouses, each accommodating
several families. The Hall of Princes
stands as the greatest longhouse in
town. The ancient road (Rad
Angalaladh) crosses the Narrows, a
narrow strip of Mirkwood’s forest, is
still in use by Woodmen and the
occasional dwarf. This is where the
Players will start their adventure.
3. Blackmere Manor – Blackmere
Manor is a large house protected by a
wall sitting on a small hill
overlooking Blackmere, a small
lake. Several farms surround the
manor. Heredric, distantly related to
Prince Atagavia, rules Blackmere
Manor and protects the surrounding
homesteads. He is called the Captain
and in times of war, leads East
Bight’s army to battle. His beautiful
daughters, Leodwyn and Beadrith,
live in Foresthold as handmaids to
the Princess. They are stricken with
the curse and are not responding to
any cure. One curious note are the
Blue Otters that inhabit the lake and
often cause mischief to fishermen
and those nearby. But the children
love them. There has been times that
the otters save a child or two from
drowning. Because of this, East
Bighters consider them special and do not hunt the otters.
4. Buhr Hleow – Folks called this small hill fortress, Winterthur, situated to protect the East Bight and serves as
refuge for the semi-nomadic Northman. There is a small population of folks manning the palisade fortress.
Alboric1, son of Atagavia and heir to East Bight, is moody and prideful. He rules these lands for his father. In
the winter, East Bighters and other Northman come to Winterthur set up large canvas tents to spend the winter
and sheltered their livestock and horses.
5. Buhr Waldmahr – This large town has many timber longhouses and an earthen dike surmounted by a wooden
palisade. It is ruled by Uirdrik the Wise and his niece, Haithwyn, is married to Prince Atagavia, who is stricken
with a curse. The town serves as the economic focus for High Hand.

1
Alboric is listed as the son of Prince Atagavia in the module Dol Guldur. In all other MERP modules, its Ugilulf.
6. Ring of Spindra – Hidden deep in Mirkwood, this tangle of webs and cocoons is the home of Spindra, a Great
Spider, who has cursed the Princess and the East Bight. She came into possession of the Dusk Stone, a magical
artifact that once belong to the elves long ago when the forest was called Green Wood. The magical artifact was
stolen from Uirdrik by the Ulrich of Clan Hwail and given to the Great Spider to curse the East Bight.
7. The Rocks – The Rocks are ancient stone ruins. No evil enters the ruins. The evil that do, suffer -20 to all rolls
while in the ruins, due to strong feelings of uneasiness. The ancient ruins were once an Elven outpost during
happier days. Folks who spend the night claim the stars look brighter from within the ruins and dream pleasant
thoughts of merriment. Camping at the ruins for significant amount of time eases mental anguish caused by the
Darkness and will reduce Corruption Points. This is a popular place for picnics and overnight stays. In the
Spring time, a festival, called the Rocks Festival, is held here among the ruins by the Lord of Blackmere.
8. Clan Hwail’s Hideout – this is where the exiled Clan Hwail camps, hidden by a cluster of poplar trees. The
Clan is led by Ceneric with the help of his younger brother, Ulrich. From their holdout, they raid the High Hand
for loot and horses. They have conspired with the Sagath to hurt House Vidugavia and to one day reclaim what
was rightly theirs.
9. Strayhold – a lawless town where rogues and beggars rule under the auspices of a wizard whom folks called
the Dark Mage. Thieves, robbers, and thugs have established a guild called the Rogues Clan which maintains a
criminal network throughout much of Rhovanion. Beggars have also establish a guild called the Stray Clan.
The two Clans compete for control over resources, while the Dark Mage watches from his castle above. The
Dark Mage is a semi-undead agent of the Necromancer. This adventure mentions Strayhold, but more
information on the lawless town can be found in MERP module, Brigands of Mirkwood.
1.5 The Characters

1.

1.5.1

1.5.1

1.5.1

1.5.1

1.5.1

1.5.1 Members of House Vidugavia

Atagavia is Prince of East Bight. Often called the Red Prince due to his velvet clothing and bright red hair, he is a
direct descendant of King Vidugavia and head of House Vidugavia. During King Vidugavia’s heyday, he claimed
rule of all of Rhovanion and the many Northman lords paid tribute to him. Those days are long over. Atagavia’s
power is considerably less than his forefather’s. Still, the other Northman princes and lords look to House
Vidugavia during times of crisis for guidance and leadership.

Prince Atatgavia is a colorful man of moderate height. He attracts attention whenever he goes and he likes it. He is
a gifted orator and hopes one day to reign as King of Rhovanion, like his forefather of old. Lately, he has been
depressed. The love of his life is in a coma from which she does not wake. He has called on the best healers in the
land to no avail. His wife, Haithwyn, a beautiful blonde with a fiery temperament, is the niece of Uirdrik the Wise.
Unbeknown to most, Haithwyn is a sorcerer. Lord Uirdrik taught her magic and even the Brown Wizard has helped
in her studies. Prince Atagavia and Princess Haithwyn have two kids.

Aldoric is the eldest and heir to House Vidugavia, He has taken on the traditional title of Lord of Buhr Hleow until
he comes of age and assumes the crown as Prince. He ensures the roads are free of banditry. He is a quiet moody
man with blonde hair and blue eyes. Tall and built like an athlete, he is closest with his mother and is deeply
worried about her well-being. Lately, he has been out on patrol more oft than not, chasing bandits. The bandits have
stolen several horses and cattle. He suspects the bandits to be from Strayhold, a town of iniquity. The bandits are
really from Clan Hwail.

Residing with him is his sister, Bronwyn2, she represents the best of her parents in temperament and wisdom. She
is a shield maiden and considered by many to be Aldoric equal in skill of arms, if not superior. She is pretty, tall
with fiery red hair. The people love her. She goes out of her way to help them. She, even, went head to head with
several minions of the Dark Mage of Strayhold, freeing enslaved folks and bringing them to East Bight for refuge.
The Dark Mage has not forgiven the shield maiden and plans one day to exact his revenge. If the Player Character
need help, she will accompany any group trying to free her mother and her friends, Leodwyn and Beadrith from the
curse.

Brytta is Atagavia’s younger sister and does not play a part in this tale. She resides at Buhr Ailgra (or Deerhold).
She is married to Prince Mahrcared, Lord of the Ailgarthas, a powerful Northman tribe. She does not, yet know of
the events in the East Bight.

1.5.2 Bannermen of House Vidugavia


2
Bronwyn is taken from Dol Guldur module, which is different from all other MERP modules.
The House Vidugavia counts two clans as their bannerman in East Bight, Clan Viduimer and the Woodmen of
Sunstead. Clan Withras have traditionally been allies and follow House Vidugavia, since the time of King
Vidugavia when the King’s daughter Vidumavi married Alfric, their chieftain. Alfric died early in their marriage
from the Great Sagath Raid in the Third Age (T.A.) 1262 and Vidumavi took charge of the clan. The leaders of the
clans form the Small Council, a group of advisors to the Prince. Clan Withras attends the Small Council, although
they do not get a vote. They have traditionally dabbled in magic and lore and so, their opinion is sought..

Heredric, Captain of East Bight, is lord of Clan Viduimer, a cadet branch of House
Vidugavia. Like Atagavia, he is a direct descendant of King Vidugavia and over the
years, the two families have intermarried. Heredric is as loud as he is big. In his youth,
he was the constant companion to the Red Prince and the two are still close. It was
Heredric who taught Browwyn, along with his daughter Leodwyn, how to fight. He
appears as a big man in his forties with shaggy blonde hair and beard with striking blue
eyes. His clan resides to the north of Foresthold at Blackmere Manor. In times of war, he
acts as the Prince’s Captain. He rides a large gray steed called Silver. When at
Foresthold, he is often seen drinking and singing at the Whispering Hearth Inn.
Sometimes, Prince Atagavia joins him there, but not recently. They are both very
worried. Heredric is a member of the Small Council and acts as its military advisor.

He has two beautiful daughters, Leodwyn and Beadrith. They live in Foresthold as handmaids to the Princess.
They are close friends with Bronwyn and the three spend a lot of time together. Leodwyn is a shield maiden like
her best friend, Bronwyn, and Beadrith is a book worm, studying under the Princess. Leodwyn has a large black
wolf named Fang. Fang shares an empathic link with Leodwyn. Unfortunately, they shared the same fate as the
Princess and have fallen into a deep coma. Heredric is beside himself with angst. His wife, Valerian, a known
healer, has tried and tried to awake the three ladies without success. She remains in Blackmere, while her husband
is at Foresthold for the High Festival.

Ceawin3 the Generous was made Lord of Sunstead Manor by Atagavia’s father, Horsrick, when he came to East
Bight with his folks seeking refuge from the evils of Mirkwood. Ceawin appears as a sturdy man with gold hair and
an easy smile. He is in his mid-fifties and is consider small among the East Bighters. Although a Woodman, he
dresses in the normal East Bight style and favors their multicolor cloaks and tunics. As Lord of Sunstead, he has
convinced several Woodmen families to settle the area south of Woodmere Lake. Ceawin is a member of the Small
Council and he acts as the Prince’s envoy to the Moot, a meeting of Woodman elders in western Mirkwood, where
he has a vote. He, still, travels the Narrows to attend the Moot and to convince others to settle with him. He has
never married and has developed a relationship with the mysterious Lady of the Lake. Some say he has been
bewitched. On moonless nights, he can be seen with torch at hand along the lake’s shores searching for the Lady.
His niece, Aligal the Fair, is his pride. She is a tall woman even for the East Bigthers
with golden locks and green eyes. Some say she is the most beautiful woman in the East
Bight. Like her uncle, she is an astute business woman.

Uridrik the Wise is Lord of Buhr Waldmahr and Lord of the Withras Clan. While not a
bannerman to House Vidugavia, Clan Withras has normally followed House
3
Ceawin is a character pulled from The One Ring modules.
Vidugavia’s lead. Early in his youth, he contested the Dark Mage of Strayhold to a magical duel and he lost. The
Dark Mage cursed his body and twisted it to deformity. Uridrik, barely, escaped with his life, if it was not for the
brave actions of Prince Horsrik. Since then, Uridrik has never acted rashly. He appears as an old man bent and
twisted and walks with the aid of a great staff. He counts several elves as friend and of all the Northman lords, he
is closest to the Brown Wizard. He spends a good deal in his parlor, isolating himself from his people, reading
books and taking notes in his journal. He is searching for the lost Book of Withras that was lost in the early T.A. He
does enjoy the occasional honey mead and celebration. He is particularly shy around women, especially those of
great beauty. Uridrik has no children and never married.

His nephew, Gartila is his heir. Like his uncle, he loves books and dabbles in magic but he is much more sociable
and handles the day to day duties of ruling Buhr Waldmahr. Gartila is a portly young man in his late twenties, with
short cropped brown hair and a thin beard. He is tends to wear robes and a fur cap, a gift from the Brown Wizard.
He loves to chase women and gamble. Currently, Gartila is not in the mood
to chase women nor gamble, he is at Foresthold with his sister and he is
trying everything he can to rouse his sister and the handmaidens. He has
detected something strange about the situation but he needs the Players’s
help to confirm his suspicions.

Algar known as the Gatekeeper of Buhr Waldmahr, Speararm of Withras,


of Lord Winras. He belongs to House Winras, a cadet house related to Lord
Uridrik’s. He is built like a boar, barrel chest, with arms and legs the size of
oaks. His blonde hair runs long and is knotted. A craggy beard covers the
many scars on his face. Algar has seen many battles and has shared them
with his best friend, Prince Marcared of the Ailgarthas. Like his friend, he
hates Easterlings. He counsels Gartila and frowns on his other activities.
He and his sons act as gatekeepers at each of Buhr Waldmahr’s main gates.

1.5.3 Clan Hwail – a little history

During the early days of Lord Vidugavia, before he declared himself King of Rhovanion, two brothers Hwaid and
Hwail falsely accused of Vidugavia of murder and failure to pay head price. With the support of Gondor and his
mother’s people, he was able to prevail and exile the two brothers and their people. Since this time Clan Hwail has
wanted revenge on House Vidugavia.

In T.A. 1538, the Clan War started when two members of House Vidugavia claimed title of Prince. Clan Hwail, led
by Alfric, took advantage of the dispute and sided with Theodric, an arrogant cousin to Totila, the rightful heir and
the Red Prince’s great grandfather. Clan turned against clan and the battles were bloody. Theodric promised Alfric
an end to exile and a seat at the Small Council for his aid. A mysterious man named Leardinoth, provided Theodric
and Alfric with coin and men. Leardinoth would, later, be known as the Dark Mage and usurp the lordship of
Strayhold. The Clan War culminated at the Battle of Three Hills with Totila slaying Theodric in single combat with
his flail. He captured Alfric and had him beheaded and parted. His head stood at the gates of Buhr Widu for a year
while his limbs hung in Buhr Waldmahr and Buhr Ailgra. Clan Hwail, leaderless, scattered across Rhovanion in
fear.
For many decades, they wandered until the Grolag the Orc raided the East Bight in 1615 T.A. It was then, in the
chaos of the moment, that Tyrian, Chief of Clan Hwail, gathered his people and established a camp thirty miles
north of Buhr Waldmahr with the help of a mysterious sorcerer, named Wuilaric the Dark. But his people have
become nothing more than thugs stealing horses and livestock. Still Tyrian died at the age of seventy, a few years
ago, happy that his people were together once more. Ceneric, his son, took the mantle of Lord of Clan Hawil.

A few months back, Wuilaric the Dark asked Ceneric to steal a little stone called the Dusk Stone from the Halls of
Withras in Buhr Waldmahr. Ceneric sent his brother Ulrich to steal the stone. Wuilaric, in turned, gave the magical
stone to Spindra the Great Spider who with the help of the Dusk Stone cursed House Vidugavia. Ceneric feels
confident that the time is near for his folks to take their rightful place among the Northman clans. Ceneric doesn’t
want a seat at the Small Council, he wants to rule the East Bight.

1.5.1

1.5.2

1.5.3

1.5.4 Members of Clan Hwail and their allies

Ceneric is a tall man with a grotesque scar running down one side of his face. His
deep set ebony eyes shine out with malice and he speaks with slight slur due to the
scar. It was Heredric and Atagavia that confronted a young Ceneric while he and his
men attempted to steal their livestock who caused the scar. Heredric let the boy lived,
assuming Ceneric was no more than a common thug from Strayhold. Now, Ceneric in
his twenties, is entering the prime of his life. He rides a brute of a black horse with
white markings, named Domino. His people look up to Ceneric and believe, like
Ceneric, a bright future is coming soon.

Ulrich is Ceneric brother. Small, dark hair, with a weasel like face, Ulrich isn’t
charismatic like his brother. Unlike his brother, he became a ward of the Dark Mage of
Strayhold, where he learned a different set of skills. His childhood was tough and the
Dark Mage didn’t spare the young boy any luxury. He was occasionally allowed to
visit his parents and brother, where he was treated with respect and, more importantly, love. Because of this, he
grew up idolizing Clan Hwail. While he is still loyal to the Dark Mage and has ties to Strayhold, he is particularly
fond of Ceneric and will do anything to help Clan Hwail.

Wuilaric the Dark’s deeds are too foul and long to recount here. Suffice to say, Wuilaric is Lord Uridrik’s long
lost brother. His father, Skulif, was a great wizard and taught magic to his two sons. Wuilaric, though, was
fascinated by the darkness. The Brown Wizard tried to tutor the boy but Wuilaric thought he was just trying to hold
him down. After several misdeeds with dark magic, one resulting in murder, Wuilaric, in the middle of darkness,
fled his home, to heed strange dreams calling him into the gloomy recesses of Mirkwood forest. There, the
Necromancer’s minions found him and he became a pupil to the dark elf, Celedhring. For a time, he was sent East
on some foul mission. He returned, after many years, changed, to High Hand to aid Clan Hwail. He has guided the
clan for the past forty years popping in at the most unexpected moment to give counsel or aid.
He has never directly interfered for he still fears the other ‘powers’ in East Bight, such as his brother and the Lady
of the Lake. He considers the Brown Wizard, a fool. It was he, who urged Grolag the Orc to raid the East Bight in
1615 T.A. The foul orc, almost, burnt East Bight to the ground if it were not the Lady of the Lake warning and
indirectly aiding the East bighters. He hates the East bighters and blames them for his exile. He, like his brother,
seeks the lost tome of Withras. But, unlike his brother, he seeks its power to destroy all of East Bight. He sees Clan
Hwail as a means to further cause pain to Eastbighters.

Wuilaric is the real villain here. Over the years, he has made many ‘friends’ in Mirkwood, like Grolag and Spindra.
And like Clan Hwail, he provides ‘counsel’ and ‘help’ to them in return for a foul deed. He is an old man, bent
by the weight of his misdeeds, and he walks with the aid of a gnarled black staff, which a small black orb sits on
top. He is missing two fingers, a punishment for failure of completing some wicked deed. On his left hand, he bears
a silver ring with a single pearl, a minor ring of power created for him by his master. His face covered by his white
long and straggly beard covers his hollow checks and brittle skin. His nose juts out like a mountain peak from the
curly mass of white beard and eyebrows. The ring is cursing him slowly turning him into a wraith. For this reason
he always wears thick black robes and cloak, for he is always feeling cold, even in
summertime. He travels with three crows, Tit, Tat and Kat. They are his eyes and
ears and sometimes act as messengers.

The last person of note in Clan Hwail, is Tillian, a red hair shield maiden better
known as Tilly by her friends. She is a direct descendent of Hwaid the Fat, brother of
Hwail. She doesn’t care for Wuilaric and thinks he is leading them to disaster. She
prefers that Clan Hwail directly talks to the other Northman lords and try to settle
land. She also thinks its dishonorable for Clan Hwail to aid the Sagath raiders For
now, she does not openly challenge Ceneric for leadership position. Only a few share
her opinions and they make only a minority. She carries a magical green sword, a
heirloom of Clan Hwaid, with her whenever she goes.

1.5.5 Other Characters of the East Bight

The below lists other figures of note in the East Bight, which the Players might interact in their travels in the East
Bight.

Theodor, of House Woodland, is a young Woodman, who followed Ceawin to the East Bight with the promised a
better life. Theodor has done well in the East Bight. He has over an hundred heads of goats, producing milk, cheese
and meat and one of the biggest longhouses in Sunstead. Despite his success, he is missing a wife. He has fallen in
love with Aligal, niece of Ceawin. But Aligal will not marry until she receives the Sunstead Ruby, a magical ruby
which is the source of power for the undead terrorizing the woods to the south of Sunstead. The mysterious Lady of
the Lake has provided the young Woodman with a map showing the location of the ruby in the forest with the
promise of returning the ruby to her. Theodor, now, just needs help in securing the ruby. If only he had a band of
adventurers he could ask for help.

Mongan is a bard in the truest sense. He loves to sing and chase women. A good looking twenty something lad
with a winning smile and crystal blue eyes to fall in love with, Mongan is very woman’s dream, or, at least, he
thinks he is. He travels the East Bight, singing at various festivals or can be found at the Whispering Hearth Inn in
Buhr Widu. Mongan knows everyone and everything about the East Bight and is a good source of information. For
whatever reason, the Rogues Clan, a thieves guild based out of Strayhold, has a bounty on him. Fortunately,
Mongan is a lot tougher than he looks.

Nardkar the Beggar wanders the East Bight for alms but primary centers his activities around Buhr Widu. He is
missing his left leg and walks with the aid of a staff and dresses in rags. Most folks don’t pay much attention to
him but they should. He is a member of the Stray Clan and when the opportunity presents itself, he will murder. He
likes to murder. It makes him feel whole. His companion is a hound, Blackloc, who is just as nasty as his master.
He also acts as the eyes and ears for Clan Hwail.

Thorold Wollas4 is an wanderer seeking fame and glory. He can be found at Buhr Widu at the Whispering Hearth
Inn itching for action. A sturdy young man with brown hair and eyes, he is of average height and has a raven named
Kiko as a companion. Thorold found the raven stuck with an arrow and nursed her back to health and the two have
been inseparable ever since. Thorold has a strong sense of honor that has caused him to get into trouble. He has run
afoul with the Rogue Clan on several occasions rescuing folks and like Mongan, he has a bounty on his head.

Turjomil, Lord Drinbar, acts as the King of Gondor’s emissary to the East Bight. Turjomil is a former captain,
possesses a square jaw, ebony hair complemented by rich blue eyes. His family has had dealings with the Northmen
of Rhovanoin for centuries. Turjomil is also a reputed horse whisperer and his riding skills are impressive. This has
earned the respect of many of the Northmen lords, including the Red Prince. Turjomil is in his thirties and single.
He was flirting with Beadrith, daughter of Heredric before the curse took her. Now, he has sworn to find a way to
save her. Turjomil’s sister, Galwene, may not think kindly about his infatuation with the pretty East Bighter. He
travels with six guards and is quite familiar with all the major lords and actors in the area. Turjomil has a seat at the
Small Council but no vote.

The last person of note is not human at all. She is ancient. So old that she does not even remember her real name
nor when she came to being, for she is a River Maiden, a water sprite much like Gold Berry. She lives in
Woodmere and is called by many names, the Lady of the Lake, Brightloch or simply the Lady. She is mischievous
to the East Bighters. They displayed offerings of piles of stones with baskets of flowers or trinkets along the
shoreline and in return she helps them. Providing a potion or advice or magical device, but there is always a catch,
she always want something in return. Sometimes its small like flowers but other times it is a graver request.
Despite this, she is no friend of the Dark Lord and his minions, for she remembered when the world was dark and
evil. Throughout the years, she has helped the East Bighters against the Darkness. During the Great Orc Raid of
1615, she showed up in Buhr Widu to the surprise of Prince Horsrik and his retainers and forewarned him of the
orc’s plan. The East Bighters do not pollute or dam up the streams and creeks that feed into Woodmere out of
respect for the Lady. Brightloch knows the cause of the curse and how to end it. She knows of the Dusk Stone and
where it laids. Someone just has to ask her.

In another development, concerning Brightloch is Ceawin’s infatuation with the Riven Maiden. Brightloch appears
as Woodmere does, dark complexion and green hair and ebony eyes woman. She is slender and she is much smaller
than a human woman. Ceawin comes to the shore waving a torch searching for her on moonless night. She finds
the Woodman funny and plays tricks on him. But he keeps at it, she has grown fond of the funny human.

Radagast the Brown Wizard does not play a part in this quest. He is busy in the western eaves of Mirkwood
helping a knot of sparrows settled on a chestnut tree. But he is an important figure in East Bight. When he does
show up, he entrains children and acts absent minded. However, he has helped the East Bight on several occasions.
4
Character is from Swords for Hire.
Princess Haithwyn and Uirdrik the Wise seeks his advice. For his knowledge of herbs and lore is unsurpassed
among the Free Folks in Rhovanion.

2. Locations of Note

There are several locations of interest for this quest.

2.1.1 Buhr Widu

Buhr Widu, capital of the East Bight, winter home of House Vidugavia, is called Foresthold in the
common tongue. Farms and craftsmen clustered outside Buhr Widu, come twice a week to ply their
wares in large colorful tents. Although there are less folks and the mood is muted, the Harvest Moon
Festival has caused the whole town to be kaleidoscope of colors and sounds. Various entertainers have
come to Buhr Widu and perform their acts in front of the Hall of Princes. Mongan the Bard is found here
singing and performing feats of wonder. Luric of Blackmere shows off his fire-works, wowing the kids
and Eldrida, rumored to be the daughter of the Lady of the Lake, tells folks’ their fortunes and sells
magical herbs. The Dillian sisters perform acrobatic and tumbling acts and there is even an animal show
conducted by Heorn the Beorning. The Sacred Hall noted in the map below also house the town’s only
inn, the Whispering Hearth. This is where the Players would be staying.
2.2.1 Buhr Waldmahr

Buhr Waldmahr situated in almost the middle of High Hand, acts as its economic hub. Uridrik the Wise of Clan
Withras rules Buhr Waldmahr. He is quite friendly with the numerous Northman lords and princes in the region and
for good reason. The Northman folks such as the Aligarthas, the Padaruiks, the Beorills and, of course, East
Bighters use the land surrounding Buhr Waldmahr as a way station for their horses and other livestock. There is
always a camp of tents sitting outside Buhr Waldmahr’s walls. In return for using the town’s pastures, the Withras
make money selling the visiting Northmen wares and foodstuff. Like the East Bighters, the Withras have become
very urban compared to the other neighboring Northmen folk, who are semi-nomadic. Buhr Waldmahr is spaced
out to accommodate vast number of horses and livestock. Those seeking more protective surroundings often elect to
settle into the town’s fairgrounds and must pay a levy. The grounds are also used for fairs and the weekly markets
where local craftsmen and farmers ply their wares in large colorful tents. In times of war, all livestock and folks
from the surrounding countryside are accommodated in the fair grounds.

Algar and one of his sons manned each gate with a force of ten guards. They function as Gatekeepers and meet
anyone approaching the town and decides if they can enter. Their motivation is to prevent undesirables from
entering the town. Players entering Buhr Waldmar must roll at least a 70 to be allowed entrance. The following
are roll modifications to take into account.

Roll Modifications Bonus


Players are mostly Woodmen, Dorwinrims, Bardings, Beornings and other Northman folks +10 to Rolls
Dwarves and Hobbits (Dwarves have money to spend & Hobbies are just kids, right?) +15 to Rolls
Players are Lords (or sons and daughters) of Northman folks +20 to Rolls
Players act rude or arrogant -20 to Rolls
Other Skills or Bonuses that might apply:
Player Character may add in their Presence Bonus to their roll
Any appropriate Leadership & Influence Skill Bonus may be added to their roll

The below numbers correspond with the below map of Buhr Waldmar:

1. Hall of Withras – Established in T.A. 1280, this large building, painted in green and gold, is beautifully
engraved with iconic horses, cattle and ravens throughout the structure. This is Lord Uridrik’s house and he
holds court here. Perhaps one of the more fascinating rooms is its library which is located in the dungeon.
It is by far the largest holdings of books, tomes and manuscripts among all the Northman people. It also
contains a number of interesting and magical items such as the missing Dusk Stone. Behind the Hall are
the barracks, stables, armory, and servant’s quarters. A stone wall surrounds the Hall and its gardens. Lord
Uridrik can be found walking his gardens when he is not off in his parlor reading a book.
2. The Horse’s Hoof Lodge – this
pleasant lodge provides lodging for
weary guests at reasonable prices.
It also serves some of the best ale
in High Hands. The owner, Luke,
has a farm that grows barley and
ferments their own ale in two
types, light or dark. The lodge also
sells the town’s famous hard cider.
The apples and pears are collected
from the fair grounds in town and
fermented to produce a sweet
cider. A constant guest is Fundin,
an old dwarf with a great white
beard, seeking help to avenge the
death of his family by Hyarleuca
the Foul, a young cold drake of the
North. He knows of a secret
entrance to Hyarleuca’s lair. While
he is waiting for his chance for
revenge, he acts as a smith in Buhr
Waldmahr. The other Northman
smiths look up to the dwarf, for he
is very skilled and a nice chap all
around. Two other guests are, Beor
and Kanrik. They are from Clan
Hwail and are nasty fellows
itching for a fight. They act as
Clan Hwail’s eyes and ears. They
are on the look out for the Players.
3. Gorkas Manor – This grand house
is home to the Gorkas family, a
wealthy merchant family. Several members are Dorwinrim and they are one of two merchant families that
serve on the Conclave, a body that advises Lord Uridrik. The Gorkas act as middle men between the
Northman and Dorwinrim buying horses and cattle for wine and exotic fruits such as oranges. The current
head is Nav Gorkes, who has been kidnapped by the Rogues Clan in Strayhold. They want 200 gold pieces
for his safe return. His wife, Mazda, a Dorwinrim beauty and reputed princess, refuses to pay the ransom
and seeks his rescue. She is searching for a group of heroes to rescue her husband. One of her sons, Thom
will act as guide.
4. Smith Hall – Various smiths live nearby and work in this longhouse. They are busy fixing horse shoes and
creating tools. When the old Dwarf Fundin walks in, everyone cheers. The old dwarf is something of a
celebrity in Smith Hall. Esma is the only woman in the Hall and its best smith, outside of Fundin. She can
create +10 weapons and armor. She is a brute of a woman, with arms the size of tree limbs and the strength
of an ox. In her twenties, she dreams of taking up her axe and travel Middle Earth. Fundin wants to take
her to the Iron Hills to further hone her skills.
5. Lilly Hall – This longhouse decorated with engraving of cattle and flowers is the workshop for Buhr
Waldmar’s tanners. The building was named after a famous healer from when the town was established.
She belonged to House Vidugavia and married the Lord of the Withras at the time. Her deeds are long
forgotten by most. The area surrounding Lilly Hall smells. But one can buy good soft or rigid leather
armor here or get a damaged one fix in no time.
6. Ora’s home – This simple longhouse is home to Ora, a dark hair woman approaching old age. She was once
the town’s beauty but in vain she never married hoping to be a bride of some Northman Lord or Prince.
That was never to be and Ora has grown resentful. Her nasty disposition turned her suitors away. Now, she
lives alone. Unbeknownst to all, she is a member of the infamous Rogues Clan and acts as their ears and
eyes. She runs a small thieves guild on their behalf. Most worryingly is she also does the bidding of the
Dark Mage of Strayhold. She is quite skilled with a short sword.
7. Algar’s home – Here lives Algar the Spearman with his large family. Algar belongs to House Winras, a
cadet house related to Lord Uridrik’s, House Winras has always acted as the military commanders for Clan
Withras. Their title Captain of the Withras reflects this status. Currently, in the Conclave, Algar acts as
Lord Uridrik’s military advisor. Algar is a tall slender man with blonde hair and bread. He appears to be in
his late thirties and always carries with him a long yarrow crafted spear, a family heirloom. Algar and his
sons also act as Buhr Waldmar’s Gatekeepers. Each Gatekeeper carries a magical horn, a gift from
Ceredric the Sick, Lord of Clan Withras in T.A. 1343 to House Winras for defending Buhr Waldmar from
Easterling attacks.
8. Fair Grounds – This open space can accommodate a large number of livestock and tents. During times of
peace, a weekly market is held here. Folks wishing to settle their horses and livestock in more secured
settings, camp here as well. Apple and pear trees are scattered across the fair grounds along with several
wells. Clan Withras collect and sell the fruit and make cider. It is considered to be the finest hard cider in
Rhovanion. Tortu the Beorning acts as Fair Grounds Warden. He is a hairy man of small stature with red
hair. He also runs a series of bee hives along the eastern palisade of the fair grounds and sells its honey.
Tortu keeps three hives of Jumble Bees, very large bumble bees common among the Beorning folk. They
produce the best and most prized honey in town.

2.2.2. Ring of Spindra

Deep in the dark recesses of Mirkwood lies a spider lair inhabited by a Great Spider named Spindra. Spindra is
relatively young for a Great Spider. She had set off on her own 500 years ago and have established herself a small
colony of spiders. She is the size of a small car, not big for one of the Great Spiders, but big enough to cause
problems for the good folk of East Bight. She is a master of illusions. She sometimes appears as a voluptuous dark
hair woman dressed in translucent silk robes asking unexpecting travellers in Mirkwood for aid, only to murder
them at the most opportune time and suck their inwards.
A decade ago, she encountered a
young red hair man and his
companion crushing through the
forest, talking loudly with a
torch in hand. She set about to
trap the two fools but the men
proved too strong and slayed
many of her brood. She drew
angry and faced the men but red
hair one, dressed in all red, smite
her right in the eyes with his red
flail. She fled and so did the two
men. She has been nursing her
wound ever since. She is able to
see now and her brood size has
increased back to what it was then. She hated the men and found out who they were and where they lived, in the
East Bight. One night, the sunlight never touches the ground in her part of Mirkwood, a dark dressed visitor came
with promises of revenge and a prize, a large ruby, the size of a man’s hand, the Dusk Stone. The ruby glowed with
a reddish hue. The dark man departed and Spindra went about humming and singing dark songs of despair to curse
her old foes and the East Bight.

Spindra can call upon a number of her brood of various sizes to aid her if she is ever attacked. None are close to her
size. The area around the entrance to her lair is cover with webbing, anyone touching the web will signal
themselves to the spiders. However, in some cases, she weaves illusions to give the impression her lair is nothing
more than a homely warm cottage in the woods. One thing to note is that Spindra is very vain. The Players can win
Spindra over with flattery and compliments on her size or power. She loves attention. They might even bargain
with her for the ruby. Of course, she will want something in return. The details to her lair is as follows:

1. Tunnel filled with bones and webbing. The


Players will have to cut their way down the
tunnel allowing the spiders to sense their
approach.
2. Parliament – a large cavern, this is where she
holds court with her subjects, fellow spiders
and other nasties. This area is clear of webbing.
She normally hangs from the top of the ceiling
when addressing her subjects or visitors.
3. Infancy Room – there are literally hundreds of
spider eggs here. Spindra prizes her eggs and
she would do anything to prevent harm to
them.
4. Junk Room – this room is where Spindra stores her loots and other collectibles over the years. There are
chests full of coins and there are gems of various sizes. The prize, for this adventure, is hanging from the
ceiling by spider silk radiating the room in a reddish hues, the Dusk Stone. The treasure one can find here,
is as follows, remember items are assumed to be non-magical unless the Players does an Item Analysis or
Perception roll to figure out the items’ powers. The treasure listed below:
 526 gold coins from various kingdoms
 320 silver coins from various kingdoms
 20 gems valued over 200 gold pieces
 Lobcrist - +20 magical sword forged by the elves of Mirkwood during the early part of the Third
Age. It is of Slaying Spiders and will grow a faint blue within 100’ of spiders
 Herb Pouch – a wandering Woodman eaten by Spindra had this small Herb pouch. The Herb
Pouch is magical and doubles the potency of any herb placed inside the pouch longer than one
hour. It also provides +10 to Herb Lore.
 Golden Torc – a very decorative Torc. Its normal but its valued at 5 gold pieces
 Red Belt – The Red Prince lost his belt when confronting Spindra many years ago. Its normal and
is sentimental value to the spider.
 Gold Ring with a Ruby – normal, worth 5 gold pieces
 Old scroll - this scroll contains a map with a X on it depicting the location of the lost magic tome
of Clan Withras called in the common tongue as Everthoughts., lost centuries ago. Lord Uridrik
would be very interested in securing the lost tome back to his people. Players can add in their
Lore bonus to any rolls in determining what the scroll says. Bards and Burglars get a +10 to their
rolls.
 Spindra Choker - fit for a slender female or elf, this choker made of black felt edged with spider
silk is magical and while worn the wearer receives +10 to Presence bonus and an increase of 5
points to the Appearance stat.
 Shield – a very fine shield decorated with an image of a white horse on a green background, it
provides +15 to DB. Normal.

3.0 Tasks

The task is to stop the curse by finding and destroying the Dusk Stone.

The information herein is meant to assists the Game Master (GM) with running an adventure to aid the good people
of East Bight. The Players are in town for the festival. Or they are visiting family, if they are Woodman, they are
visiting family in Sunstead area. Perhaps they are dwarves visiting their pal or uncle, Fundin, and he told them of
the festival. Or they are a bunch of adventurers traveling the East Bight. Whatever the reason is, give them a cause
to be at the festival and make sure it fits into the setting of East Bight.

4.0 Starting the Players


The adventure begins at the Hall of Princes in Buhr Widu (Foresthold) during the Festival, where the Red Prince
makes a formal plea for aid against the curse. The Players should announce publically their intention to aid the
people of the East Bight and stop the curse.

The Players will have to make a roll to convince that their statement is sincere. Several folks have already tried to
lift the curse to no avail. Some never returned. Atagavia the Red Prince is desperate but he is no fool. Players will
have to get a roll higher than 80 to be successful.

Roll Modifications Bonus


Players known to East Bighters and have a good standing +30 to Rolls
Players comprise of mostly Woodmen, Beornings, Bardings Dorwinrim +15 to Rolls
Players are Lords (or sons and daughters) of Northman folks +40 to Rolls
Players act rude or arrogant -20 to Rolls
Other Skills or Bonuses that might apply:
Player Character may add in their Presence Bonus to their roll
Any appropriate Leadership & Influence Skill Bonus may be added to their roll

If successful, the Red Prince will take them into the Golden Hall for an audience and so, the adventure begins.

If not, then the crowd laughs at their attempt and the Red Prince dismisses them. The Player Character can still try
to stop the curse. They just won’t have the full backing of the Red Prince. More likely, Ceawin would have a word
with the adventures privately and asked them their true intention. If he is convinced, he would recommend asking
the Lady of the Lake for help but that comes with a price.

In the Golden Hall, the Red Prince will host the Players at the parlor and will be joined by Heredric, Lord of
Blackmere and Captain of East Bight, Gartila, Heir to Clan Withras, and Ceawin the Generous, Lord of Sunstead,
all members of his council. Bronwyn will be there and will offer her sword and act as a guide. Her addition to the
team will be significant. She is very skilled with the sword and she knows all the lords and princes in Rhovanion.
The Players have several ways to start the adventures.

 Gartila – will tell the adventurers what he suspects and ask them to go Buhr Waldmahr to his father and
look for the Dusk Stone. Once they discovered its missing, they will have to figure out where it is. Lord
Uridrik will give the Players a Finder stick that glows and vibrates the closer it gets to the stone. That
should lead them to the Dusk Stone. Note with Bronwyn on the Player’s team, they should have no issues
getting an audience with Lord Uridrik.

 The Herbalist at Strayhold – Heredric will recommend finding Wartik the Herbalist, a recommendation
from his wife. He has every herb known in Middle Earth. He is a honest man but entering Strayhold and
leaving it will be tough. It is not in the best interest of the Dark Mage to allow the Players to end the curse.
He will do everything he can to prevent them from being successful (except kill Wartik, the Dark Mage,
actually, has a soft spot for the old man whom he sometimes converses when he is interested in poisons).
But even with Wartik’s knowledge and herbs, he will not be able to end the curse. All he will say is that the
curse is magical and must be combated through magic or its source destroyed.
 Figure it out themselves – its will be hard to do, but not entirely impossible. They can capture one of the
folks from Clan Hwail who spill the beans on the whole operation. Or they might have the magical means
or talent to discover the source of the curse. Again, extremely unlikely, but not improbable.

 The Lady of the Lake – Ceawin would advocate this course of action but the others will dismiss it. This is
also a course of action the Players can take if they are laughed publicly when they announce to help. The
Lady of the Lake is a river maiden. Her motives are not human and not always entirely good. The Players
will have to go out of their way to attractive her attention. She knows many things including the Dusk
Stone and Spindra and of course Wuilaric. Any help she offers she will want something in return. It could
be small, like a kiss, or something serious like A Player’s second born child. Its up to the Game Master’s
imagination. Remember she is not evil, a river maiden, just, has different wants and needs.

5.0 The Aids

The first oblivious aid, if the Players get an audience with the Prince is Bronwyn. She will ask to join the quest. Her
status as a Princess and ability with the sword will be of great help. The Game Master should take care not to let
Bronwyn do everything. She should stay back and let the Players do the heavy lifting and if they need help, Game
Master can have her intervene. If the Players refuse their help or their public announcement is reject, they can
always turn to Mongan or Thorold to act as their guide.

If the Players do not get an audience, Ceawin will approach them and give his recommendation to approach the
Lady. The River Maiden can help but she is unpredictable and will ask for something in return. Unless the Players
have a better idea, like find the Brown Wizard, then listening to Ceawin might be their best option.

Where is Radagast? For one, he lives on the opposite side of Mirkwood, which is a very longs ways from East
Bight and besides he is busy helping a knot of sparrows settle on a chestnut tree. When all seems lost for the
Players, the Game Master can bring in Radagast in a nick of time to save the day. He is not going to come in
destroying everything. He is going to bring the Players out of harm’s way to safety where they can regroup and take
on some sage advice.

6.0 Obstacles

Besides trying to find the source of the curse, the biggest obstacle will be Wuilaric. They will be watched by Tit,
Tat and Kat, Wuilaric’s crows and familiars. If the Players are perceptive (Perception Roll) they might determine
that the crows are spies. Wuilaric can link to his crows when he feels like it. He has numerous options. His first
option is Clan Hwail. While traversing High Hands, Clan Hwail can attack them. If spotted near or in Mirkwood,
Wuilaric will enlist the aid of Spindra’s spiders or other foul creatures. There are a lot of monsters that lurk in
Mirkwood and most like man flesh. His last option is to hire the Rogues Clan to assassinate the Players. Whatever
the Game Master comes up with, Wuilaric will not directly confront them. He is the man behind the curtains.

7.0 Rewards
The rewards upon completing the quest will be great. A feast will be called. All throughout the land, the Players
will be known as heroes.5 The Red Prince would be indebted to the new heroes and might grant them land and a
longhouse in Sunstead. Having a Prince on your side in the future, never hurts anyone.

8.0 Afterwards

Wuilaric and Clan Hwail will still be around to bother the kingdom and the Players. The Players might figure out
who is behind the curse (if so give them extra experience points) and set out to confront Wuilaric.

Clan Hwail has gotten rich robbing and stealing the good folks of High Hand and they plan on using their ill-gotten
coin on hiring mercenaries for a surprise attack. Strayhold is home to several mercenary companies. This could
mean that the Players will have to stage a delaying action at Winterthur while the Red Prince can rally his forces.
He and Heredric will need at least three days to bring in the full might of the East Bight.

Depending if they got help from the Lady, she might turn in her favor and put the Players on another quest or she
might ask for their first born child and the Players have to find a way to foil her. The one thing that has been
bothering her, are the Undead that has settled in the forest south of Sunstead. They seemed to be controlled by a
magical ruby put there by a minion of the Necromancer. The Lady likes ruby and Theodor needs it to win over
Aligal.

Finally, there are a couple of adventure hooks that the Players might tackle. There is Fundin the Dwarf seeking
vengeance on a dragon, the map of the Withras lost spellbook, or rescuing the Nav Gorkes from the Rogues Clan in
Strayhold.

Of course, all of this depends if the Players decide to destroy the Dusk Stone. They might decide to keep the ruby.
In which case, all Players will receive Corruption Points. Those with high levels of Corruption Points might even
go crazy. The use of such a magical device will bring the attention of others, like the Necromancer and his minions,
the Brown Wizards and other powerful beings. This might bring its own set of adventures. If Bronwyn is with the
Players, she won’t be happy.

1.5.5 A little History on the Dusk Stone and its Powers

The Dusk Stone was created years before the Last Alliance of Elves and Men in the Second Age by elves as a
weapon against the Dark Lord. During the struggle, it fell and was lost. Some elves say it fell into the hands of the
Dark Elf, Celedhring, and that he tainted its powers.

Whatever the case may be, the Stone was lost for almost a thousand years. Until the Waagath Wars in T.A. 665,
when Theon of the Withras Clan found it and used it to defend his people and prevent their extinction. The Stone
brought great destruction and their enemies were broken. But the destruction it wrought scared Theon. Theon
made a promise to never use its power again and so, the stone has remained hidden with Clan Withras all of these
centuries. Until recently, the stone has been used again. The Stone is a large ruby the size of a grown man’s hand
and flickers with a dull red hue. The Stone has the following powers:

 For Sorcerers, it functions as a *4 PP.


5
If the Game Master is using the Reputation/Fate rules, the Players gain 3pts.
 It quadruple effect of any Curse or Sorcerer spell.
 It allows free use of the Curses Spell List (see Rolemaster)
 Curses or Sorcerer Spells are expanded to affect an area (rather an individual) at 100’ * the user’s level
 With concentration, the user can curse anyone or thing within 20 miles just by thinking of an object or
person

Should a Player Character decide not to destroy the Stone and use it for their purposes, it will attract unwanted
attention. Such power will not go unnoticed and perhaps the Dark Elf is still searching for his prize. The Player will
also begin receiving Corruption Points and start the slow process of going mad or become evil. A ruby is a very
hard stone to break. It would take a smith like the dwarf Fundin or Esma to destroy it or a powerful wizard such as
the Brown Wizard or Uridrik.

9.0 Encounters

The East Bight is mostly pastoral and rural with a town dotted here and there. To most Northmen, the East Bight is
‘civilized’. But the land is surrounded by danger. The darkness of Mirkwood is felt. Most folks do not venture out
at night for fear of things that bite. And there are ancient things that lurk nearby. They, like the Lady, have their
own agendas. Most are not evil. Some, like the Lady, have been known to help East Bighters. But they are fickle
and some have been known to play cruel tricks on unsuspecting folks. Only the Brown Wizard has the power to call
the ancient folk forth and make amends. Then, there is Strayhold, not entirely evil, but lawlessness emanates from
it and affects the East Bight. Finally, the Sagath are ever ready to invade. They number in the thousands and hate
the Northmen and their horses.

Below are a few “random” encounters that might beset the Players at various locations.

1.6 Woodmere

Woodmere is a dark murky lake with plenty of fish. The Woodmen that live on its southern shores harvest a great
many fish. Sometimes, they run into issues. Their lines get tied up or cut or pulled so strongly that they fall into the
lake. They blame the deed on Brightloch, the Lady of the Lady. The Players can attract her attention by doing a
number of things, which are listed below. They need to roll a 80 or higher to be successful and can only roll once a
day.

Ways to attract the Lady of the Lake Bonus to rolls


Provide an offering (can be anything from a wreath or gold coins) +10 per each day an offering is laid
Having a Woodman on the team +10
Taking a dip on a moonless night +15
Cloudy or storming night -20
Night with the Moon -10

She will be particular. If the Players are genuine and treat her with respect (having a Woodman or Hobbit helps),
she will share what she knows of the Dusk Stone and where its located. She will suggest parleying with the Great
Spider, Spindra. Great Spiders enjoy gems, the shiner the better. The Lady will offer the Players a couple of her
shiny gems in return of a favor. She will not say what the favor is, only that when the time comes they must do her
bidding. (Really up to the Game Master.)

1.7 Blackmere

Valerian, Lady of Blackmere, will greet the Players in Blackmere Manor. She acts as the local healer and knows
much about herbs. She is a small pudgy woman with long black hair with hints of gray. She wears yellow robes.
She trained under the Brown Wizard during a summer in her youth. She has six guards and four dogs, Fang, Torch,
Claw and Saber, all big wolf hounds to protect the manor and keep the peace. Her motivation is to get her daughters
back.

 If the Players state their purpose in stopping the curse (+20 to any influence rolls), she help the Players. She
can provide them with lodgings, food, herbs and any healing they need.
 If the Players are disrespectful or arrogant to her (-30 to any influence rolls), she will leave the Players to
their own devices. The area around Blackmere Manor is sparse with farms and homesteads and folks are
reluctant to open their doors to strangers (having a Barding, Woodman or Beorning in the group helps to
persuade them +10 to influence rolls).

Blackmere Manor is a longhouse surrounded by a wood palisade. Its designed to provide a haven for locals in
times of an emergency. Her dogs roam around the longhouse like they own the place. Valerian loves the dogs and
the dogs are highly intelligent. Some claim they have fairy blood in them.

1.8 Winterthur

Alboric will not be in Winterhur. Clan Hwail


has been active stealing and raiding the
homesteads across High Hand. Alboric and his
men are searching for them. Players will have
to make due pitching a tent or asking to stay in
a barn from a nearby homestead. Everyone is
afraid of potential thieves roaming the lands.
No one is allowed in Winterthur until the
young lord returns.

If Bronwyn is with the Players, old man Thom


will open the gates. They will receive a warm hospitality but the servants and Thom will express their concern for
the thieves that have been active since the curse occurred.

1.9 Buhr Waldmar

The encounters in Buhr Waldmar are numerous. If the Game Master so chooses, Wuilaric could hire Ora of the
Rogues Clan and her band of misfits to take out the Players. Clan Hwail have some assets as well. Ulrich wants the
curse to stay in effect. The best time to strike will be when the Players are in the open country traveling High Hand.
1.10 Mirkwood

The trip into the dark forest will be the climax of the quest. The forest is dense
and a brooding sense of dread hangs in the air. There is a trail still in use by
Woodmen and Elves but it is knotty. Throughout the trip, the Players will
glimpse a dark hair woman walking in the woods parallel to them, only to
disappear if they approach or call out to her. The woman is Spindra judging
the Players’ strength (or weaknesses). It will take magic or a Very Hard
Perception roll to discover that the woman is an illusion. She might even
convince, through magic or guile, the Players to go to her ‘cottage’ in the
woods. The Cottage is an illusion and once inside, the illusion dissipates to
reveal a webby lair full of spiders!

The Players have two options to haggle or fight their way through. Spindra will not interfere until they are inside
her lair. Each room they enter will have three spiders per Player. The spiders and Spindra will not attack in the
Infancy room and will wait for the Players to leave that room.

If they haggle, the Players will have to select one of their own to represent them and speak to Spindra. Below
tables shows Roll Modifiers with haggle with Spindra. She will honor any successful bargain made. While she
enjoys the Dusk Stone, she doesn’t want to attract any unwanted attention such a device would bring.

Haggle with Spindra Modifiers Bonus to rolls


Having an Elf haggle with Spindra -10
Using Flattery +10
Providing Gems and Jewels +25
Destroy her Eggs -20
Using Force to haggle with Spindra -10
The section provides MERP game stats for the characters mentioned.

TABLE 3.0: East Bight’s Major NPC


Name Lvl MM Hits AT DB Shld Melee OB Notes
House Vidugavia
Atagavia 16 20 120 Ch 50 N 150flail Barding6, Warrior. Called the Red Prince, Prince of East
100bow Bight, Lord of Foresthold, Prince of the Waildungs.
Special Ability: Beresrk – Atagavia can bring himself into a frenzy whereby he attacks with +20 to OB but his DB is -20. Totila - +10
magical red flail that in the hands of a descendant of Vidugavia only fumbles on a roll of 01, it also causes an extra 5-10 hits every time a
hit achieves an A critical or better. Waildungs Mail - this red chain mail was created by the Iron Hill dwarves and provides a +20 to DB,
Heat & Cold attacks but encumbers as Rigid Armor. Horse Helm – nearly covers the entire head, the helm is in the shape of a red horse,
it provides +10 to DB and negates 60% of all critical rolls to the head, it also confers +10 to Riding and Handling Animal Skill (only
horses) and the wearer is able to ‘see through’ the helm without a perception penalty. Atagavia has a black warhorse named Eorg (7 th lvl).
Haithwyn 10 15 67 No 20 N 40dag 20dag Barding, Mage. Cursed wife of Atagavia and daughter of
Uridrik. Princess of the Waildungs, Lady of Foresthold and
Princess of East Bight. Studied under the Brown Wizard.
Special Ability Spell Mastery – Haithwyn is a master of magic, all range, effect radii, and effected diameters of spells cast by Haithwyn
are doubled. A spell that normally has a “touch” range has a range of 5’ and so forth. This rule does not apply to spells imbedded in an
item and cast by Haithwyn.. Mithiril Ring – a band of pure mithiril acts as a *3 PP to all Essence users. PP30(*3), DS 95, BS20. Knows
all Mage and Open Essense to 10th lvl..
Bronwyn 15 20 122 Ch 60 N 135sword Barding, Warrior. Shield Maiden of East Bight. Represents
140bow the best of her parents, Atagavia and Haithwyn.
+20 Sword of Orc Slaying. Bronwyn Mail – like her father’s, her mail armor was created by the Iron Hill dwarves and provides +20 to
DB, negates 20% of all critical rolls to the body and encumbers as Rigid Leather.
Alboric 13 10 93 CH 45 N 129sword Barding, Warrior. Son of Atagavia. Heir Prince of East
119bow Bight. Lord of Wintherthur. A moody brooding person.
+15 Sword of Slaying Trolls. Chain Mail – finely made by Fundin the Dwarf provides +15 DB.

Retainers to House Vidugavia


Heredric 11 15 109 Ch 30 N 105sword Barding, Warrior. Captain of the Waildungs, Lord of
120spear Blackmere. Drinking buddy and cousin to Atagavia.
Special Ability: Beresrk – Heredric can bring himself into a frenzy whereby he attacks with +20 to OB but his DB is -20. Silverbane -
+20 mithiril sword, said to be forged by the elves, this sword is of Slaying Orcs and glows blue whenever an orc or its kind are within
100’. +10 Spear. Has a Mearas named Silver (10th lvl), the horse and Heredric are ‘friends’.
Leodwyn 5 10 60 RL 20 N 55sword, Barding, Warrior. Handmaid to the Princess, daughter of
60bow Heredric, has fallen under the curse.
+5 Sword. Leodwyn has a wolf hound named Fang (4th lvl) that follows her everywhere. Now it rests at the foot of the bed waiting for
Leodwyn to wake up.
Beadrith 5 15 49 No 20 N 25dagger Barding, Sage. Handmaid to the Princess, daughter of
Heredric. Has fallen under the curse. A bookworm.
Knows much. Has the following skills: Mirkwood Lore 20, Herb Lore 20, First Aid 40, Use Items 45, Read Runes 50 and Animal Lore
30. .
Valerian 9 5 73 SL 20 N 60short sword Barding, Animist. Wife of Heredric, Lady of Blackmere.
59bow Travels the East Bight healing folks.
+5 short sword. Has 4 wolf hounds (4th lvl). PP36. DS 75 BS 9. Knows 5 Closed Channeling lists (healing spells) to 10th level and all
Animist list to 10th level. First Aid +55, +40 Herb Lore, +20 Poison Lore, +20 Mirkwood Lore.
Ceawin 8 10 74 RL 30 N 73spear Woodman, Rogue. Lord of Sunstead Manor. Emissary of
60bow East Bight to the Woodman folk.
+20 Great Spear – this ancient northman weapon, handed down through the generations, can be thrown at twice the normal distance
without penalty, it is of Slaying Trolls and will return to the user upon request.
Aligal 4 10 47 SL 20 N 45club 20bow Woodman, Bard. Niece of Ceawin and Lady and Heir of
Sunstead Manor. Also called Aligal the Fair.

6
East Bighters are considered “urban northman,” much like the folks of Dale and Laketown. In a few MERP modules they are
grouped together. The Cultural name for this group of northmen is called Bardings.
Knows Mathematics +25, Singing +35, Dancing +20, Appraisal +20.
Uridrik 22 0 100 No 20 80dagger Barding, Animist. Lord of the Withras, Lord of Buhr
Waldmahr. Also called Uridrik the Wise.
Asnim’s Staff – this long hazelwood magical staff provides *2PP, +10 to Channeling Spells and increases the caster’s effective casting
level by one for effects, range and duration. Also has a couple of potions like Potion of Strength, Potion of Night Vision, Potion of Love
and others. PP66(*2), Directed Spells 115, Base Spells 22. Knows all of Animist Spell Lists to 20 th, also knows Light & Sound Ways,
Concussion Ways, Detection Mastery, Spell Defense ,Purification, Blood Law, Bone Law, Nerve Law, Muscle Law, Locating Ways, and
Weather Ways to 15th level and Protections, Repulsions and Starlights to 10th level.
Gartila 8 10 110 SL 30 N 110sword Barding, Animist. Heir Lord of Withras. A bit of a playboy.
80bow
Special Ability: Hardy – Gartila is extremely tough, he receives +10 to all Poison RR and against inebriation. +10 Sword – this sword
was crafted by Fundin the Dwarf. Fur Cap – this beaver cap provides +10 DB and negates 30% of all critical rolls to the head, it gives
the wearer limited night-vision. PP24, Directed Spells 55, Base Spells 16. Knows the following to 8 th level, Sound & Light Ways,
Concussion Way, Purification, Weather Ways, Herb Mastery, Nature’s Lore and Protections. His skills are Seduction +35, Brawling +55,
Gambling +35, Mirkwood Lore +15, and Appraisal +20.

Other Important Characters in the East Bight


Turjomil 6 0 75 SL 45 Y5 93spear Dunedian, Thief. Lord Drinbar of Dagorlad, Envoy of
85spear Gondor. In love with Beadrith.
Special Ability: Horse Whisper – House Drinbar is famous for its horses. He has an uncanny able to raise them. Turjomil receives +10 to
Animal Husbandy (for horses only). Member of the Blood Ring. Owns a white horse called Ganway, very smart, 7th level. As an escort
of 6 Gondorian guards. Knows Rune Reads 30, Geography 30, Farming 20, Sailing 30, and Trickery 30
Theodor 7 0 62 SL 20 N 63ss Woodman. Warrior. Of House Woodland. Is in love with
Aligal.
+5 short sword.
Mongan 7 5 68 No 30 N 72sword Barding, Bard. Singer at the Whispering Heath Inn in
88bow Foresthold. Knows much of what goes on in the East Bight.
Special Ability: Savant – Mongan is able to pick up skills like he is an expert, this is the reason for the long list of secondary skills. +10
Sword – he got this from gambling with a lord. Mongan’s Lute – this magical lute is a *2PP and provides +10 to all bardic spells and
music skills. PP14(*2), DS 64, BS 7. Knows All Bard Spell Lists and Essense Ways, Essense Hands, Unbarring Ways to 7 th level.
Knows Underworld +50, Gambling +40, Trickery +40, Disarm Traps +20, Pick Lock +25, Poison Lore +15, Singing +45, Persuasion
+30, Juggling +30, Acrobatics +20, Lore & Legends +20 and Music +20.
Nardkar 6 0 58 No 30 70Club 55dagger Barding, Thief. Called Nardkar the Beggar, member of the
Strays Clan, a beggar’s guild out of Strayhold.
Special Ability: Lighting Reactions - Despite missing a leg, Nardkar is extremely fast and takes the initiative in any combat scenario if he
is not surprised or stun. +5 Club. Has a wolf hound named Blackloc 5th level.
Thorold 3 10 47 SL 30 N 25sword Barding, Rogue. Sword for Hire and Guide.
Wollas 45bow
+15 Short Bow, +10 long sword. +20 Dagger of mithiril of skinning which adds +20 to skinning skills. Elven Boots that negates 50% of
all critical rolls to the leg and +10 DB.
Brightloch 20 50 110 RL 70 N 80wrestling River Maiden (minor Maia). Shy but curious, interacts with
spells children She helps the Woodmen that lives around
Woodmere.
Special abilities: Immortal – Being Maia, they do not suffer old age or the affects of disease. Strength of Form – Being a Maia,
Brightloch is treated as a Large Critical Creature. Underwater Breathing – River Maidens can breathe underwater. Resist Elements –
River Maidens receive +20 to DB versus any cold or heat attack. Swimming True - river maidens can swim at thrice the normal rate of
a human. Charm – river maiden can charm one target within 30 ft, the target has to resist a 5th lvl charm spell. Talk to Birds and Fish -
The River-maiden can communication with the creatures of the forest. Goodly beasts might carry messages for her or warn her of danger.
Shift-changer - The River-maiden can transform into a silver trout in order to escape her enemies. Items - Silvery Dress – Brightloch’s
dress was made in another age and is so supple that it protects as Rigid Leather (+30DB) but does not encumber and negates 30% of all
body critical rolls. PP80, DS110, BS40, Knows Purifications, Sound & Light Ways, Concussion Ways, Detection Mastery, Spell
Defense, Weather Ways (only relating to water), Barrier Law (only relating to water), Locating Ways and Calm Spirits to 20th level.
Knows all of Animist (only relating to fish, birds and water) to 20th level and Astrologer’s Spells list to 10th level.
Luric 5 0 30 No 20 N 45club Barding, Sage. Dabbles in science, lives near Blackmere
80fireworks manor.
Special abilities: Unbeliever – due to his belief in science, Luric obtains a +10 RR to Essence and Channeling attacks. If the need is
urgent, Luric uses fireworks. The ‘flying dragon firework’ flies at a distance of 50’ and bursts into three or four bursts which results, if
aimed at an individual, in three or four +30 firebolts. +30 Chemistry, +40 Physics, +30 Mirkwood Lore, +30 Mathematics.
Eldrida 9 25 90 SL 40 N 75staff Half Elf, Conjuror. She travels the East Bight as a tinker
80fireworks and helps where she cans. Also Fortune Teller.
Special Ability: Foresight- Eldrida is able to see into the future, the future is often murky and not clear. Empathy – Being caught
between two worlds, Eldrida understands the hopes and worries of the Free People more than most and receives a +10 to all influence
rolls. Gold Ring- this simple gold band acts as *2PP. PP18(*2), Directed Spells 70, Base Spells 9, Knows Calm Spirits, Animal Mastery,
Herb Mastery, Spirit Mastery, Sound & Light Ways, Detecting Ways, Spell Law, Essense Hands, Starlights and Holy Visions and
Essence Perceptions.
Heorn 8 5 117 SL 40 N 135battle ax
Beorning, Warrior. Lives near Blackmere Manor. His large
80bow family includes various animals. Travels through
Mirkwood. Will act as guide. Knows of Spindra.
+10 Battle Axe and Bow. PP8, DS 20, BS 0. Knows Beorning Ways to 8th level. Knows Animal Handling +55, Tracking +45, Juggling
+20, Acrobatic +30, Cooking +30 and Mirkwood Lore +30.
Dillian Sisters 4 20 47 No 20 N 50 brawling Woodman, Warrior. Twin sisters. They are an acrobatic act.
Knows Acrobatic +60, Tumbling +45

TABLE 3.1: Clan Hwail NPC


Name Lvl MM Hits AT DB Shld Melee OB Notes
Ceneric 11 15 111 Ch 40 N 122mace Barding, Rogue. Lord of Clan Hwail. Hates East Bighters.
110bow
+5 Mace. +10 Bow. Has a horse named Domino (6th lvl).
Ulrich 8 15 99 SL 40 N
100sword Barding, Thief. Brother of Ceneric, A master thief and
75bow agent of the Dark Mage of Strayhold and loyal to Ceneric.
+20 Lock Pick Kit. +5 sword. PP16, DS30, BS0, Knows Unbarring Ways to 8th level. Knows Trap Building +55, Pick Lock +55,
Ambush +8, Trickery +60, Riding +25, Stalk & Hide +55.
Wuilaric 14 10 80 No 40 N 60dagger Barding, Evil Cleric. Long lost brother of Uridrik. Now a
minion of the Necromancer.
Gnarled Staff – This ancient staff provides +15 to all Magical Skills and 3 times a day cast fire bolts. Celedhring’s Ring – this silver ring
with a pearl setting provides *3PP, it allows Wuilaric to cast spells 5 levels above his own and is able to resist 5 levels above his own, the
ring is evil and is design to slow the aging process and turn the individual into a wraith to be a slave to the dark lord. +5 dagger.
PP42(*3), Direct Spells 110, Base Spells 28, Knows Sound & Light Ways, Concussion Ways, Detection Ways, Weather Ways, Muscle
Law, Bone Law, Spell Defense, Purification, Locating Ways, Channels, Repulsions, Summons and all Evil Cleric Lists to 15 th level.
Tillian 9 20 98 RL 30 Y5 114sword Barding, Warrior. Chief of Hwaid, Called Tilly by many.
123bow Her clan looks up to Tilly as a leader. She isn’t keen on
Ceneric’s ideas.
Special Ability: Beresrk – Tillian can bring himself into a frenzy whereby he attacks with +20 to OB but his DB is -20. Green Sword –
this green magical sword is a heirloom, adds +15 to OB and allows the wearer access to Concussion Ways to 10 th level with 20 Power
Points. Shield +5. Knows Riding +85, Brawling +60, and Tracking +40.

TABLE 3.0: Buhr Waldmahr Major NPC


Name Lvl MM Hits AT DB Shld Melee OB Notes
Algar 11 10 119 Ch 50 N 130spear Barding, Warrior. Called the Gatekeeper of Buhr
123spear Waldmahr, Speararm of Withras and Lord Winras, Head of
House Winras. .
Special Ability: Empathy– Algar has an empathic link to his Raven, Krom. Krom is ancient over 100 yrs old and has a lot of lore and
counsels his friend Algar. Great Spear – Made from yarrow, was crafted long ago and has been in the family for generations, it is +20
and has twice the normal range, upon throwing it, it provides an additional critical of Impact. Algar’s Mail – made for him by Fundin,
this +15 armor protects as mail but encumbers as Rigid Leather. Winras Horn - Made from kine’s horn and engraved with silver, it
allows the blower to heard over 3 miles any allies hearing the blast will receive +10 to OB and RR rolls for 1-10 rounds, once a day.
Sons of Algar 7 15 91 Ch 40 Y10 100spear Barding, Warrior. Five sons named Alan, Aran, Algo,
95spear Arban, and Alric
Special Ability Empathy – Each son as a raven the ravens are not as old as Krom but each help one another out. Great Spear - +10 spear
that can thrown at twice the normal range without penalty. Blue Armor – each mail is simmers blue decorated with iconic motifs of
ravens and spears and bow and arrows. The mail confers +15 DB and negates 20% of all critical rolls against the body. Winras Horn -
Made from kine’s horn and engraved with silver, it allows the blower to heard over 3 miles any allies hearing the blast will receive +10 to
OB and RR rolls for 1-10 rounds, once a day.
Fundin 13 5 132 Ch 60 N 135hammer Dwarf, Warrior. Master Smith, seeking vengeance on a
140crossbow dragon. Staying at the Horse Hoof Inn. Well liked by locals.
Fundin’s Hammer – this magical hammer doubles as a smithing tool, it provides +20 to OB and does an additional Impact critical.
Crossbow – made by Fundin, in his hands, he can only fumble with a roll of 01, it is +15 to OB and fires at twice the normal distance.
PP26, DS 45, BS 0. Knows 5 Alchemist Spells to 13th level. Knows Smithing +95, Fletching +85, Caving +55, Gambling +30, Foraging
+45, Appraisal +40 and Lore & Legends +60.
Beor & Kanrik 6 10 63 SL 25 N 79sword Barding, Warriors. Members of Clan Hwail, acting as spies,
70bow very nasty fellows.
Swords and Bows.
Mazda Gorkes 4 15 49 No 30 N 24dagger Dorwinrim, Merchant. Current Head of the Gorkes Family
Business, seeks the return of her husband from the Rogues
Clan in Strayhold.
She has lots of gold.
Thom 7 10 60 RL 25 N 75sword, Dorwinrim, Thief. Son of Mazda. Will act as guide to save
60bow his father. He leads caravans and shipping expeditions for
his family. Young and brave.
+5 Sword. Knows Appraisal +30, Rhovanion Lore +25, Mathematics +20 and Disguises +20.
Esma 8 15 89 RL 30 N 88axe 90bow Barding, Smith. A brute of a woman, has wanderlust and
wants to go on an adventure. The second best smith in town.
Esma’s Axe +20 axe is Esma best creation. Leather of Smiths – this rigid leather is enchanted to provide +15 to DB and all Heat attacks.
Knows the following skills: Smithing +75, Use Items +45, Trap Building +55, Gambling +30, and Brawling +60.
Ora 7 5 73 No 20 N 80short sword Barding, Bard. Once a former beauty and now ringleader of
59bow a bunch of thieves. Works for the Rogues Clan and Dark
Mage of Strayhood.
Special Ability: Charm – Ora can charm any one person by looking at them and talking to them, this acts as a 3 rd level charm spell. +5
short sword coated with 5th level muscle poison. Knows the following skills: Trickery +45, Persuasion +50, Appraisal +15, Poison Lore
+15 and Dancing +35.
Tortu 10 10 124 SL 30 N 103axe Beorning, Animist. Fair Grounds Warden. Loves plants and
60bow bees. Keeps several hives and makes the best honey in High
Hands.
+10 Axe. PP10, Direct Spells 60, Based Spells 10. Knows Light & Sound Ways, Purifications, Nature’s Law, Herb Mastery, Plant
Mastery, Nature’s Protection and Beorning Ways to 10th level. Knows the following skills Animal Handling +50, Plant Lore +20,
Foraging +45. First Aid +55 (for animals +75) and Cooking +25.

Spindra stats and her brood


Spindra 16 25 145 CH 45 N 100HPir Great Spider, A lustrous woman when in disguised, she
80HHo enjoys ensnaring young men. She hates the light.
90HCrush
Special Ability: Strength of Form – Spindra is treated as a Large Creature Critical. Telepathic – she is telepathic and can communicate
with her kind in this manner, this power also allows her to sense sentient beings within 300’, +30 to Perception. Mind Blast – She can
target up to eight targets (one per eye) and mind blast them, this has the effect of +50 Shock Bolt attack. She has to concentrate for 2
rounds prior to build up the mental charge. Night Vision – Spindra can see in utterdarkness as in day. Spider Queen – Spindra controls
a colony of spiders. Web Sense - While Spindra is in contact with a web, she knows the exact location of any other creature in contact
with the same web. Spider Climb - Spindra can climb difficult surfaces, including upside down on ceilings, without needing to make an
ability check. Sensitivity to Light – In daylight, Spindra operates at -100, and displays of bright light can temporarily blind her. Light of
Valar burns her causing an A Heat critical roll per round. Vulnerability - Spindra’s eyes are unprotect, they are treated as No Armor
with no defensive bonus. Poison – With a C or better Critical with a Pincher attack induces a 15th level poison that leaves the victim
woozy and unable to move for 10-20 hours. Speech ¬ Spindra is able to talk in human tongues. Multiple Attacks – Spindra can attack up
to three targets simultaneously, she can use her Pincher and Horn attacks twice. Webs of Illusion (1/day, to Lair or Self). Spindra can
enchant her webs to provide an illusion of her surroundings and herself that will deceive even Elven eyes. If she chooses to use this
ability it must be on in the first round and takes 6 rounds to complete. She normally transforms her lair into a cottage and herself as a
lustrous woman. Vanity – Spindra is vain and can be bargained with if given flattery or compliments. A Player needs to roll a 70 or
higher to get her attention and may add any applicable influence skill to the roll. Finally, Spindra knows magic. PP48, DS25, BS0.
Knows Cloaking, Surface Ways (for self only) and Mind Domination to 15th level
Giant Spider 5 15 50 CH 30 N 60Medium Brood of Spindra. .
Pincher
Web Bolt – Giant Spider can cast a bolt of webbing at one target, the web bolt is treated as a +50 bola attack and if a “C” critical or better
is obtain, the victim is stuck for 1-6 rounds. Spider Climb – Giant spiders can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check. Poison – With a C or better Critical with a Pincher attack induces a 5th level poison that
leaves the victim woozy and unable to move for 10-20 hours.
Rogues Clan – the Rogues Clan might on Wuilaric’s behalf send assassins to rid the Players. They travel in 3’s.
Assassin 7 10 68 No 30 N 72swordFrom different mannish cultures. This represents hired
88bow assassins from the Rogue Clan in Strayhold that Clan Hwail
or Wuilaric can hire,
Knows Underworld +50, Stalk & Hide +40, Trickery +40, Disarm Traps +20, Pick Lock +25, Poison Lore +15, Disguises +45,
Persuasion +30, Torture +30, and Acrobatics +20.

Hwail Raiding Party – the below is representative of the type of raiding party that would be sent after the
Players. All travel by horse. Clan Hwail can only risk sending out small parties at a time in fear of being spotted.
Hwail Raider 3 5 42 SL 30 60sword 55spear Barding, Warrior..
(10)
.
Leader 6 10 67 SL 30 N 85sword Barding, Warrior. They care for the well-being of their
75spear folk. If the battle goes poorly they will pull back.
.

Strays – The Game Master can have a bounty put on the Players. If so, the Strays Clan would be interested in
collecting. They are a collection of beggars and misfits under the auspices of a guide headquarters in Strayhold.
They hate the Rogues Clan and the two factions will fight upon sought. Nardkar the Beggar is the leader of the
Strays in the East Bight.
Beggar 3 0 40 SL 20 N 55club From various mannish cultures. Thieves. All are deformed
45dagger in some way and work form alms when they are not robbing
and stealing. Nardkar will have 2-15 strays with him if he
pursues the bounty.
.Other than the rag on their bodyies, club and knives is all they have.

TABLE 3.2: The East Bight’s Military Table

Name Lvl Number MM Hits AT DB Shld Melee OB Notes


East Bight – This represents Buhr Widu and the surround area military strength. The Red Prince can also call
on Clan Viduimer and the Folk of Sustead in times of war. Except for House Guards and Archers, the forces
take a few days to muster. The Militia takes longer and used in defense or in extreme need. They all have a
horse trained in war.
House Guards 7 30 10 80 CH 30 Y5 90sp 80bw Double as City Guards; 10 are station at
Winterthur.
Druigan 5 20 15 70 CH 35 Y5 80sp 70bw Squad leader
Riders 3 100 10 55 CH 25 Y5 65sp 50bw A few have +5 spears
Militia 2 300 10 45 RL 20 Y5 55sp 45bw Used mainly for defense
House Viduimer – Traditionally the best warriors in the East Bight comes from this clan, scattered across
farms and homestead around Blackmere Manor. All have horses trained in war.
House Guards 8 6 10 95 CH 35 Y5 100sp 90bw Stationed at Blackmere Manor
Druigan 6 10 10 75 CH 30 Y5 85sp 75bw Squad leaders
Riders 60 40 10 50 CH 30 Y5 60sp 50bw A few have +5 spears and bow
Folk of Sunstead- these are the folk Lord of Sunstead can muster. Primarily, serve as archers
Archers 3 20 15 45 RL 30 N 50ha 70bw A few have maces or warhammers.
They serve as City Guards at
Foresthold.
Militia 2 40 10 40 RL 25 N 45ha 60bw Militia; only used for defense
Withras Clan – although independent they tend to follow House Vigudava.
City Guards 4 60 10 50 CH 30 Y 60sw 55bw Algar and his sons command 10 guards.
Druigan 5 15 10 55 CH 25 N 60sp 60bw Squad leader
Riders 3 75 10 40 RL 30 N 40sp 50bw Morale is high
Militia 2 150 5 35 RL 25 N 40sp 45bw City Defense only
Clan Hwail – Their camp is hidden near the edge of Mirkwood. Ceneric & Wuilaric are looking to hire several
mercenary companies from Strayhold to supplement his clan to attack the East Bight.
Leaders 6 8 10 67 SL 30 N 85sw 75sp High morale
Raiders 3 80 5 42 SL 30 N 60sp 55sp
Hwail Warriors 3 15 10 50 CH 30 N 65sp 60bw Follow Tilly; treated as House Guards

Appendix

A little something on the blue otters.

BLUE OTTER7

Blue Otters are mischievous large otters with the intelligence of children.
They possess silver-greyish fur and can reach eight feet in length and
weigh close to ninety pounds. The folk of Blackmere claim they can mimic
human speech and considered Blue Otters, magical and will not harm
them. They share stories of the otters making deals with fishermen to herd
fish in return for a portion of the catch or their children becoming friends
with a family of otters only to disappear in the deep recesses of the river
basin to reappear days later merrily chatting about their ‘friends’.

Blue Otters are social playful animals and travel in small groups, feeding
on anything from fish to small aquatic mammals or birds. They reside in
dens cut into sand bars or riverbanks far away from human settlements. There they produce litters of
only one or two young each year. Their breeding pattern, coupled with their valuable pelts, makes them
ideal targets for extinction. Although the folk of Blackmere will protect the creature, many others hunt
the creatures for it’s fur is prized. It is not surprising then, that Blue Otters are scarce. 

The following are their unique powers:

7
Multiple ICE modules. The purpose here is to detail the uniqueness of the Blue Otters.
 Kelfaen Blood –Blue Otters possess fairy blood and as result are immune to mind attacks and
poison.

 Understand Speech – Blue Otters understand the speech of Man and speak a few halting words of
the local human tongue.

Name Lvl MM Hits AT DB Shld Melee OB Notes

Blue Otters 4 30 80 No 30 N 40Cl, 40LBi Swim, playful

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