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Caranost, the Red Fort, the Vertical City

Rumour
“I've heard from some folks that you don't need to go into the Barrow-downs to strike it rich.
Other places of the old Princes are out there, and the Red Fort’s just the thing. Towards the end
of the South Downs, it sits on two hills and only has animals to deal with it. Riches beyond
compare exist there thanks to the Star-Crossed. May their wish for love carry the day!”

Old Lore
“Once, Caranost was one of Cardolan's most populated cities, rivalling the capital of Dol Ernil.
Its memory lays in the careful carving out of the interior of its hills, an irrigation system, and an
innovative understanding of mathematics and physics… and the pride that a Dwarf never
handled the stones. It was spread out just as much atop and below the two hills it rests upon as it
was its sides. Ultimately, the Vertical City fell to a siege of Angmar. Those who did not escape
were slaughtered, but the love of the Star-Crossed, may they wander together, fought back
against the sorceries of the Witch-King. No spirits haunt this place, and time has been the only
harm since. If there are any treasures left, they are well-hidden indeed.

Background
Caranost once had songs sung of how it was home to higher spires than Annuminas. Those spires
have fallen, and now it is a thick, sturdily constructed monument to the South Kingdom of
Cardolan. What grew from a fort became an architectural marvel of the North, even earning
respect from the Dwarves of the Blue Mountains (Khazad-dûm, in comparison, saw it as a cute,
childlike construction). It had the same makeup as any city in those days, but a not insignificant
amount of the nobility of Arnor, and later Cardolan, wished to have a spectacular view of a
Princely House within the Western Hill. The rest lived in dark halls burrowed into the hills,
candlelight to guide them. The sprawl once spread off the hills as well, but fires from the armies
of Angmar and the ravages of time mean that only the core of the Vertical City remains.

Two groups of tomb robbers*, one from the Bree-Land and one from Tharbad, teamed up to
explore the heart of Caranost, in the Princely Houses. Their timing was ill, for a party of Orcs
and Wargs had come too. Ash and Búrzgul want to occupy the ruins, and if they cannot turn it
into a throne for the Orcs and have its name take on a more sinister purpose, then they are to
gather all the treasure they can to be brought back to the dens of the Howling Hills.

*They actually haven’t taken anything from a tomb, but they have taken goods from a city that
had every man, woman, and child slain by Angmar. Whether or not this makes them tomb
robbers from the dead or adventurers finding Treasure is up to each player, character, and
Loremaster to decide. Any decision is valid.
Journey Events
On a clear day with little fog, as one wanders the end of the South Downs away from the
Greenway, they will spot smoke rising in the distance. Climbing the top of a hill will confirm
two plumes, coming from a distant set of hills close together. In reality, these are not campfires,
but Orc-fires, ventilated from deep in the city to the surface.

They will find signs of a large party passing through here- disturbed clearings, remnants of
campfire pits, and filled latrine ditches. But there is also clear evidence that as this path becomes
easier going that it was flattened by a much larger group making its way. A Scan roll, done when
investigating any of these notable points are found, reveals Orc arrows and Warg teeth (woe
betide the fool who doesn’t pass the Lore test to recognize its origins!), and if Hunting is done,
the corpse of one of the robbers has been broken and stripped of most flesh, the bones having
been extensively gnawed and sucked of all marrow. The atrocity requires a Valour test to avoid
gaining 2 Shadow.

Map

Locations
1. The Artifact Field

The open area surrounding Caranost looks akin to a grassy field that could be found nestled in
the rest of the South Downs. The Enemy is in the details; those who succeed at an Explore toll
will find something left by the tomb robbers. Finding something from before the fires claimed
the city is an ill-favoured roll; a remnant of a piece of equipment from the armies of the Witch-
King can be found with a favoured roll, with a value of 1 Treasure if taken. You will gain a point
of Shadow if you do- ill advice, if this place is not haunted.

An ill-favored Explore Roll with two Tengwars (both spent for the roll and rolling a six) will
eventually cause the party to find a patch of land where their feet sinks surprisingly deep, despite
not being muddy in the slightest. Should the favoured Athletics roll then pass, the party is able to
dig swift enough to eventually break into the Restored Exit!
2. The Golden Stair

Dyed, painted, and colored to shine magnificently in the Sun, the Golden Stair was the main
entrance to the heart of Caranost. Now, it is just a muddy brown, a few carvings on the seps
surviving the ravages of time. A Lore roll will make it clear that it tells the story of Caranost's
construction, and how the people walk up and down, not forwards. Some of the stone work has
become loose; a failed Athletics roll given once during the climb will result in the loss of 1
Endurance. This can be blown out of proportion later at the Failing Bridge.

3. The Gatehouse, and Annie Oakley's Hideaway

This Gatehouse has nothing inside it- the stone is all that remains, and the metal of the portcullis
has turned completely to rust. But there is more than meets the eye- if one were to check in the
room inside the wall surrounding Caranost proper, a Scan roll would reveal a very loose wall.
Knocking it over, be it by tackling it or by slowly pushing, will reveal Annie Oakley.

Annie, when interviewed (calm soothing words are needed here- Enhearten and Riddle could do,
while the standoffishness of Courtesy and the aura of Awe will fail) is grateful to have someone
here that isn't an Orc. She'll tell of how her group from Tharbad had come here looking for
riches, only to have another group from Bree come the next day. The two leaders met outside,
and agreed to work together in order to find anything still hidden. Both were getting along fine
well enough, and no arguments had occurred. Their teamwork bore fruit; all seven of them were
able to find enough artifacts and riches that with each taking a fair share, they would all be very
well-off in their lives if they were smart about it. Then the Orcs and Wargs arrived, attacking in
the night. Annie fled, but not before learning that the tomb robbers were to be killed in
celebration of setting off to bring all their riches to their master- they could still be alive. When
finished talking, she will immediately restore the wall, with her last words being that in two
days, she will flee this place if there are no signs of her fellow tomb robbers.

3. The Eastern Hilltop

This was once how Caranost wished to present and wow others in the days of Arnor; it was a
busy market in Cardolan, all sorts of cloths covering the sky and making this area just as covered
as below. As the party makes their way through the Hilltop, it should become clear that when the
way is not sloped, it's stepped. Entryways into the stone buildings are tiered along as well; no
building truly ends, the construction merely continues in the shape of an L.

If night has fallen, call for an Awareness test here. There is a group of Orcs and Wargs (one Wild
Wolf for each player, then a Goblin Archer for half the players, and Orc Soldiers for the
remainder, rounding down odd numbers) patrolling when the Sun is down, but they are not
taking it too seriously, making the roll favoured. Those who use Stealth to remain unnoticed
(also favoured) will be able to listen how they're planning to renovate various homes; depending
on how black you humor is, you can emphasize the paint as the blood and guts of the surviving
robbers, kept alive to keep them fresh. If the body of the slain tomb robber or Annie remain
undiscovered, this can act as another sign that others are here, and they’re in trouble.

3a. The Butcher, Baker, and Candlestick Maker

Literacy was not a given in the days of the Kingdom of Cardolan. One enterprising artist and
sculptor seized the opportunity to carve an image above the door of various businesses as the
Kingdom declined, and soon the trend caught on throughout the city. All paint is gone, and quite
a few have faded or fallen away, but three buildings still have their signage not too worn by
time- one of a candlestick, one of a loaf of bread, and one of a cow and pig next to a knife.

There is seemingly nothing of value here, the rooms are empty. But they can serve as areas to
rest and recover some Endurance before venturing further. There are three Wild Wolves sleeping
in the baker's however, and one is acting guard at any given time. As for the candlestick maker, a
roll of Scan does reveal an old candlestick, ornately designed and untouched by time worth 2
Treasure behind a bit of lose stone, and someone's cracked lenses- a sign that one of the tomb
robbers from Bree placed it here, and not that it's been here the whole time. As it’s not clear this
is the case, taking it is not a Misdeed. (The one who placed it there, Bill Shortpine, was already
slain- he is the corpse that could be found with a Hunting Test en route to Caranost.)

Finding these buildings on the surface is no issue whatsoever- no rolls are called, the party only
needs to take an hour for each location, and will be certain there is nothing else notable in the
area upon finishing all three. (Overlooking the candlestick aside.)

4. The Undercity

There are numerous stairways going below, vanishing into the darkness underneath the surface.
This is the true bulk of the Vertical City, and would have been a marvelous site in the days of
Caranost's habitation. Now, there's no sight at all if one does not bring a torch. Explore tests are
needed to find your way out or what is beneath the surface (each success or failure will take an
hour). A result with a Gandalf Rune or spending a Tengwar will bring the party to the Broken
Halls. A normal success will result in the discovery of the Blacksmith, Waterworks, or the
Healing House. An Eye will mean a single Wild Wolf has found them; the party has one round to
slay it before its howl sounds the alarm and the patrol comes running to help.

If it is daylight at the surface and the Orc & Warg patrol has not been dealt with, they will be
found down here instead. This is their domain however, and one must douse their torch to have
any chance of success in a Stealth check. This being their preferred habitat, they will come
across as somewhat drunk to explain how they miss the party. Liken it to a bunch of rowdy
students for the Orcs, and their much pained and still sober friends for the Wargs.

4a. Blacksmith, Waterworks, and Healing House

Finding these rooms requires an Explore Test (ill-favoured without a torch), and signs in the
passageways prior to them will easily clue in the party of Orc or Warg habitation. The
Blacksmith has Orc Soldiers standing guard, keeping Tom Oakley (Annie's husband)
imprisoned. The Waterworks has Harvey Smith of the Bree-Land's Outlands captive courtesy of
Wild Wolves. The Waterworks has Daisy Underhill (a hobbit from Staddle) trapped by Goblin
Archers. Two are out front, and more are inside that should make the total one for each player.
Each robber rescued will reveal some information- Tom knows what the Orcs and Wargs are
planning, and that they are based in the South Downs in a place called the Howling Hills. Harvey
is aware how the Failing Bridge is likely to collapse and will suggest luring as many opponents
as possible before bringing it down with a well-timed axe swing on the support ropes he installed
(roll Axe to do so using the Body TN); Daisy Underhill successfully crawled through the Broken
Halls, and will point out how Dwarves and Hobbits can not only make their way through, but
also dig up room for anyone taller, assuming they're willing to take the time.

The Undercity's hallways are long and echoey, but there is no sense of direction, and the patrol
will assume any fighting is just their kin having a laugh. However, once the party has rescued
two hostages, the last will be slain with a violent scream that can be heard anywhere, and the
party will not know until they follow the voice and fight to free them. The sight of their torn
bodies, played with by the Orcs and Wargs, is a source of Dread, and calls for a Valour Test to
avoid adding 2 Shadow Points.

All tomb robbers have learnt the layout of the Vertical City well enough, and can freely guide the
party back to the surface upon rescue.

5. The Broken Halls

Originally just a part of the Undercity that opened up to an outdoor area beneath the Failing
Bridge, the tunnels here have collapsed. The debris is so great that trying to claw upwards
outside is a fool's endeavour, but there are signs that smaller figures like Dwarves and Hobbits
can crawl through to the other side, reaching the Princely Houses. Heroes that can recognize the
muddy footsteps as belonging to Hobbits may roll Hunting as inspired to find Daisy and the
Waterworks. Digging to allow passage of taller Free Peoples is impossible without someone on
the other side, and is a prolonged action requiring five successes (and hours of labour) with Craft
to ensure that it is done safely. A Gandalf Rune cuts the needed successes and time to three,
while an Eye shall bring doom to the Broken Halls- they collapse once more, and now the party
is split!

From the exterior, the party could hide among the rubble, and be able to hear quite well any they
wanted to hide from. Any Stealth test making use of the exterior is thus counted as Inspired- it’s
a great idea to make use of this.

6. The Failing Bridge

One does not simply walk into the Western Hilltop. The majority of entrances have failed and
been buried to time, and unless someone passes an ill-favored Explore Roll with two Tengwars
in the Artifact Field (used on or earned during the roll), they will not find the exit soon to be
restored by Goblin-Tunneling.

If the exit is not found first and the Broken Halls are impassable, the party must cross the Failing
Bridge. Whatever the party's size, it will be enough to hold them, but lurking in the guardhouses
of the Western Hilltop, with fresh cloths covering the windows and doors, are Wild Wolves (one
for each player) and two Orc Guards (an Awareness test will clue in that opponents await). They
will gladly sound the alarm for their masters to prepare for intruders. How does one make their
way across then?

A reminder of player ingenuity being encouraged aside, there are some routes. Stealth at night is
an option, and a prolonged action requiring three successes to make their way across without
being discovered. Those more martially inclined might go ahead and fight anyways, the alarm
being an accepted consequence. But those with a mad disposition might take note of the ropes
that Harvey Smith installed to hold up the bridge; the ropework is excellent, and if someone were
to use gloves or a cloth strip to protect their hands, they could hang under it and slide swiftly
through the windows of the guardhouses on the other side, taking the Orc Guards by surprise and
giving an opportunity to automatically wound them with a swift diving kick! Roll a Brawling
attack to determine if the maneuver is successful; again, the Orc Guards will be wounded on a
success, and the Wolves will be so surprised that when combat begins, howling for aid slips from
their mind for two rounds.

Should the Brawling roll fail, the player character will let go inadvertently and fall to the bridge.
If they do not succeed at the ill-favored Athletics roll, they will slip and fall off the bridge to the
ruins below! This is not an instantly fatal injury, but it will immediately reduce Endurance to 0
and put the character into a dying state. It is recommended to have someone with Healing ready
to come to their aid, should worst come to worst.

7. The Western Hilltop

This was the richest part of the Vertical City; including the home of the Prince who controlled it
and the famous views of the Princely Houses. The end of the road has the Prince's home
collapsed and cordoned off by signs of Orcs clearing the rubble, but there are other buildings that
have remained standing nearby (the Architect’s Abode and the Jewelsmith Workshop). If the
party has not ventured below, a grand staircase will make it clear that there are places beneath
the hills worth exploring. (Next door to this staircase is the City Barracks.)

The Wild Wolves and Orc Guards at the Failing Bridge's gatehouse are the only presence of the
enemy here, even at night. Otherwise, this is the calm before the storm. There is no need to spend
time looking for the other locations here, as the Western Hilltop is smaller, and the ruins here are
more broken. It will not take long to spot notable locations.
7a. Architect's Abode

A strong tradition in construction and design of structures came from the Red Fort, to the point
that there was once a university of design housed in the home of one of its most excellent sons.
The Orcs looked over this place once, took a few items as kindling for fire, and ignored the rest
of the books and scrolls to come back later. If one had an interest in building a home of
something greater than wood, it would be worth a massive value to them- if the party hasn't been
sent here for a reason, the works could easily sell as a single Precious Object worth 20 Treasure
total to whoever has a collection of books. Even the Library of Tharbad will scrounge together a
miracle for this collection. Of course, if one does not know such a buyer, the room is worthless.

7b. The Jewelsmith Workshop

Arnor once had gleaming jewels, a gift from the Elves and Dwarves that allowed fire and
moonlight to interplay into beautiful colors. What few records in the Library of Tharbad (and the
copies perfectly preserved in Rivendell) note how many a ball had a kaleidoscope of colors fly
across the room. Hidden in the corner, behind an Orc piss jar and a Scan roll, is a pile of such
tools that would allow an appropriate craftsman to work something similar. Alas, the method to
do so has been lost, and it is now worth nothing. But if a record of their construction exists….

The Orcs and Wargs made this place into their latrine. Get creative, and conceptualize the result.

7c. City Barracks

There is nothing left of the armies of Cardolan here, except for the stone foundations of their
bedding. This was where the tomb robbers made their home, and there are numerous journeying
supplies that would allow for an extra Useful Item for the next Adventuring Phase. This is a
misdeed worth 2 Shadow, and will move up to 3 if the party is aware of the tomb robbers.

8. The Princely Houses

The hallways are grand, and the rooms are grander. But there is a much greater number of Orcs
and Wargs here; Stealth tests must be used to head into the Bottom Chambers or investigate the
more notable houses without being spotted or proceed even deeper. Wild Wolves and Orc
Guards will rush the party (one for each player), and these are not the buffoons in the Eastern
Hilltop- they are ready for battle if someone has gotten so far. Torches have been lit down here,
allowing for better visibility of both parties. No Explore rolls are required- if the party opt to not
descend downward and investigate the halls, they will come across the entrance to the Hidden
and Ransacked Houses.

8a. The Hidden House has no signs at all; in fact, it is very unlikely the party will notice it. An
ill-favoured Scan Roll is needed to notice, and a Craft roll will also be required to figure out the
appropriate spot to break it down with a tackle provided by an Athletics roll, a Mattock attack, or
an appropriate Useful Item.
Inside is as preserved Princely Estate could be by over a thousand years of time, but a grisly
scene awaits- the mummified husk of a family is lying together in the Master Bedroom, and what
was presumably the father holds the hilt of a long-rusted dagger. Call for a Valour Test, and gain
3 Shadow points upon failure.

The artifacts in here are truly priceless, once one gets past all the rotted furniture and other bits
that couldn’t survive time- all together, the party would be able to carry 50 Treasure!

8b. The Ransacked House.

Wargs have already made themselves at home here- a family of four Wild Wolves (all grown to
avoid moral discussions of killing even evil puppies) have turned this into a nasty den. It is a
waste of time and resources.

9. The Bottom Chambers.

If the party continues to delve deeper, they will ultimately come to the deepest chamber. Here,
they will find the Orc leader Shanker, and the Warg leader Stabber. Shanker will jump with joy
at the prospect of combat with such surprising foes, while Shanker will be more aware of how
much danger they are in, and even take a blow for Stabber if a player is about to Wound him.
Such is the bond between Wargs and Orcs that makes them more than the sum of their parts.

Stabber is an Orc Guard, but uses the unique Bloody Mace weapon with Rating 3 (5/14, Smash
Shield), while Shanker is a Wolf-Chieftain with 2 less Endurance and 1 less Hate. Both have an
additional point of Might, making it take two wounds to instantly defeat them (and help ensure
the fight has some notable events in the climax.) They will be joined by what amounts to enough
Orc Soldiers, Goblin Archers, and Wild Wolves to allow only one person to be in Ranged
Stance. A reinforcement will join the fray two rounds after one is slain, giving the party an
opportunity to focus more damage on Stabber and Shanker.

In Strider Mode, the sole hero (or perhaps duo, even trio) will especially amuse Stabber, who
will let out a cry: “Keep back boys! This one is mine!” Charging in to duel the party, the rest of
the Orcs and Wargs in the room form a circle, spectating the fight. Shanker will join the next
round, admonishing Stabber for recklessness. “This is the Jenkins Farm again!”

The death of Stabber and Shanker will terrify the Wargs and Orcs in the Chambers; they will
proceed to flee out of them to hide elsewhere if an Awe Roll is seized to scare them away.
Alternately, killing three more opponents will also do the job- if their leaders have been slain,
there’s not much chance for them now, is there?

In the center of the torchlit chamber is all the treasure that the tomb-robbers had gathered. It is
too cumbersome to take without bags and carts, which the tomb robbers had until they were
smashed for firewood by the Orcs, and the horses eaten by the Wargs.
9a. The Survivors

In a small room off to the corner that was once perhaps meant to relieve oneself, a recently
installed Orc door has chained it shut. If the party does not take the time to use Craft to break the
chains or invokes Burglary, they will not find out what lies within. Any who attempt to search
for a key will rapidly realize it’s not in the room, and one of the Goblins might very well have it.
A more forgiving Loremaster will let the party check over the corpses of any slain Goblin
Archers and find it on their person; otherwise, there is no other way to open the door.

Inside are the Marley cousins, leaders of the two groups of tomb robbers. Bob Marley from
Tharbad is very much composed and will thank the players, while Jacob Marley of Combe will
take some time to calm down, thinking he is dead until then. Both Men will beg the players not
to take anything from the pile, but a Persuade roll (or Awe, for heroes who want to remind them
what it took to save their lives) can convince them to part with some things. Roll for Magical
Treasure as a Greater Horde, but even if the roll fails, the players will acquire jewelry of their
choice with a gemstone of choice, worth as much as 12 Treasure. The Princes of Cardolan knew
how to display wealth, and the tomb robbers knew how to sniff it out.

If the party fails to open the doors, they will never know who was inside. Jacob is mumbling too
quietly to be heard, and Bob does not open his mouth at all out of fear of their captors. The other
tomb robbers will not be able to find the key, and thus this stone latrine will become their tomb.

10. The Restored Exit to Artifact Field

As mentioned earlier, it would take an ill-favored Explore Roll with two Tengwars (either used
for or earned during the roll) to notice from the other side. Here however, there is a hall that has
been slowly excavated, and the tomb-robbers had brought shovels the Orcs then used to carve a
path out. They've gotten so far that even in the torches they placed, the dirt ceiling showed
numerous grass roots. No roll is required to dig from this position, thanks to the tools nearby.

When the party finally frees themselves from Caranost, they will notice two sets of flowers, laid
out akin to a pair of human bodies lying regally in state. There is one exception- what could be
seen as hands are being held by each other. The site puts a player hero oddly at ease, though any
who has heard the Tale of the Star-Crossed will have an idea of what they see.

SIDEBAR: The Tale of the Star-Crossed


Infamously, the Princes of Cardolan did not get along well. Two such Princes were neighbors of
each other in the Princely Houses, and the constant feuding never ceased; even as an army from
Angmar marched upon them, the men of the Houses quarreled and raised arms. In the midst of
this, a minor son of one family and a daughter of the other cast aside the enmity of their lines,
and grew to understand one another. This understanding transformed them, until one day they
both asked for their parents' blessings in marriage. The Princes denied this completely.
Angmar came, and Caranost was under siege. Plans were made for the nobles to evacuate, but
every time someone fled, they were cut down before a sorcerer raised their corpse as a taunt to
the heroes holding out. The son and the daughter met in secret one last time, and knew that
somehow, they must ensure nobody should suffer this fate any further in Caranost.

They emerged from an exit beneath the city, having already drank together a concoction of
poisonous properties. Simultaneously, they fell back, holding each other's hands as they passed
away. Yet the Witch-King did not deem Caranost important enough to deserve his attention, and
all others trained in his arts could no longer perform so. For a long time, the two loved ones laid
in the grass, but none would dare touch them.

Caranost died, but the son and the daughter passed away on their own terms. The dignity, then, is
owed to the Star-Crossed. Their love, true as it was, could shake even fell sorcery.

SIDEBAR: The Fate of the Robbers


No matter Tom Oakley’s fate, Annie will survive and give birth to their twins nine months later.
Their farmstead will continue to exist semi-comfortably if Tom returns with Treasure, but if he
perished, Annie will have to move to Tharbad, performing indignities to feed her children. No
treasure makes life hard, and after a few years, the Oakley family moves to Tharbad, but lives
better with the support of the father.

The dead robber found outside of Caranost was Bill Shortpine, Daisy Underhill’s dearest friend.
She will return to Staddle and retire from adventuring, and will spend the rest of her days doing
her best to keep any of her fellow Hobbits from getting mad ideas.

Harvey Smith, if he is able to go home with Treasure, shall move out of the Outlands into Bree
proper. He will take up a career as a caravan guard to continue enriching himself, but his days
are only going to improve from here. The party could very well encounter him on the East-West
Road in the future, should they be travelling it themselves, and have no problem passing along
any news or rumours he has heard. Otherwise, he can be found along the Brandywine in a place
called the Trader’s Wharf, knowing how lucky he is to be alive.

Bob Marley will head for Tharbad to put his newfound wealth to good use. He will acquire a
home on the South Bank with his treasure, and plans to open a bank if the traffic improves. He
would be more than willing to hire his rescuers to bring more traffic, and to ensure that some
would still come to Tharbad to keep their valuables safe and give the city a chance at clinging to
life. The irony of a town of thieves being where to hide your precious goods is not lost on him.
Without this treasure, he will result to thievery himself, and face execution upon capture by
Gurnow’s men.

Jacob Marley shall return to Combe, and open up the tavern he had dreamed of. Any who are at a
Frugal Standard of Living shall be offered a position of employment, and thus raise it to
Common, giving the needed amount of Treasure to do so. (This requires its own Undertaking
during a Yule Fellowship Phase.) The downside? One would have to move to Combe! This does
not happen if he has no Treasure, and that he returns home a beggar means he will choose to off
himself in a year. The players acting as a friend when he needs them most can avert this.

REVELATION EPISODE: THE MASTERS ARRIVE

Should the Company be revealed and the Hunt successful, terrible misfortune will befall them.
Whenever they go underground, the party will lose track of time, and night will fall regardless of
the hour. (If they are above ground, keep mentioning how the Sun is in the sky, and remind them
that Orcs come out at night.) At this time, howls and cries of Orcs and Wargs come from the
distance; a group of Great Orc Bodyguards and Wolf Chieftains has arrived, escorting Búrzgul
and Ash. (TOR Core Book, pg. 198-199). Despite in theory being weaker than their escort, their
friendship (if it truly can be called such a thing) has ensured even more dangerous of their race
follow them, and not be dominated in turn. They have become impatient, and wonder what has
taken Stabber and Shanker so long to return with the Treasure.

Upon learning the tomb robbers were still left alive, they are furious. Stabber and Shanker are
immediately slain in a brief fight, and orders are given to immediately kill all captives (torture
being the only allowed delay). Unless the heroes are all in the right place at the right time, rescue
attempts will fail as all captured will be slain, potentially leaving Annie Oakley the lone
survivor. Ash will also catch the scent of others (the player heroes), and immediately begin to
search for them.

Búrzgul and Ash are much better at keeping their underlings in line; when the party is found and
engaged (the rolls for Stealth to hide are ill-favoured), they will face unlimited reinforcements,
even after the two in charge are slain. While more capable heroes might attempt to salvage the
situation and defeat the masters of evil in the South Downs before departing, those just starting
out should have it made very clear how unlikely they are to succeed, and would be better served
bringing news back to their Patron or whoever else should hear of it.

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