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STORYTELLING OUTLINE:

Part One: Encounter - Ingomer Axebreaker; exposition


Part Two: Combat- Delusional Wanderers(Full of Hate); rising action
Part Three: Journey - Sanctuary; rising action
Part Four: Combat - Scuttling Spiders, Cave Troll Runt; rising action
Part Five: Journey - Demon’s Tower; Climax
Part Six: Encounter - Hearing Voices; falling action, resolution

COMPANY CHALLENGE: A new evil from the forest plagues the Woodmen. Ingomer
Axebreaker enlists the company to discover the source of this new threat and see what can be
done to stop it.

Part One: Fires In the Night (exposition)

While visiting a Woodmen settlement, if the company is known to Ingomer Axebreaker, he


requests they pay him a visit as he needs their assistance. If they have not yet encountered
Ingomer, they could run into him as he is investigating reports of strange sightings in the forest
and reports of arson in smaller settlements under the eave of the forest.

Ingomer greets the company cordially, but in a preoccupied manner. A successful insight test
might reveal that there is some personal fear weighing on him. Ingomer explains to the group
that two months back rumors began surfacing of strange green fires burning in the forest at
night. By daylight when these were investigated, all that could be found were small clearings
where the trees had been felled and burned as great pyres. These had been reduced to fine
grey ash with with a pile of charred bones in the center. They mostly appeared to be bones of
deer or other woodland creatures. Then several weeks ago a small settlement was attacked at
night and burned to the ground. The surviving woodmen claimed that green flames rapidly
consumed their dwellings. When doused with water, the flames grew larger as if empowered by
some strange sorcery. Whatever was causing these fires was slowly moving north along the
eaves of the forest. The most recent sighting of the fires was in the Western Eaves just North of
Woodmen Town. The people are afraid and the fear is beginning to spread like wildfire itself. He
has asked for men to search out the source of this new devilry, but few have stepped forward
for fear of leaving their families unattended (or perhaps just cowardice). He has sent a message
to Radagast and expects him to arrive within days but would ask the company to take on the
task of investigating the strange fires to see if they might discover their cause.

Encounter Evaluation
This encounter should be based on the highest valor in the company. Ingomer is not hopeful
that the company will succeed, at least initially. So far any attempt to find the cause has been
fruitless.
0-1 Ingomer doubts the company will have any more success than the Woodmen have and
dismisses them with no assistance.
2-3 Ingomer is somewhat encouraged. He tells the group the location of the last known fire and
sells them that the fires have been found about every 10 miles moving from the south to the
north.
4-6 Ingomer is heartily encouraged by the group’s prowess and offer to lend them his personal
hunting hounds who know the forest well. (Any Search test sees its TN lowered by 2)
7+ Ingomer does all the above and confesses to the company his true fear, that his son
Mogdred may be behind these attacks.

Part Two: The Night Wanderers (rising action)


Finding the most recent fire ring
Once the group leaves Ingomer, they must begin their search for the fires. This is a prolonged
action requiring 5 successful tests (search, explore, hunting) to find the most recent fire ring at a
TN of 14. If Ingomer gave them the location of the last known fire ring, then the company can
skip these tests and proceed to the next step.

Finding the fire


Having located the most recent fire ring, the group now must attempt to observe a fire while it
burns. With no assistance from Ingomer, this requires a prolonged action of successful tests. If
Ingomer told them to expect to find the next fire 10 miles to the north, reduce this to 3 tests.
These tests must be made at night and the TN is increased to 18.

Throughout the search, reward successful rolls with signs of a company passing through the
area headed north: many footprints in some soft earth, trees with broken or hewn limbs, a small
campfire, etc.

Eventually one night, the company will notice an eerie green glow some distance through the
trees. As they approach they will hear muffled chanting. They have found the fire, but what lies
ahead is still unknown…

Should the players approach the source of light they will see a fascinating scene.

In the center of a small clearing a group of men and women in furs encircles a large fire. The fire
is built of trees felled and leaning against one another in the shape of a teepee. At the top hung
from a rope by its antlers is a buck kicking and thrashing and making awful, terrified noises as
green sinister flames rise higher and higher up the pyre. The men are chanting and slowly
dancing in circles around the fire while one, apparently their leader calls out in a mesmerizing
cadence.

“We are the Night Wanderers, the Ring Seekers, the Keepers of the Cleansing Fire. We serve
the Lady of the Tower, the Queen of the South. With fire we cleanse the night. She will keep us
and protect us from the terrors of the Dark One. She gives us the fire. To her we give this
sacrifice.”
At this point the must decide what to do. Should they make their presence known the group of
Wanderers sheiks in outrage and attacks wielding an axe in one hand and a burning brand in
the other. Their leader shouts,” Servants of the Dark One. Destroy them!”

If the company chooses to sit and watch, they might somehow be discovered, perhaps a hound
growls at the sight of the Wanderers or a companion trips and falls. More likely than not, they
will end up fighting the group. Add one point of hate to each enemy due to the outrage of having
their ceremony interrupted

Enemy: Night Wanderer


Attribute Level: 3
Endurance: 14
Hate: 2
Parry: 5
Armour: 2
Skills:
Personality: 1 Survival: 2
Movement: 3 Custom:1
Perception: 3 Vocation: 2

Weapon Skills:
Axe: Damage:5, Edge “Eye”, Injury 18, CS Break Shield
Flaming Brand*: Damage 3, Edge 9, Injury 12
Special Abilities:
Denizen of the Dark
Snake-like Speed
*Flaming Brand
On a “piercing blow” the brand ignites the player’s armor. This fire is created through sorcery,
and will continue to burn until the player extinguishes it. To do this requires that an athletic test
against a TN of 12 must be taken in lieu of a combat action on the next round. If failed then the
player must pass a protection test against an TN of 12 or sustain 3 endurance loss and gain a
wound. This continues until the fire is extinguished. Another companion may use a round of
combat to assist in putting out the fire with an athletics test as well.

History of the Night Wanderers


After the Necromancer was cast out of Dol Guldur, a group of human prisoners that made their
way from depths of the fortress into the forest. They had no memory before the terrors of the
dungeon, their lives as far as they could remember began in pain and darkness. As they
wandered the forest being fed on by spiders and worse, they eventually made their way east
until they came upon the Demon’s Tower. There they met the Sorceress of Mirkwood,
Zimraphel. She presented herself to them as a vision of light who could save them from the
terrors of the forest and the dark demons that haunted them. In truth she was using her sorcery
on them to make them her thralls. As such, she has begun sending them out to raid ruins and
barrows in hopes of finding a ring of power. She armed them with magical fire to chase away
wights. She has convinced them that all others (including the Woodmen and the companions)
are minions of the Necromancer and seek to take them captive again into Dol Guldur. They
believe that only in service to her can they be kept from this fate and that only by finding a ring
for her will there safety be made permanent.

The Wanderers will fight fiercely until half their number has been reduced. After that point the
leader (or if he is down one of the others) shouts, “We will not be slaves of the Shadow again,
brothers throw yourself upon the light of the Cleansing Fire.”
At this point, all surviving Wanders run into the now roaring fire and are consumed by the
flame,choosing immolation rather than (as they believe) returning to the dungeons of Dol
Guldur.
This should be grounds for a corruption test to avoid gaining shadow. Any defeated Wanderers
are not considered killed, but rather wounded or unconscious. Soon after the battle they will
wake. They will fear the players, thinking them minios of the Necromancer. It will be impossible
to convince them otherwise, that will require the aid of a wizard, It might be possible for a
companion to find a way to calm them.

Any surviving Wanderers should probably be escorted back to Woodland Hall. If the player
question any of the captives, they will only repeat what the leader said at the fire ring (“We are
the Night Wanderers, the Ring Seekers...”) or curse the players as of servants of the Dark One.

Part Three: The Forgotten Garrison (rising action)


At Woodland Hall, player will discover that while they were away, Radagast has joined Ingomer.
Upon seeing the captives, Radagast comments that they are obviously under some form of
sorcery and takes them inside the Wuduseld to see if he can break the spell. After some time he
emerges looking taxed and fatigued. The Wanderers follow him, now seeming as if they have
just woken from a dream. They are confused, but are beginning to remember some things from
their past. One might be a have been a missing person from Woodland Hall.

Radagast speaks, “Take these people to a house of healing. Though the spell has been broken,
they are not yet wholly mended but in time their minds will heal.”

Turning to the companions he says, “Many years has it been since I had to work my will so hard
against a force as strong as the one controlling these people. I fear there are yet things of great
power and danger at work in the forest of Mirkwood. I am weary. I did learn that these people
were under the control of a sorceress dwelling in a southern tower in eastern Mirkwood. I must
rest some and then attend to these poor souls who have suffered so much. I would ask you one
more request. Travel to this tower and discover what the true source of this sorcery is. Perhaps
there is yet some way to hold it at bay.”

The entrance to the garrison can be found by any elf using a search at a TN of 12. For any
other culture, the TN is 20. Radagast however give the group a small cordial of amber liquid.
When consumed, the TN for any search roll is reduced by 6. There is enough for each
companion to take one dose.
To open the door, one must lay their hand on it and simply speak the word “Edro”. The door will
resist entrance by anyone tainted by the shadow.

“ I fear that the tower they refer to is none other than Minas Raug, or the Demon’s Tower. When
we drove the Necromancer from Dol Guldur, we discovered that he had built an eastern outpost.
I fear some former servant of his has taken up residence within that tower. I would have you be
my eyes and ears. Find this tower and observe it. Take note of what you see, learn what you
can of its ruler and return to me in Rhosgobel with that information. Do not attempt to approach
the tower. I cannot say what evil dwells within but I doubt you could face it alone.”

“One other thing, long ago when the shadow first descended on the forest I assisted the elves
in hiding a sanctuary in the south of Mirkwood. This was located just to the south of the East
Bight. It was used as a secret garrison for the elves for several centuries until they ultimately
withdrew to the north, leaving it abandoned. While it may have long ago been compromised, I
hold some hope that it may yet be secure having been concealed with a spell of secrecy and
sealed with a magic that will bar those tainted with shadow. I will show you its location on this
map. Should you find it secure, you may rest there and recover from your journey. If we could
reclaim this sanctuary it could prove useful to Woodmen traveling between Sunstead and the
western settlements. What you might find inside I do not know, but it was known to have once
held weapons used by the elves to fight the shadow. From there is should be a fairly straight
forward trip south to reach the Demon’s Tower.”

Radagast produces a map and shows the companions the location of the lost sanctuary and the
Demon’s Tower. The sanctuary is located just south of the east bight near the bottom of the
narrows of the forest.

The group then must travel to the garrison Radagast described.

Arriving at the location, they must search to find it. Long has the entrance lay hidden in the side
of a hill. Centuries of detritus and undergrowth have obscured it. Each player can search twice
per day. Radagast’s elixir can be used until it is gone.

Once the door is found, they must open it. To do so they place their hand on the door and speak
the word “Edro”. The door will only open if they pass a Wisdom test with a TN of 12 plus their
current shadow rating. Each player may only attempt to open the door once per day.

If successful in entering the garrison they become the first to do so in over 1500 years. Inside
they find a small armory. It might be possible to find an ancient weapon of renown among the
various swords and bows. There is also a barracks with enough bunks for a comfortable night’s
sleep. There is one room which appears to be the commander’s quarters. There is a small desk
covered in various utensils for writing. In the center sits a small but elaborate wooden chest,
embossed with golden script. The name Daebeleth (fading of the shadow)can be read by
anyone with the ability to read Tengwar. Inside lies a silver ring set with a bright emerald. This is
a wondrous artifact with a blessing of both Awe and Insight, both of which are clearly indicated
in the script on the chest. In addition to this, it allows the wearer to roll the Feat die twice on any
corruption test and take the higher of the two rolls (in a similar fashion to the Wild Hobbit’s
Shadow Sight). It has a value worth 80 treasure. It may be taken and used by one companion.

The company may rest here safely as long as they like, recovering endurance and reducing
fatigue as if they were in a safe place. However, soon after entering the garrison, they begin to
hear strange noises outside. At first, they might catch an occasional scratching against the door.
Possibly just a branch in the wind. Before long they hear a heavy thud or two. then silence for a
while, then the thudding again. Eventually it becomes obvious that something is trying to get in.
Loud pounding begins outside the walls and continues often up to an hour at a time. For a while
there will be quiet again, but before long the pounding begins anew. When they finally choose to
leave the sanctuary, they will be in for a surprise…

Part Four: Company at the Door


Unbeknownst to them, the adventurers were being followed for the last day or two of their
travels through Mirkwood. A cave troll runt had planned to ambush them in their sleep at a
convenient time. He was working out how best to do this, when suddenly they appeared to have
disappeared. After searching the area and not finding them, he retraced his steps and followed
their tracks to this particular clearing, where they seemed to just disappear into the hillside.
Confused, he spent some time searching for a hole or cave but finding none, he now is
attempting to tear down the hillside in his desire to find his vanished prey. Not only that, but his
pounding has attracted the attention of quite a few spiders who now are eager to hunt for what
may turn out to be a tasty dinner.

When the players do exit the sanctuary, they will walk into a nest of trouble. The will need to
fight a Cave Troll Runt and at least a dozen spiders, primarily Attercops, but maybe with the
occasional Hunter spider thrown in to spice things up if needed. These all must be defeated
before the company can make their escape. Of course they can rest again in the garrison if
needed to heal any wounds or endurance loss if they choose to. This time they will not be
followed.

After defeating the enemies, the company might want to search for the troll’s cave and possible
treasure. The LM may allow this if he wishes, however the company must backtrack a day to
find the cave.

Part Five: The Demon’s Tower (Climax)


Having defeated the Troll and spiders and rested as much as they desire, the adventurers begin
the final Journey to the Demon’s Tower. This is definitely a place tainted with shadow and the
Loremaster should roll to see if the area is blighted. The Loremaster should set a dark and
foreboding mood for the journey. Failing a test caused by a hazard might result in the player
character being temporarily miserable for the rest of the adventure. When the companions
arrive at the tower, they should feel the full weight of their arduous journey.

As they finally approach the tower, they see the following as described in the Heart of the Wild:
The Demon’s Tower stands in the heart of a tangled thicket, its topmost battlements hardly
taller than the surrounding trees. It is made of dark stone quarried in the Mountains of
Mirkwood; every stone bears runes of power engraved by the lords of Dol Guldur. Attached to
the tower are a walled bailey and several outbuildings.

The tower rises above the tree tops and commands a view of the surrounding forest. Within the
uppermost windows of the tower, especially at night, flashing lights of green and red can easily
be seen. The Heroes feel a sense of dread and must pass a corruption test or gain a shadow
point.

Part Six: Hearing Voices (falling action / resolution)


As the company watches and discusses what to do, they suddenly find themselves surrounded
by small dancing lights like candle flames. Any apprehension which they previously felt
suddenly melts away and a sense of peace begins to overcome them. Each character hears
gentle voices telling them that they are safe from the shadow now and have nothing to fear.

Each player must roll a wisdom test. On a failure, they have given in to the voices and begin
moving toward the tower. If a player character is wearing Daebeleth, they pass the wisdom test
automatically. Any characters failing the wisdom test have succumb to the enchantment of the
Sorceress and will not be able to participate in the encounter. A player who is not entranced can
attempt to free a player from the enchantment with a test of Inspire. A failure counts as a failure
against the Tolerance of the encounter and sees no effect on his companion, while a success
awakens the other companion but does not count as a success toward the Encounter.

Any player characters who are not under the enchantment suddenly sense a chill in the air and
the night seems to grow darker. The previously pleasant voices now sound harsh and full of
anger. They demand to know who the heroes are and how they came to seek out the Demon’s
Tower. The voices are actually the means by which the Sorceress engages the company. They
never encounter her face to face. If she hears of the defeat of her Night Wanderers or their
healing by Radagast, She becomes enraged momentarily, but soon begins to question the
heroes about their knowledge of the barrows near the Old Forest Road. What is the likelihood of
finding magical rings within them? If a player is wearing Daebeleth, the ring is immediately
apparent to the Sorceress and her questions are focused on the ring. Where did the hero come
by such a ring? Who was the maker of the ring? What form of magic dwells in the ring? etc. For
their part, the heroes may only think to plead for their lives or they may attempt to convince the
Sorceress to withhold any further attacks against the Woodmen settlements. The company
should also attempt to find out as much information about the sorceress as they can to bring to
Radagast.

Encounter Evaluation
Base this encounters tolerance on the highest wisdom rating in the group. Subtract one for any
elf in the group. If a hero is wearing the ring, then increase the tolerance by 2 to reflect the
sorceress’s fascination with the ring The more successful the company is, the more information
about herself the Sorceress gives up.

0-1 The company learns the Sorceress’s true name, Zimraphel, and allows the company to
barely escape for their lives as orcs stream out of the tower and begin to prepare for battle.
Her intentions toward the Woodmen remain unknown.

2-3 The companions learn her name and that she originally was one of the Black Númenóreans
of Umbar and had been taught sorcery by the Necromancer himself. She finds any request to
leave the Woodmen alone at least humorous enough to let the companions leave in peace with
a warning never to return.

4-6 The companions learn the above information as well as that Zimraphel seeks a ring of
power above all else.

7+ After gaining all the above information, Zimraphel makes the companions an offer. If they
relinquish Daebeleth to her, she will leave the Woodmen in peace. This should present the
players with a quandary. If they give up the ring, they lose a powerful tool in fighting the shadow,
however they may buy the Woodmen peace for some time, if they trust Zimraphel to be true to
her word. If however they keep the ring to themselves, then perhaps they gain an enemy and
put the Woodmen at greater risk. If they agree to give the ring to her, a large gore-crow flies
from the tower and grasps it in its talons, flying it back to his mistress.

As soon as the the tolerance for the encounter is reached the spell is broken, any player still
under the Sorceress’s enchantment wakes up and sees a line of orcs gathering along the
palisades. There welcome is now worn out and they must flee with what news they have
gathered and report to Radagast in Rhosgobel.

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