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Author: Andy Warner (2001)

Derivated work (design cover / interior): Cirdann de Felrive - Release V.2.2 (June 2023)

Art Cover: Borja Pindado

Illustration: Will O’ Brien, Eric Belisle

All illustrations are used by permission of the artists, except indications or some of them which have been created by unknown authors.
Of course, if authors’ names are discovered, their permission will be demanded.

The work is the intellectual property of the authors, art creators and designers. It is intended for private, non profit use.
Middle-earth, The Hobbit, and The Lord of the Rings are intellectual property of The Estate of J.R.R. Tolkien. All games—including ICE's
Middle-earth Role Playing and its translations—based on The Hobbit, The Lord of the Rings, and other works by J.R.R. Tolkien are copyright
and trademark properties of Middle-earth Enterprises. All rights reserved. This is an unlicensed non-commercial work of fan fiction intended as
commentary about the Middle-earth Role Playing game. It is NOT an official product produced under license from Middle-earth Enterprises.
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1.0 ABOUT THIS MODULE ..................................2 3.4 The adventure ..................................................... 13


3.4.1 Key Points ........................................................14
2.0 SNOW AND SUBTERFUGE .............................3 3.4.2 The Options ......................................................15
2.1 Introduction ......................................................... 3 3.4.3 The Journey to the ambush point .............................15
3.4.4 The ambush site ..................................................15
2.2 The Plot ................................................................. 4 3.4.5 The Watch Tower ...............................................15
2.3 The Adventure ...................................................... 4 3.5 The Main Characters ........................................... 17
2.3.1 The Journey to the farm ......................................... 6
2.3.2 Around the farm .................................................. 8 3.6 The Bigger Picture ............................................... 21
2.3.3 The flood water ................................................... 8 4.0 RACE THE DEVIL ......................................... 22
2.3.4 On the island ...................................................... 8
2.3.5 Hoegwar’s actions ................................................ 9 4.1 Introduction ........................................................ 22
2.3.6 The wolf trails ..................................................... 9
4.2 Some Background ............................................... 22
2.3.7 Orc Lair ...........................................................10
2.3.8 Winding up .......................................................11 4.3 The adventure ..................................................... 22
4.3.1 The History of Ring Rist .......................................22
3.0 ROAD LESS TRAVELLED .............................. 12 4.3.2 The Annals of Grumbar Dains son ............................22
3.1 Introduction ....................................................... 12 4.3.3 About the Poem ..................................................23
4.3.4 History of the Sword ............................................23
3.2 Adventure overview and goals ........................... 13 4.3.5 Barad Cam Tower of the Fist ..................................23
3.3 The Plot ............................................................... 13 5.0 APPENDIX .................................................... 27

“Barad Cam Tower of the Fist” on City of Solis website


1.0 ABOUT THIS MODULE (www.seekingsolis.co.uk/MERP_resources/MERP_Adventures).
This module is meant to provide an adventure for the
Middle Earth Role-Playing game, set in the world of
J.R.R. Tolkien’s imagination. The adventure itself is Legal Disclaimer
meant for a group of players of about 1st to 3rd level in The work is the intellectual property of the authors,
first part, 4th to 6th in second part, and 7th to 10th level in art creators and designers. It is intended for private, non
third part, depending on the experience of the players profit use.
and the number of players in the group.
Middle-earth, The Hobbit, and The Lord of the Rings
This campaign is the compilation of the three are intellectual property of The Estate of J.R.R. Tolkien.
adventures written by Andy Warner: All games—including ICE's Middle-earth Role Playing
- Snow and Subterfuge (2001) and its translations—based on The Hobbit, The Lord of
- Road Less Travelled (2003) the Rings, and other works by J.R.R. Tolkien are
- Race the Devil (2003) copyright and trademark properties of Middle-earth
Enterprises. All rights reserved. This is an unlicensed
The first part “Snow and Subterfuge” is an non-commercial work of fan fiction intended as
introduction for low level characters. commentary about the Middle-earth Role Playing game.
The second part “The Road Less Travelled” is an It is NOT an official product produced under license
adventure for low-to-mid level characters. from Middle-earth Enterprises.
The third part “Race the Devil” is an adventure for
experienced, high level characters. It first appeared as
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2.0 SNOW AND SUBTERFUGE


2.1 Introduction
The year is 1984, in the Third Age of the Sun…
It is early spring and the uplands and hills of Rhudaur
lie cloaked in a fresh, unexpected fall of snow.
As the days grow slowly longer and the winds lose
their cutting edge, the first of the melt waters swell the
Mitheithel as it flows past the Inn at the Last Bridge on
the Great East Road. Soon, the road will be passable with
ease and trade will pick up in the small hamlet that has
grown up around the bridge, the Inn and the watch tower
that guards them.
Haldon the innkeeper looks forward to the coming
months when his bar will be packed with thirsty drinkers
and the rooms host to weary travellers from far afield.
The winter is a lean time for all the folk of the North, and
coin is hard to come by and even less willingly spent.
The local farmers, trappers and traders are running up
hefty slates they hope they will be able to clear in the
short spell that passes for summer in these high places,
and the season for planting and rearing is about to begin.
It is a crisp night, with a rising moon nearing full Haldon nods, absent mindedly, thinking of other
casting a silvery light across the bleak land as Ulwarth the things.
hill farmer pushes the door to the Inn open and is
"So, I get to makin' a watch, me and the lad, and you never
welcomed by the warm glow of a roaring fire. But he has
guess what!" He looks expectantly at Haldon, who by this time
not come these five miles at this time of night just to
is glancing round to see if the odd-looking group in the corner
warm his bones, he could have stayed at home and done
need more jugs of ale or a fill up of hot broth.
that.
"Halds, .. Haldon!"
Unstringing the bow, he always carries, and stowing
the string safely under his cap, he approaches Haldon and The barkeep is called to his senses and Ulwarth
calls for a drink and his ear a while. continues.
"I be a bit at unease tonight Halds, things is odd up at the "You'll never guess! We seen wolves all right, deep into the
farm, and I not be likin' it one bit". He takes a long draft of the night, the lad had dropped off, bloody lousy watch keeper 'e
slated ale, wipes his mustached mouth clear of creamy froth and always was, but whats this I say to im, whats this?"
continues, Haldon nodding quietly all along. He has forgotten his ale by now and has a worried look
"Bin seein' wolf tracks this last week, over the far bank, by on his weather worn face, a deep breath and he stutters
the old ruin," scratches his chin and shivers the cold from his the words out.
bones, "well wolf is what I'm thinkin' though I ain't bin able t' "They were bein' rideed, Haldon. Ride-ed I says, by them
check for sure, what with the risin' of the flood, but I ain't heard goblins the Hillboys says live on up the Trollshaws an that."
much bayin' nor howlin', not much more 'n' usual anyhow, an'
I ain't seen no pack runnin' neither, so I gets to wunderin' whats He remembers his ale and downs the lot.
goin' on". "So, I come at once here, after I made sure the place was
secure and the lad and the wife safe inside, what with Grim a
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Grist to guard ‘em. So anyway, I thought I'd come an see if them masters, and true to form visited the keep a week or so
travelers was still here, that lot in the corner," he tosses his head ago. However, with the rising flood water, the
back in the direction of the only others in the Inn "see if they promontory the keep sits on has become cut off, and the
might help a farmer out an see what it is is goin on. I don't like message collectors cannot get to it. These messengers are
to mess wi' it meself Halds, what with me leg playin up these a couple of Orcs from a scouting outpost based a little to
cold months, an', well, they seem handy sorts eh?" the north, who ride 2 large war wolves.
It was the tracks of these two wolves that Ulwarth saw
in the fresh snow, and last night on the river bank he
2.2 The Plot spotted the wolves and their Orc riders.
What starts out as a simple adventure to help an old Now we all know that Orcs are ten a penny in the
farmer chase off a few Orcs has the potential to plunge Misty Mountains, but out here in the hills, quite close to
the players into a dark world of conspiracy, plotting and civilization and the threat of the local levy, they are not
political rivalry that may bring the North to the brink of at all common. Especially since their numbers were
war! The ruins are being used as a drop point for a spy decimated in the Great War not even 10 years ago.
from the North, and the messages he has left lead to an So, Ulwarth is quite concerned. Assuming the party
adventure to find an ancient sword of power and might. (for that is who the odd group in the Inn must be) agree
At present, the Orcs are the main concern... to help old Ulwarth out, we may as well continue.
Ulwarth is a local hill farmer who lives with his family
in a small hill farm about five miles North of the Bridge
on the west bank of the Mitheithel. He farms sheep on 2.3 The Adventure
the sparse moorland, and grows what he can in his farm
garden to see himself and his family through the cold Hoegwar Hoegs-son is a rather nasty character. He
months. The sheep are his livelihood, so they are comes from Hillman stock, but was brought up to the
pastured close to the farmstead through the winter South in Tharbad, where he learnt his trade. Its not a
months where he and his lad can keep an eye on them, trade most would boast about, but to Hoegwar, it is a
with the help of Grim and Grist, the two huge wolf trade and a hobby, for he is a spy, a thief and, darkest of
hounds he owns. all, an assassin in the pay of Groath, Lord of Pen Morva,
and ultimately to the powers based in Angmars freezing
The farm lies in a sheltered spot, out of the worst of
waste.
the weather on the banks of the Mitheithel where it is
joined by a tributary in a steep sided valley. Just across Hoegwar goes about his business in the guise of a
the tributary is the ruin of an old keep. Not much is left traveling trader, and, as a master of disguise, few recall
these days, and Ulwarths lad has whiled away his youth him in the places he has been. He collects information
exploring it, fighting battles against imaginary foes, from all the border towns and villages. He notes troop
saving Arthedain from the yolk of the Witch king, just movements, garrison strengths, political changes and
like his father and his father before that. petty squabbles between lordlings and merchants alike.
Unbeknown to Ulwarth and his family, the keep has He visits farms and markets where he keeps his eye on
long been used as a place to exchange messages, and is the state of the crops and livestock, the levels of harvest
used occasionally by agents of Angmar. They are wise and of lambing, he hangs around the inns, taverns and
enough to keep their occasional visits secret, and none brothels keeping an ear out for gossip and news from
have ever suspected the nocturnal goings on in that afar.
ancient place. The site (and others along the main routes)
is checked for messages on a monthly basis by Orc scouts
who relay them back to Grouth, Lord of Pen Morva, a
small town in the foothills of the Ettenmoors, many miles
to the north.
Recently, one of the spies of the North, Hoegwar
Hoegs-son, has had cause to leave a message for his
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All this he collates and sends back to his task masters, campaign. Along with the papers is a bone scroll tube,
in exchange for all the coin he needs and the promise of well secured and waterproofed, and sealed with wax. It
great power and riches 'when the time comes to take back has some runes scrawled on it, but they are not
the North'. He swaps information for coin at a great recognisable or translatable. They are in fact totally
many sites along the East Road, and the highways and meaningless, but designed to make the orc messengers
byways of Rhudaur. wary that they are 'cursed with magics and spell-
workings'. The tube contains a rough map, a poem and a
These locations are mainly old ruins, standing stones
and other places mostly ignored by normal folk. brief note.
Hoegwar has deposited the messages and has since gone The poem is at the end of this module (5.0 Appendix).
on his way along the great East Road towards the Shire
Here is the translated poem :
where he will gather information about the events of
winter. He may have passed the party, and he stayed in
the Inn for one night. Forged of Fire in w ays of Light,
The messages were left at the keep, in a concealed where Dark shall never come,
hidey hole in the basement, protected in oiled wrappings. The One that cuts to deepest core,
They detail recent changes in the militia of Tharbad,
highlighting the withdrawal of 50 Gondorian men at arms the Evil is Undone.
back to Minas Tireth, in the far South. There are details From Rivers fast came quenching thirst
on the grain supply and crop expectations at Tharbad, to hiss and spit and boil,
and some political news and gossip too.
In Deepest Fires the Naugrim smiths
None of this will make any sense to the party at the
moment, but may prove useful later in an extended worked in Endless toil.
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The note is penned in contemporary Westron and They will give descriptions as best they can, and play
explains the other two items. All items have been drawn up the 'formidable skills' of the party. Grouths men will
by Hoegwar, and he has kept the originals himself. The be on the lookout for the party from this point, though
map shows an area of land with a river and several towns not actively seeking them out (Pen Morva is a long way
and castles marked on it, but the names are confused and north, across difficult terrain).
thus not easily identifiable (Hoegwar has made several
mistakes.
The river is the Bruinen, not Mitheithel, and the 2.3.1 The Journey to the farm
place he calls Iant Methed is not the Last Inn, but a ruin The adventure works best if (and as- sumes that) the
east of the bridge on the East Road, south of Minas party leave in good time, although notes are made to
Brethil). indicate other possible situations if they have been slowed
The poem is a fragment of a longer work (and is down. Taking the chance of an- other warming drink,
provided in full in Cirith Runes, at the end of this Ulwarth relates the tale to the party, and asking for their
adventure). It describes the forging of a powerful sword help. He will then urge them to start out now as he
by dwarven smiths many, many years ago, as an answer doesn't want to wait until morning. If they will not leave,
to the dark evil that was devouring Middle Earth. he gives directions and sets out alone.
You will find the note at the end of the module (5.0 It is a fair distance, along a rough cart track covered
Appendix). with freshly fallen snow. The only tracks of interest are
those of Ulwarth himself. Apart from a few animal
The map (on page 7) shows the location of the place it
tracks, there are no signs of others on the road tonight.
was forged (The Dwarven Hold of the Iron Fist,
The full moon and clear sky make stealth difficult, but
Angacam) and of its current resting place (The Tower of
also means the party can see well. They can be fairly sure
the Fist, Barad Cam).
they are not being watched along the road. Ulwarth will
The note tells that Hoegwar came across them in relate the tale again on his way home, and embellish bits
Tharbad last autumn, through some dealings with a as he sees fit! He is a sturdy character, and makes the
couple of Dwarves, and may have some bearing on pace. He will not want to dally along the way, and is
something referred to as 'The Key'. He used blackfish eager to get home. He will happily talk about life here,
venom to get more information, but the dose killed one his family and his farm. He doesn't know too much about
of the dwarves. The other, Daggard Dragon Slayer (well, other things, as the family do not leave the farm that
that’s what he calls himself) seemed dead too, but he sur- often. As they near the farmstead, the sheep in the barn
vived. He has vowed to find and kill Hoegwar himself. start to bleat nervously, and the hounds in the farmstead
Daggard could help locate the places on the map if the start to bark and growl.
party ever meet him.......
Both these occurrences are in response to the
The Orcs are waiting for the floods to subside so they approach of the party. A crack of light appears at one of
can make their monthly message check. If the party wait the shuttered windows, and movement can be seen
more than 3 days, the flood water will have subsided inside. Assuming the party decide to scout around to see
enough to allow the orcs to check the ruin, locate the if anything is lurking nearby, any elves among them may
messages and retreat into the hills. They can be traced notice a brief movement on the top of the ridge across
back to a small outpost about 10 miles into the hills, the river above the ruin (too far for mere men to see at
where they will hold up for a few nights before setting night, even with this moon).
out again, traveling only at night. Assuming the party
This is one of the Orc guards checking to see what has
retrieve the messages, the orcs will shadow them a while.
caused the hounds to start barking. He is half a mile away
They will only attack if there is a reasonable chance of at least. If the party are easily visible, he will notice them.
winning a fight, and even then, they will turn and run as
soon as things look bad for them. In either case, any
surviving orcs will report back to Grouth, telling how
terrible foes stole away the latest messages.
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If they have taken care to be sneaky, he may assume it The orcs can reach the ruin on the 3rd night after
is Ulwarth and the boy that he can see, and think nothing Ulwarth meets the characters in the inn.
more of it. Of course, if he sees a few people, he will tell
his comrade, and they will be far more alert tice a brief 2.3.4 On the island
movement on the top of the ridge across the river above On the far bank, there are several clues to the recent
the ruin (too far for mere men to see at night, even with use of the boat. It was tied up to a bush which is now
this moon). partly under water, but it will be noticeable that some of
This is one of the Orc guards checking to see what has the branches are broken off. (Remember the water was
caused the hounds to start barking. He is half a mile away lower when Hoegwar used the boat so beaching marks,
at least. If the party are easily visible, he will notice them. footprints in the mud, etc… won't be visible). The
bindweed around and inside the ruin shows signs or
If they have taken care to be sneaky, he may assume it
disturbance, and some bits can be found in the boat (from
is Ulwarth and the boy that he can see, and think nothing
Hoegwar’s boots or clothing). There are no wolf prints
more of it. Of course, if he sees a few people, he will tell
on the island itself.
his comrade, and they will be far more alert and wary in
checking the ruins. A Very Difficult perception roll will lead to the
location of the wolf tracks at the water edge on the
If the party follow the next day, they will not see the
northern bank. Taking the boat over will enable the
Orcs, and will not be seen, as they will have bedded
tracks to be followed. Scouting the ruin will reveal
down for the day.
someone has been inside recently, but not spent much
2.3.2 Around the farm time there. Good tracking will reveal that only one
person has entered here, and wore normal sized boots,
A reconnoiter of the farmstead will show no signs of thus probably not orcs.
wolves or orcs at all. However, if the party cross the river
A close investigation of the entry where the bindweed
in Ulwarths small boat, it is a different story. If the boat
grows will show it has been pulled aside then replaced.
is checked out, some debris, leaves, grass and dead
There is a pendant trapped within the weeds, pulled from
bindweed will be found in it, - nothing exceptional,
Hoegwar as he forced his way in. It is iron, and has a relief
except the bindweed grows around the ruin, and not this
of a crude crown on it.
side of the river. Ulwarth will notice this, but he will get
a suspicion that his son used the boat recently, and not There is nothing of obvious interest inside the ruin,
point it out. however a very difficult perception role will be needed
to spot the secret hidey hole Hoegwar has deposited the
Later, he will rebuke the boy in hearing of the party,
information in. If characters actively search in the
'I told you boy, tis not safe f'r yer ta go dallyin around on
basement area, the secret place will be found with a
yer own, what wi' these wolves an that about!'. The boy
difficult roll in- stead. If the party are too late, they will
will plead innocence, as he hasnt used the boat, which
find evidence that two orcs have been here.
should indicate someone else has.... (it was Hoegwar
delivering his message to the ruin). They will also be able to find a box of supplies in the
hidey, replaced by the orcs. It is covered in runes and
If the dogs are used to track the scent, they will be
sigils and contains a pouch of Arthedainian and
able to do so for a little way, leading round the back of
Gondorian coins to the value of 20 gold, two small vials
the farm and onto the track some way away, leading
containing an herb concentrate to aid healing and a single
south to the road. The scent is too old to follow with any
vial of a strong toxin made from the venom of a swamp
real success.
fish. In the right dose, the spies of Angmar use this to help
2.3.3 The flood water them glean information from their captives... or to kill
them... The box is not trapped and the runes are not
The river level will drop over the next few days, magical in any way.
allowing the orcs to check the ruin for messages and
replace the stores there as needed. The longer the party
wait, the easier it is for the orcs to make their way clear.
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They also lead east to a bluff overlooking the ruin,


2.3.5 Hoegwar’s actions from where the orcs are watching the flood water,
Although they cannot tell this, Hoegwar has been to waiting to resume their quest.
the tower, retrieved a box of supplies from the ruin and They are bedded down here in thick undergrowth on
then left his messages. If the orcs have retrieved the the lee of a rocky outcrop. They will be active only at
messages, they will have left another box of supplies in night, and even then, they prefer to stay warm and not
the hidey. venture into the cold.
The large wolves will sense any approach, especially
if the party approach up wind, which is in the direction
2.3.6 The wolf trails of the tracks. This allows the orcs time to organise
The tracks lead west along a game trail up the valley, themselves. They will assume it is Ulwarth unless they
and then up onto the moors above, but do remember have spotted the party at night. If they are aware of the
fresh snow has fallen, so they will not be obvious or easy party involvement, they will try and evade them, and
to follow. From there, the party may be able to trace resort to conflict as a last option.
them two ways, depending on their ability. They lead They are scouts and hence good at their craft,
north all the way to the orc lair, several miles away but including ambush and sneaky attacks. If they assume it is
this will be extremely difficult - event he hounds will Ulwarth, they will be confident and confront the party
have problems as snow drifts in the wind on the high head on, suddenly realizing they are outnumbered. They
moor. will assess their chances, and act accordingly. They are
not warriors, so will probably mount up on the wolves
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and ride off quickly. They can easily outrun the party, The lair is a small cave among boulders at the base of
and head back to the lair. They will bring a war party back a steep tor (rocky outcrop) on the moors. It will not be
to fight in a few nights time. obvious to the eye, as the snows cover the signs of life
such as churned up ground, refuse piles and midden pits.
If they never return to the lair, the orcs will look for
If battle ensues, the orcs will fight until it becomes
them and if they find them dead, they will attack
obvious, they cannot win. One by one they will run or
Ulwarths farm. This will be at least a week or two away
ride aw ay, trying to escape capture.
though.
Eventually they will make their way back to Pen
If the orcs are caught before they have been to the
Morva and report to Grouth. Orcs are cowardly at heart,
ruin, they have a small locked replacement supply box
so if the stronger leaders are dead or fled, other
with them. The orcs are delivering this to the ruin, as
individuals may surrender if terms look good. Although
they do every few months.
they will grovel and snivel and plead for mercy, they will
also attempt to escape if possible.

2.3.7 Orc Lair They don't know much about the plot and they cannot
describe Hoegwar (remember he is not the only spy using
The orc lair is home to a few warriors, several riding the drop off points round here).
wolves and a few scouts. The group will be lethargic and
bored, happy to keep warm inside out of the snow and
biting wind of a Rhudaur winter. They will not have any
guards posted, though the wolves will be first to raise any
alarm as the party approach.
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party’s involvement, and may try to find them. This


2.3.8 Winding up would take a few weeks as Pen Morva is a good distance
The adventure successfully concludes when the party away from the Inn, in the Ettenmoors north of Cameth
are sure there is no danger left to Ulwarth and his family. Brin.
Assuming they are quick enough, they will find the spy Ulwarth cannot give much to the party, but he will
messages and realise the im- portance of the situation. If always be grateful and offer hospitality whenever they
they are spotted by the orc scouts, but do not follow the need it. If pushed, he will offer a small amount of coin
orcs, they may be followed and attacked. If they chase or (about 1 gold value) and a ring off his own finger. It is a
kill the scouts, then the rest of the orcs will be alerted to simple gold band, not worth much at all, and it would
a problem. sadden him to do this. He would gradually come to
They will attack Ulwarths farm to try to keep their resent the party too, if they took it. He will be able to
presence a secret thinking that dead men cannot talk. dine off of the tale of this adventure in the Inn for the
They don't consider the fact that a raid on the farm will next few months, as everyone loves a story. Alas, this
alert the local people to their presence. It may be some may alert Grouths men to the party if they visit the Inn
time before anyone finds out about an attack, due to the and hear the tales.
isolated nature of the place, but be sure that a levy would
be raised and the orcs hunted down. If the orcs escape,
then Grouth of Pen Morva will become alerted to the
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3.0 ROAD LESS TRAVELLED And so, the evening becomes night and night gives
rise to a dismal, wet and grey dawn which lingers into an
3.1 Introduction equally miserable morning. Nothing to do but sit around
the Kings Arms and rest a bit. Maybe play a game of dice
This adventure It is set at the end of the spring of TA and try to win lunch, or catch the eye of the serving girl
1985, near the hedge-town of Bree. It is a follow-up to with a smile and promise of company!
the adventure 'Snow and Subterfuge'.
But by lunchtime, tongues are wagging and spilling
The year is 1985, in the Third Age of the Sun. It is late forth gossip. Word is that a caravan has been attacked!
spring in the North of Middle Earth. Although some And soon, the Inn is packed tight with townsfolk, and
snows still lie on the high fells, or in gullies the midday standing, stage centre, an excitable hobbit is holding
sun does not yet hold in its full glare the weather is open court atop a table, beer froth round his muddy
warming. Lambing season soon, on the wide, open feet....
Downs around Bree, and the time for trade and travel
too. It is the first wet night of the season. A cold rain is 'It’s a wonder any of us got away with our lives! Poor Foren,
falling from grey skies as the bedraggled travelling party I didn't see him leave, he's probably going to be held for ransom
(the players) arrive just before the great gates are closed or something... The guard boys put up a good fight, but, but the
to shut out the wilds of the Barrow Downs. Too thick, bastards were too good for them! Calwine ran, yes, it’s true, but
the cloud, to allow glimpse of the moon just passing its his runnin' meant I got away with Grubby too, and what good
fullest. A mere month ago She looked down on a would three more dead be anyway? In Eru's name, I hope
landscape cloaked in white, glittering with beauty in Her Calwine made it to safety, but what with him being off colour
eerie silver light. Now she would shine on a damp and and all, I don't hold much hope for him. I've had enough of this!
dismal landscape if the leaden skies allowed her. The Last year I was lucky, and I didn't say or do anything when
rivers are high with snowmelt and the latest rains, but others got robbed. I just buried my head and mumbled into my
they are no longer in flood as they were recently. beer. Well, now it's me on the sharp end and I changed my views.
Now, I can accept if no-one wants to help, Yvanna knows I
In the ancient hedgetown of Bree, spirits are high and wouldn't, but let’s put an end to this, lets string ‘em up, let’s
tongues wag of good times to come. Life has been hard make the North Road safe again! Whaddaya say?'
since the Great War, only 10 years ago, where the Dark
Host of Angmar threw itself mercilessly on the quiet Jerramiah Fallowhide stands wide eyed and
towns of Arthedain, beaten back only by the joined might expectant, a halfcocked grin making him seem just ever
of men and elves, and then only just. It will take these so slightly mad.
shattered lands many more years to mend fully, but mend 'Well......?', he says, hands held out to his silent
they will, and the folk of Arthedain know it. audience. 'Damn you all then, damn you to the wargs and the
'Care, there, boys! have a care lest you spook the mule. I barrows, I’ll smoke them buggers out myself.'
don't want to be chasing after her in this muzzle, now do I? Load Just then a gruff voice from the back corner of the inn
‘em up boys, and keep that tarp tucked in tight against this silences him.
weather, be wishin' for the cold I will, if this drench keeps up.
'Well, well, little Hobbit. You have a hero’s heart, there.
Care I say! Have a care, boys, these goods aren’t no use broken
How about I offer you a hero’s hammer as well?' A burly dwarf
now, are they?'
rises and makes his way forward. 'Dagaard Drachoschlar is my
Outside the Kings Arms, work is carrying on into the name, and I accept your call. So long as you are buying the beer,
damp early evening. Inside, a warm fire greets tired I will act as your strong arm!' With that, he places his
workers and the few travellers reaching Bree so early in dwarven hammer on the table, turns and scans the room.
the year. Mead a plenty, good food and a friendly 'Anyone else care to join us, then? Beers on the hobbit'....
atmosphere serve to lighten many a winter-weary heart.
Well, that’s the cue for the party members to jump
And with the traders active, it looks like work may be
into the plot! Rescue a trader, rid the town of brigands,
available too! But first things first, a bath, dry cloths, a
become heroes and get free beer!
bite to eat and a few beers with the last few coppers in
the coin bag.
13

3.2 Adventure overview and goals Fornost, it seemed, but still the contact told the traders
to be covert and careful, after all, who knows what spies
The players should set out to investigate the trader stalk the towns of Arthedain, and none want the Dark
ambush, deal with the brigands, clean out the tower and Powers to know Arthedain is on the rise, eh? The traders
restore the property of the traders. They should aim to were told that they would be well rewarded for such
make the North Road safe again. Simple! However, they goods, but alas no money was available up front to
should gradually become aware that this is not a simple purchase the cargo. The request was legitimate, to a
bandit group, and there are sinister goings on behind the degree. The powers in Fornost have requested arms, but
scenes. As they gain more knowledge, they will be drawn the money they paid for them has been siphoned off by
into an expanding campaign that will lead them into the Quartermaster of the Lower Bailey at Fornost, a man
peril, adventure and the ultimate struggle for Arthedain named Tasterlan. A black hearted villain bent to the will
itself. of the Witch King of Angmar, many years ago. Surviving
the War, he worked his way up (though he has not
managed to get that far, it seems!) to a position of power,
3.3 The Plot at least in some quarters. Working with Hoegwar and the
brigands of the North Road, he is stockpiling a cache of
Bree is at a great crossroads of the artery routes of
arms to be used against Arthedain 'when the time comes.'
Arthedain. The Greenway runs from Gondor in the far
south to Fornost Erain, the new capital in the North, and A few weeks ago, the first traders left for the north
the Great East Road is the route from the Grey Havens carrying winter trade goods. They got through to their
and the western Shire lands to the vast unmapped wilds destinations without incident, and all looked good. Last
across the Misty Mountains, to the East. It is a place of week, a couple of traders set out, including Jerramiah
tales and rumors from across the land, some of which Fallowhide with his stash of weaponry, but they were
may even be true! As such, it is a great place for spies to attacked. Luckily, they escaped on foot and have just
linger a while, and that is exactly why Hoegwar Hoegs- made it back to Bree, all their goods gone and their
Son, the foremost spy of the North is here (see Snow and livelihoods ruined or so it seems.
Subterfuge for some background to Hoegwar)!
Hoegwar has another reason for his stay in Bree, too.
He has visited some old 'friends' in the town of Sarik, a 3.4 The adventure
few days north of Bree. There he passed on information, The Bandits of the North Road are a loose band of
and new orders from his overseer, the foul Grouth of Pen about 25 members, though they are led by a hard core of
Morva. Hoegwar’s friends are small time villains and just four people:
robbers who prey on lightly guarded caravans plying their
trade up and down the Greenway and North Road. With - Maugreth, a surly gruff outspoken northman
the decimation of the Arthedain army in the war, traders from Sarik the self-appointed leader.
find it hard to find good trained men to act as guards, and - Ferien of Howester, the spurned illegitimate
these days, each trip is a gamble. daughter of a petty noble (who died in the
Battle of Fornost) who hates everything
However, this spring the robberies are not going to Arthedain represents and uses her magical
be random. Several traders have been persuaded to ship herb lore to powerful effect if needed.
highly sensitive cargos up to Fornost Erain, persuaded - Vallen Gumb, an intelligent but
mainly by the 'promise' of large amounts of coin. These downtrodden Fornost northman with a head
are the traders that will be specially targeted by the for figures who carries out most of the
bandit group. Late last year, a guard officer from Fornost organisation and quartermastering.
contacted a few traders discretely, and asked if they could - Gustaven Arenrim, their true leader, is a
provide a shipment or two of arms and armor. Mainly Dunedain of questionable lineage. He is
spear heads, pike heads and breastplates, but with a few happy to let Maugreth strut as leader while it
swords too, and some short bows with many cases of suits him. He is a skilled orator with a subtle
arrows, fletched red and white. All for the armory at way about him, controlling weaker men
14
without them suspecting a thing. He is also Last week: Three merchants (Grubby with coal,
'unkillable' (but more on that later). Foren with cured hides and Jerramiah Fallowhide with
'illicit weapons') went northwards with 4 guards
They hole up in an old watch tower in the hills north
(including Calwine). A further 4 guards were taken ill the
east of Bree (similar to the watch towers of the Weather
night before departure, and more guards could not be
Hills) using its isolation to full advantage. Of the
found in time. The three decided to risk a trip lightly
remaining 20 or so other members, the majority are just
guarded. In fact, Calwine had poisoned the guards (and a
scoundrels that live in Bree, Sarik or Fornost. Only a
few other people) with a concoction made by Ferien for
handful know the location of the old tower. Importantly
that purpose. He also gave himself a dose as a cover,
for this scenario, two of the bandits who do know its
though a mild one. Everyone believes the broth was off
location have infiltrated the trade circle, and are
in the Inn, though the innkeeper vigorously denies the
manipulating it from within (simply timing of trips,
charge which has lowered patronage since.
number of guards, type of cargo etc). They are 'Grubby'
Durnan, originally from the slums of Tharbad, and
Calwine, a thug out of Sarik. 'Grubby' is posing as a coal
2 days ago: The caravan was ambushed at dusk as
merchant, and has taken a wagon of coal north in the last
camp was being made. The attack was swift and well
trade trip, along with several other traders. Calwine has
executed. The two real guards and one of the traders
taken a job as a guard on the trade route.
were killed, and the carts taken away along a track to the
Remember the Dwarf, Dagaard Drachoschlar? Well, west. The actual events at dusk were as follows:
Dagaard is not usually one to pledge himself to the
• Grubby suggested a good camping spot,
nearest unhinged hobbit, even for free beer. But Dagaard
seemingly easy to keep watch from. It was where the
is intrigued. As a refugee from the mines of Khazad Dum,
ambush would take place.
he spent several years in the dereliction that calls itself
the City of Tharbad. It was in that decrepit place he came • Camp was being set up by the three traders while
across a few unsavory individuals, and one of them is sat the guards kept watch.
right across the room, wet to the skin, shivering over a • Grubby was anticipating the attack, and took the
cup of hot wine and looking very shaky. 'Grubby' opportunity to kill Foren with a swift knife to the neck
Durnan, ex coal miner, ex smithy, ex con! Last time when he was sure no-one would notice.
Dagaard saw 'Grubby', he was on the run from a clan of
rather irate dwarves after trying to dupe them into • Grubby then signaled to the bandits with a
buying a load of poor-quality coal for an inflated price. special bird call. Jerry Fallowhide had heard the strange
And furthermore, rumor had it that Grubby Durnan call, and was a little wary.
knew a certain bad apple named Hogwash (Hoegwar) • One of the mules started to get a bit jumpy and
who had been responsible for the death of Dagaards close a guard went to check it was OK.
friend. And you know what they say about dwarves:
Nobody ever did a dwarf a favor, or a wrong, without • The bandits attacked with arrows, wounding
being repaid in full. And Dagaard is eager to repay the two of the guards, then rushed in from their hidden
debt he owes Hogwash.... (see Snow and Subterfuge). places. Jerry took cover under the wagon tarp among the
hides and kept very still.
• The guards put up a good fight (Calwine faking
3.4.1 Key Points it as he was fighting his bandit buddies), but one was
killed and Gillian was knocked senseless, leaving Calwine
Three weeks ago: The first traders left Bree. Three to fight on. Grubby was about to kill the reeling Gillian
carts laden with wooden goods such as hurdles, baskets, when Jerry grabbed at him and pulled him to 'safety'. Just
small furnishings etc, made from fine hazel over the then Calwine left the fray and ran off, chased by a bandit.
winter months and a cart full of best quality shire charcoal Scared out of his wits, Jerry took the opportunity to run,
were guarded by five local militia men. They had no and Grubby realised he had to do the same. He intended
problems at all and are now in Fornost, after selling to catch and kill Jerry but never had the chance as Gillian
goods en-route at Sarik and Howester. recovered enough of his senses to run off too.
15

• Jerry, Grubby and Gillian travelled back to Bree Jerry to reveal his cargo, and Dagaard to tell of his
as fast as they could. previous dealings with Grubby. Grubby will not
accompany them, he acts scared (quite well too!). A
• Later that day, Calwine joined his fellows at the
heavy smell of forge-smoke hangs in the air as the party
Tower.
near the site, and the odd wisp of smoke may be visible
from the burned wagons remember one was carrying
This morning: Grubby, Jerry and Gillian the guard coal.
arrive back at Bree in the mid-morning, cold, wet and
tired. They tell of their terrible ordeal and lucky escape
from the brigands. The gossip centres around the goods 3.4.4 The ambush site
they were carrying. Coal and hides were not normally
Good scouting of the site provides leads to the tower
the subject of robbery. Just what was it that young
hideout, and possible evidence against Grubby. The body
Fallowhide was carrying again? What? No-one knows?
of Foren lies here, pecked by crows and stiff with the
And Jerry is not sayin' nothin'.
death-rigor. His slashed throat is the obvious cause of
death. Both guards have been left where they fell. Little
Lunch time: Jerramiah Fallowhide has roused the can be gleaned from their bodies. No sign of Calwine can
traders, and is holding open court atop a table at the be found, though he can be tracked a little way. Tracks
Kings Arms (see the hobbit speach in the introduction for become confused and it would take an extremely difficult
details). perception/tracking roll to work out exactly what
happened. He actually fled into the hills and made his way
to the tower by a long and difficult to track route. He
Cue the Party: We are up to date, and hopefully the feared someone might come looking. Told you he is not
party will take the 'job', after all, the beers free! stupid. Two of the carts have been burned along with
their goods, but Jerry’s cart and goods, plus all three of
the mules have been taken away. The party should be
asking themselves why valuable cargo has been burned
3.4.2 The Options along with valuable carts too. The tracks are easy to
There are several options available. The hobbit will follow initially, but soon become hard to make out.
happily accept players ideas and thoughts, after all he has Good tracking will lead to the old tower. The bandits will
just escaped an attempt on his life. Grubby is less willing be making patrols now and then, but they will not attack
to join in, he says he wants to drink the memories away, a heavily armed party head on. Stalk, hide, cut and run,
and pretends to drink himself into oblivion. The most that's their game.
obvious option is to investigate the ambush site and see
what has gone on, and try to track the bandits. If players
investigate the guards, the traders or people in Bree, they 3.4.5 The Watch Tower
run the risk of becoming alienated Bree is a close-knit
place and no one wants to believe the raids were The main action takes place in and around the old
organised from within. They might find out that at least tower. It is located on a small wooded hill near a stream.
one of last years’ raids was on a trader carrying weapons It is lightly guarded, but difficult to attack head on, so
bound for the Fornost garrison. He died in the attack. subtlety is the name of the game. It should lead to the
Calwine was one of the guards back then, too. discovery of papers showing some plot more important
than simple brigandry. Hopefully it will draw the
characters into the dark weavings of a sinister plot against
Arthedain...... Firien, Gustavan and Maugreth are here,
3.4.3 The Journey to the ambush point along with 5 of the bandits (treat them as low-level
It doesn't take too long to reach the ambush site, but rogues and warriors) and four orc scouts. Vallen Gumb
the journey gives the players an opportunity to talk with might arrive later (see below). The orc scouts
any NPC's that are along for the ride. They might get occasionally work with the bandits and are resting at the
16

tower on their way back to the ruins of Annuminas, their The other bedroom is where Maugreth lives. It has a
main base. They have been scouting around the North sturdy locked door, with a simple spring trap that will do
Road, but are not directly involved in this adventure. a fair bit of damage but is easy to disarm. The horses and
the cart (still loaded with weapons though the orcs have
They serve to add firepower to the 'bad guys' if
rummaged through and taken a few of them) are in the
needed, and orcs make good cannon fodder, eh?!
lean-to. The strong room has a locked sturdy door, but
Remember, the orcs will be sleeping during the day, and
no traps.
be most active at night, making it difficult for the players
to infiltrate the hold under cover of darkness. Oh, that’s It contains some of the important finds:
mean! The keep has two intact levels and some out-house
- A letter with a crimson crescent moon seal
ruins. There are two main doors and several arrow slits.
on it, in code. If the code is broken, the letter
Any competent climber should be able to scale the walls
can be translated. It tells the brigands to raid
and gain easy access through the roof or top-level
certain traders’ caravans, including
windows. Jeremiah's.
The Main Hall is where meals are cooked and most - A bag of coins bearing the symbol of the iron
people will be found during the day. Visiting gang crown of Angmar (worth 10 or so gold) can
members usually sleep here too. The orcs are holed up in be found with some maps of the main trade
one of the ground floor 'bedrooms'. routes.
17

- A book containing names of lords, leaders Angmar has. He is cunning, ruthless, a master of disguise.
and people in powerful positions throughout He is the worst nightmare a party could have if they come
Arthedain along with scribbled notes about to his attention. He is of Northman/Dunlending stock.
each person highlighting their faults, He has some magical ability (make him powerful in your
weaknesses, how they might be bribed etc. campaign setting, select spell lists based around
One of these is the Lord of Sarik (Sarik is the subterfuge, confusion, treachery, etc.) and uses magical
location of the next adventure the Forest of items such as a cloak that helps him to hide and boots that
Fear), who it seems is a good and trustworthy allow him to travel far at a good pace without tiring. he
man free of blight or blemish. has a magical aura about him that makes him
inconsequential to people no one remembers him, even
He appears to be singled out for an assassination
if he has spoken to them. He is a long-term NPC
attempt, though that's not exactly clear from the notes.
antagonist dont introduce him to the party yet, have fun
Might be a good idea to warn him though the storeroom
with this one, but remember he has no reason to treat the
contains enough provisions for a couple of weeks, and
party as arch enemies....
there is a large water butt in the Main Hall, so 'siege'
won't work! Only the tower has an upper level. yet.... Hoegwar doesn't remember Dagaard as the
dwarf he nearly killed in Tharbad, but if pressed, he will
There are three rooms, taken by the main characters
put two-and-two together. He might decide that one less
as bedrooms.
dwarf is a good thing....

3.5 The Main Characters Gustavan Arenrim, aka the Sly Fox. 5th level bard.
As the Sly Fox, he is a master of manipulation and
Hoegwar Hoeg-Son aka Hogwash, currently
deception. His commanding demeanor can hold a group
travelling under the name Habbrin. 10+ level
together in the face of adversity, but he prefers to work
spy/rogue/assassin type character the best spy that
from the sidelines, allowing others to bask in the glory of
presumed leadership. A handsome Dunedain with a
boyish grin and a shock of brown hair, the transfixing
eyes of Gustavan hold a dark secret. He is virtually
immortal. He wears his soul close to his heart, quite
literally, hung around his neck on a chain of mithril. A
small gemstone packed into a wool lined suede pouch
glows and pulsates with his every heartbeat, and with
every pulse of its ancient fire, it keeps him alive. Through
fire and flood, sword wound, shattering fall, poisoning
or throttling, his soul is held apart from this middle
world, safe and sound. His body recovers at fantastic
rates, even from hot fires and terrible wounds. Gustavan
does not flaunt this ability. In fact, he is careful not to get
himself injured, and none are aware of his secret soul
gem. He does not really know how powerful it is himself,
but realises it is not a thing to be taken lightly. There are
rumors of his invulnerability and his uncanny ability to
survive where others could not, but he plays these myths
down with ease. An orator and diplomat, he can
manipulate situations to his advantage. He may have
magical abilities too, and his spell lists should be those
concerned with diplomacy, oratory, subterfuge,
Illustration: Will O’ Brien misdirection leadership etc. He does not have any specific
18

Illustration: Will O’ Brien


campaign). It tends to leave a wide gash of a wound
which, although not unique to the weapon, could be a
telling sign to any competent healer examining the
wound it inflicts. Forens fatal wound could be traced to
this weapon upon an extremely difficult roll (or a difficult
roll if the knife has been seen to wound someone else).
Grubby does not recognise Dagaard, but if reminded, he
pleads that he was poor, hungry and down on his luck,
that he is really sorry, and is trying to live a good hard-
working life now. If the party inquire about his coal
wagon, they will find out he came from the Shire.
Further inquiries may reveal there is a hobbit mining
family just inside the Shire, and a visit would confirm that
a wagon was stolen in the winter.

magical items save the gem, but may have a well-made


sword and some odd interesting items suitable for your
campaign. Don't aim to use Gustavan up too soon, he is
supposed to feature heavily in the forthcoming Forest of
Fear scenario.

'Grubby' Durnan, 2nd or 3rd level fighter. A


Illustration: Will O’ Brien
northman from Tharbad. Once a miner, then a smith, he
was never any good at either. Grubby was always dirty,
However, if the party go off to the shire, then the trail
and the name, like the grime from the coal pits, stuck to
will be cold when they get back. Use that kind of side
him. Not intelligent enough to realise that a name like
event if a player cannot get to the game for a few sessions.
Grubby makes him stand out, he doesn't hide his identity.
You could have the character go and do some digging
Quite imposing, and not a bad hand with the dagger and
while the others get on with the task in hand. Grubby
hammer, he will happily stand up to any antagonists. He
does know Hogwash, but would not be able to identify
is trying to ingratiate himself with the bandit leaders, and
him, they were never friends.
so far has been quite good at his job of infiltrating the
traders circle. He even realised he was more useful as an
escaped victim of robbery, and he does look for all the
Maugreth Warrener, 4th level rogue and ex game
world like he has lost everything to this raid. Well done
keeper. A surly gruff outspoken northman from Sarik and
Grubby, you surprise us all. If questioned briefly, his
the self-appointed leader of the brigands. He postures a
story stands up, but if cross examined or interviewed
lot, tells people what to do and doesn't do a lot himself.
extensively, he will get confused, let things slip, and get
He is handy with a bow and short sword, and is skilled in
angry. Grubby has a very well-made dagger, based on a
wide bladed Dunlending pattern (+5 or +10 to suit your
19

Illustration: Eric Belisle

woodland craft, skulking around, tracking and the like.


Known as Rabbit behind his back.
The name might be used by one of the brigands in Illustration: Will O’ Brien
Bree or Sarik and overheard by a player He would like to
take Ferien as his wife, but he is not having much luck. Vallen Gumb, scholar, 1st level thief type. An
He would defend her to prove himself, but to be honest, intelligent but downtrodden Fornost northman with a
she does not care for him in the slightest. He has had head for figures who carries out most of the organisation
word from Tastelan in Fornost that he is to target specific and quartermastering for the Bandits. He will arrive at
traders. the tower a few days after the ambush to sort out the
'paperwork'. Depending on how the players get on, he
He doesn't know Tasterlan himself, and gets his
may already be there, or he may arrive later. If he
'orders' by coded letter. He has to get Vallen to help him
stumbles upon them, he will attempt to escape without
with the reading, its not really his strong point. He looks
being seen, and failing that he will come up with some
really hard, and can put the fear of Morgoth into people
with his stare!

Ferien of Howester is the spurned illegitimate


daughter of a petty noble (who died in the Battle of
Fornost) who hates everything Arthedain represents. She
has been swayed by the powers of Angmar and uses her
magical herb lore to powerful effect if needed in 'The
Fight'. She knows of Tasterlan, and of Hoegwar, but has
not met either of them. If caught and pressed, she will
plead innocence and say she was forced to act by magics
and threat. She is twisted and evil, and can manipulate
people, words, whatever. She will not give anything Illustration: Eric Belisle
away unless it’s in her best interest.
20
plausible excuse for being there. Be creative, but be not take much to make him turns kings’ evidence against
sensible! Vallen knows a lot about the Angmar Plan.... his former allies, and since he has no ties, no family and
He also knows to spill the beans would be death, and it no close friends, threats except against himself are
wouldn't be quick. He has been careful not to incriminate inconsequential. He is however a little superstitious and
himself. he knows the tales talked about Gustavan, and he does
fear him. He also has a healthy respect for Firien and her
magics. If things get too hot, Calwine will fade into the
Calwine of Sarik, 2nd or 3rd level thief. One of the background, leave Bree and return to Sarik where he will
bandits, he is a northman from Sarik. Calwine has also go into hiding if required (see the forthcoming Forset of
been a trader on and off for a few years, and was a good Fear adventure for details....). Calwine has a short sword
choice to place in Bree. He is not well known here, but with an odd design scratched into the blade near the hilt.
some people will vouch for him. He took the job as guard It is a poor representation of a spider, scratched onto the
because 'I need the coin, what with me gamblin' debts'. blade by Calwine himself in an idle moment.
Anyone inquiring of his gambling habit in Sarik might find
out that he plays the dice in the pubs and inns of the rough
area, and that he wins more than he loses. He is a Dagaard Drachoschlar, 2nd or 3rd level warrior.
competent thief, and has enough sense to make sure he is A stout dwarf with a good heart. Calling himself
not incriminated in anything that takes place here. He Dragonslayer, he does fall victim to bouts of stupidity in
even made himself ill when the guards became sick. The combat that some people call heroism. One day it will
lure of good coin is all that Calwine needs to become a get him killed. He also partakes a little too freely of ale,
friend. In fact, his one failing is his disloyalty. It would mead, wine... well alcohol in any guise really. Ever since
the loss of a close friend and treasure-seeking ally at the
hand of Hogwash the Dunlending, he has fallen on hard
times. Unable to find the man responsible, angry at losing
a treasure map (see map in Snow and Subterfuge) and
feeling totally inadequate as a dwarf, he has started to
travel the inns of the North. Seeing Grubby has brought
him back to his senses and he will now start his search for
Hogwash in ernest. He would not recognise Hogwash
due to the strange dweomer, though he is adamant he
would know him in an instant. Dagaard will try to catch
Grubby Durnan out, he knows he is 'up to no good' but
has nothing more than a gut feeling to go by. He will not

Illustration: Eric Belisle Illustration: Will O’ Brien


21

openly accuse Grubby of anything, and will not ask him 3.6 The Bigger Picture
directly about Hogwash. Remember, seeing Grubby has
pricked Dagaards memory, it’s not like he has a quest to The power of the Witch King may have waned, but
avenge his friend’s death.... yet. Don't play Dagaard as the threat from Angmar is not dead…
stupid, depressed or suicidal. he is a stout warrior with The Lord Arkish of Eldanar, a commander in the Dark
good battle sense. He will stop to don his helm, or pick Army, has seen a power vacuum in the North, and
up a shield before battle, but he may get a bit carried intends to exploit it. He is plotting to take the weakened
away. He will ignore some critical wound results in this Arthedain and is raising an army of Hillmen and Orcs (no
state (at your discretion, such as stun results). He favours mean feat since the decimation of the orcs in the War).
hammer (+5) and shield and wears chain mail (+5). His
He has several petty lords in his pay (including Lord
favourite saying, when things go wrong is: 'Tss, give me
Grouth of Pen Morva), employs spies and scouts
5 good dwarves. '
throughout the area (including Hoegwar Hoegs-son), and
is currently arming the tribal rabble in Rhuador and the
Jerramiah Fallowhide, 2nd or 3rd level rogue. A Troll Shaws. He is getting the weaponry from our
hobbit entrepreneur from the Shire, Jerry is always on friendly traders, as the armouries of Angmar are much
the lookout for a good deal. He isn't very good at finding depleted and its output is of poor quality now.
them though, and has squandered his meager inheritance The plan is complex and will take a few years to come
over the past couple of years. He has little to lose now, to fruition. Arkish is of the line of Dunedain from
so a foray against the bandits is a good idea. Yes, he is a Numenor, a descendant of the original Fallen Edain, a
little unhinged. Last year, he and a few other traders Black Numenorean. He rules under the banner of the
were approached by a man from Fornost, in garrison Crimson Moon. Legend tells of the Crimson Moon at the
colours, and persuaded to ship weapons north. The man Battle of Fornost.
cannot be traced. It was, of course, Hoegwar.
Of all the forces of darkness on the field that day,
those under that banner did the most hurt to the Men and
Elves. A man rode at its head wielding a black sword in
one hand and a pale mace in the other. He was armoured
in plate that shone red with the blood of his enemies and
his eyes blazed with a fire of hatred and evil.
Dark will be the day the Crimson Moon banner flies
again......

Illustration: Will O’ Brien


22

4.0 RACE THE DEVIL and upheavals of Middle Earth, the Dwarves grew wary
and suspicious of the powers of Darkness. With
4.1 Introduction foresight, and the guidance of Aule, they crafted some
powerful items of war. One of these was a blade forged
This adventure forms part of the climax of a lengthy from the living rock of Middle Earth, which the smiths
campaign. It is set at the end of summer in TA 1990 or named RingRist in the tongue of Elves, which is Cold
1991, around an old Dwarven fortification on the banks Cleaver in the westron of men and hobbits.
of the river Bruinen, in the Angle of En Egladil.
It was made with magics and the blessings of the
Summer is rolling into Autumn, and the forests of En Dwarven lore-masters, a bane to the dark undead that
Egladil are shining gold and red where a few weeks were even then prowling the land at the behest of the
before they were verdant green. It's been a warm week, Dark Lord Sauron. Its creation was recorded by the
and the air is heavy and humid. The skies are leaden, and Dwarves, as they love to boast of their great abilities.
the clouds roll in from the west filled with the promise However, they are a secretive race and the annals were
of thunder. Deep in the heart of the Angle, a race is being written in the Cirith script, and in the language of
run. The spies of Angmar have heard rumor of a mighty dwarves. At some stage, the annals were transcribed into
weapon hidden among the ruins of an old Dwarven Westron, though they were never written in any script
settlement. This weapon is the hallowed blade RingRist save the runic Cirith.
the Cold Cleaver.
Lord Arkish of Eldanar has researched the blade, and
believes it has power over the risen dead. He covets this 4.3.2 The Annals of Grumbar Dains son
blade and has sent his best warband to recover it. If the
North is to survive the ravages of a second Great War, Grumbar, son of Dain, son of Growlin the Elder,
the blade must be found before Arkish gets his hands on Lore Master of Hammer-Delve wrote a long and
it. So it is that the Players are racing through ancient comprehensive history of his clan and its achievements.
woods and glens to an uncertain destiny. This history was recorded in the language of the Khazad,
and written in their sacred Runic Script. It was chiseled
on tablets of stone and kept hidden in the great vaults of
Hammer Delve. Over time, the kingdoms of the dwarves
4.2 Some Background dwindled and many left their home in the hills and
Early on in this adventure series, some clues were coombs to seek their kin in the Great Halls of Khazad
revealed that eventually lead to this adventure. (see Snow Dum and their ilk.
and Subterfuge). Hoegwar Hoegs-son, a talented spy in So it was that Hammer Delve became forgotten, a
the pay of Angmar, found a map and fragments of a poem ghostly hall where the echoes of former glory are all that
that hinted at some treasure hidden in a dwarf hold remain of a once great place. It was not deserted
somewhere in Rhudaur, probably on the banks of the overnight, it was a long and slow decline. During that
Mitheithel. Hoegwar’s hunch about a great treasure was time, many caverns and grottos were sealed by the
right, but he was wrong about the location. It's taken a dwarves, hidden deep in the earth and protected by
few years for the information to come to the eyes of Lord elaborate traps and machinations only Dwarves could
Arkish, and a few more months for the mistakes made by design. Among them was the Hall of Lore where the
Hoegwar to be realised and corrected. Annals of Grumbar, son of Dain, son of Growlin, lay
undisturbed and forgotten.
Almost forgotten, I should say. For some of those
4.3 The adventure ancient tablets were gathered up and removed from the
Halls and taken to the delves of Khazad Dum, where a
4.3.1 The History of Ring Rist few fragments were transcribed and translated. Among
Long ago, before the sundering of Middle Earth, there them was a poem that tells of the forging of Ring Rist.
was a dwarven hold where weaponsmiths perfected their
arts. Over the following Ages, through the catastrophes
23

4.3.3 About the Poem confluence of the Bruinen and Mitheithel. The blade was
kept under heavy security, used as the weapon of office
The sword was made by Dwarf smiths in a Hallowed
of the Delve Lord for many generations. It was never
Temple Forge, fueled by the light of Elbereth which was
wielded in anger, and slipped from use into legend and
channeled deep underground by the power of Aule. The
myth. When the last Kings of Hammer-Delve left for
place is sacred, it would be nigh on impossible for the
Khazad Dum, it had long been forgotten by almost
forces of Darkness to enter. Research can provide leads
everyone. It lay in a great crypt within the temple
to locations of this kind of temple.
protected by intricate traps, machinations and, some say,
The blade was made to cut deep into the core of Evil Dwarf Magics. Any research would lead people to
and Darkness and to undo the magics that created the Evil believe that is where it still lies. But it is not so.
things it is used against.
One dwarven Lore Master knew the old tales, knew
The blade was quenched in a great torrent, originating the power of that weapon and knew it was not safe to
from two rivers where whose confluence occurs at the keep it where it 'should be'. He resolved to remove it to
Delve. They were the Mitheithel and Bruinen. a protected location and over the years he had a safe
The Smiths worked for many months on this blade, in storage place purpose built outside the city. It was a
a seemingly endless rotation. simple tower, heavily fortified and defended, with an
underground crypt built to house the sword. It was
It was imbued with powers to rally the hearts of those protected by machinations and traps. He named this
around it against Darkness, as well as powers against the place Barad Cam, Tower of the Fist. It stands on the
Darkness. banks of the Bruinen, upstream of the Hammer-Delve. It
The blade was forged because the Dwarves realised is now a ruin, forgotten even by the descendants of the
the Darkness of Melkor had come into the world again. builders, but it still holds its secret.
The blade was made of living rock, the very flesh of
Aule went into it. It is volcanic Laen, and it flares bright
and true with a soul of its own. It glows powerfully in the 4.3.5 Barad Cam Tower of the Fist
presence of Evil creatures such as Wraiths, Wights and All that is left of Barad Cam is a small ruined keep
other undead, and it will drive its wielders on to destroy standing on a rocky outcrop on the banks of the river. Its
the Darkness, providing them with magical protections walls are broken and its tower has fallen leaving debris
against their foes. and rubble clothed in ivy, creepers and vines. The
All in all, it is a very powerful item and could be the ravages of time have almost completed the destruction
turning point of a campaign. It’s probably too powerful
to allow mere Players to control it. (could it truly be the
blade that in a thousand years will slay the Witch King in
the hands of a Shield Maiden of Rohan?).
In MERP/RM terms, this is a holy weapon, +20,
slaying verses undead. It has several spell-lists bound into
it. it is made of Laen, and glows strongly around undead,
and also glows in the presence of creatures or people
under the influence of the Dark Lord Sauron (or his
minions).

4.3.4 History of the Sword


Forged in a Hallowed Temple deep within the Hearth
of Hammer-Delve, a Dwarven hold in the hills near the
24
(B) in one of the walls, though its opening
mechanism may prove to be illusive, the main
parts having long since rusted away. The door
and stair behind are situated within a buttress and
are hinted at by the bulge in the outer wall,
though overgrowth may make this feature
difficult to notice. The stairs lead down about 30
ft into the sub subterranean rooms that were
carved out of some existing caverns in an age long
passed.

The Hidden Levels


The steps are trapped (t) about half way down
using a common Dwarven technique. One step is
simply an inch or so higher than the rest. Whilst
this does not in itself harm anyone passing, and
will probably not be noticed on a descent, it
works brilliantly to trip those not aware of its
presence climbing the stair, especially in flight or
men set out to do. Built to an old plan, the main entry to panic (Note, this really works well and is a technique
the keep is up a ramp to the first floor, some 15 feet used in some of the Medieval castles of England e.g.
above ground level. Penhew Castle in South Wales) The passages and rooms
are very damp here, with water lying in shallow pools in
Stairs lead down to the basement storage area (A), and some places. There is a pungent smell that can becomes
up into the ruins of what were the keeps upper levels nauseating nearer the blocked passage (C) from the Troll
(A1). The upper stair ends abruptly after about 20 ft,
but could be used to climb into a watching place with
good vantage points. There are no rooms or real
structure above the first level and any activity is prone
to accident as the walls are now unsafe. There is a good
view over the surrounding area, down to the river. The
main level provides some protection from the
elements, and is quite defensible though the rubble and
overgrowth may hamper activity. There is nothing else
of interest here.
The steps descend about 20 ft down to the basement
level and are easily cleared of debris. They lead into
dark, dank fetid rooms within the thick keep walls, at a
level just a few feet below the level of the ground
outside. Even so, within the thick, windowless walls,
the debris is damp and smells of mold and decay. There
are four rooms that may have been used for storage,
though nothing remains to tell exactly what went on
here. One room is small and the remains of a heavy
door hint at its former use as prison cell or something
similar. Careful investigation will reveal a well-crafted
concealed door
25

lair below. There is a room (z) behind a pair of large, The doors lead to a rubble filled passage with steps
heavy brass bound oak doors, which have warped and descending (C). There are a few more pools of cold still
split with time. The brass fittings are corroded but hold water here and the dirt is wet rather than damp. The
firm. With continued effort you should allow access. The other area is interesting as it houses two statues of
room has a similar pair of doors opposite, a low stone dwarven warriors. One is Durin the Deathless (y) and the
plinth on one wall, the use of which is unclear and an other Angcam of Barad Cam (x). They are about twice
intriguing set of four brass levers protruding from brass life-size and are adorned in real armour and clasp real
lined slots in the opposite wall. Any attempt to move weapons, though all are corroded and seized with the
these is futile as they have corroded long ago. They once exception of the sword Angcam is wielding, which
controlled the opening of the sluices and portcullis below although it appears useless and tarnished, is in fact a well-
and the access to the secret compartments in the made weapon that has withstood all that time could
catacombs. throw at it, being made of superior high steel (+15). It is
about the size of a normal hand and a half (bastard)
26
sword, and could be used as such. These two statues are precautions are taken. The doors can be used as pit props,
Dwarven Automatons placed to guard the real treasure or wood from the thickets outside may be used. It leads
hidden nearby. A careful eye might spot an oily sheen in to the lower levels that served as riverside access to the
places around the base of the statues, especially around keep via a great valve (O), sealed and concealed in a small
some of the joints and the small plinths they stand on. cavern in the rock face below the keep.
Angcam faces a wall where an inscription in old Cirith
The whole place is inundated when the river rises in
runes can be made out whilst Durin faces the open
the spring and winter floods, and water has reached as
corridor. high as the previous level (hence the puddles and general
The alcove concealed behind the runic facade contains dampness) this year. With the weather warming, and
the treasure of Barad Cam, the named blade 'Ring Rist' storms to the north, the threat is not over yet, and a flash
(see below). It sits upon a beautiful crystal stand and flood could cause problems if the party are not careful,
shines and glints dimly, with its own beautiful light. (If especially if they do not shore up the damaged stairs
the troll is within 30 ft, it will glow slightly with a pale properly and become trapped.
blue, baleful light, getting brighter as the troll gets
The area has a defensive portcullis, which is in place
closer). Access to the alcove can be gained by
and keeps the current occupants (a large and fearsome
manipulation of the carved runes. Some can be pressed
troll) from entering the keep itself. The troll will be
in, and if done in the correct order, the alcove will be
resident here several days a month when prowling this
revealed. The word OPEN needs to be spelled out, one
part of his territory.
letter from each verse.
If the party are not capable of taking on a troll, then
Of course, any failed attempt to retrieve the blade
don't have it at home. The place stinks of carrion and is
causes the Automatons to grind into life with terrible
littered with bones, carcasses and the fetid trappings of a
rending, scraping and grating noises that themselves
troll lair. He has smashed open the concealed door
should be enough to scare the daylights out of any Hobbit
leading to the four rooms and uses the area as latrine and
in the party. They are slow and cumbersome after so
larder. Anyone entering this area will be prone to disease
many years in this damp place, but they still work,
and, if they have open wounds, they may become
swinging their weapons in great sweeping arcs. Ancient
infected.
Dwarven magics and mechanics power them still and
they will follow thieves as far as they can, until their The other concealed room can be located because the
power runs out. (Remember any escape up the trapped flow of water from the room through cracks and gaps as
stair may slow the party enough for an attack or two). the floods subsided has left tell-tale patterns in the slimy
mud. It contains the remnants of an armoury mostly
The secret compartment (s) in a side room contains
useless and corroded, but with the possibility of some
vials of oil, remnants of rags, a set of tools all corroded
items of superior or magical quality, to suit the level of
into one messy lump and a 'service manual' detailing the
your campaign.
workings of the automatons. This concealed
compartment may be located by the dribble of oil that has
escaped and marked the stonework in that area. The
manual is all but useless, but careful investigation will
reveal how to disable the things, and should also hint that
there is magic involved.
If disabling is carried out, Durins statue will be totally
useless, but Angcams will still retain some function and
will start to move, grating and squealing as metal and
stone are forced against each other until mechanisms fail
and the thing goes still.
The blocked passage at (C) can be opened with a few
hours work, but there is risk of further collapse, which
may injure the party, or trap some of them unless
27

5.0 APPENDIX
28

I came across two dwarfs in Tharbad, who had this


map and part of a poem.

After a few drinks (dwarfs being what they are!), I


gathered they were looking for an old Dwarf hold
where they believe some old artifacts are still hidden.
The map is poor. I could not get any more coherent
information even with a large dose of blackfish venom,
dwarfs, as I said, being dwarfs.

They did mutter about some 'key' it relates to, but the
blackfish dose finally was too much even for dwarfs. I
have trans lated as much as I can, but I still guess at
some of its meaning.

Your Servant,
H.

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