#4021 The Lamp of The Noldor

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The Lamp of the


NOLDOR Author, Mapping, Cover, Art: John MacDonald – Contributing Editor Phillip Gladney
Ideas as selected contributions: Sampsa Rydman (Dunedain), Dr. Thomas Morwinsky (Essays), Wes J Frank (2nd Edition Author/Editor), Heike Kubasch (Bree & Barrow Downs Author),
Peter Fenlon (ICE Editor / Author– Maps) Other Iron Crown Authors contributors, members of Fan modules group, Otherminds / Otherhands e-zine(s).

This free Roleplaying Game adventure is primarily the work of the author with selected ideas contributions of the others noted. This adventure is a Lord of the Rings ‘Fan inspired’ adventure.
The author has no relationship with Iron Crown Enterprises, Wizards of the Coast, Hasbro, or any of the other game systems noted. Further the author has no relationship with the Estate
of J.R.R. Tolkien, Tolkien Enterprises, any of its surviving entities /affiliates; nor with any holder of any copyright or intellectual property rights on the works of Professor Tolkien’
writings. This adventure was not created for economic profit and should not be copied, sold, or distributed for sale without the express written permission of the author and all contributors;
further without the express written permission of those parties holding copyright of Professor Tolkien’s works.

Design cover/interior/maps: Cirdann de Felrive (august 2021)


Cover Art: Cirdann de Felrive
Illustration: Tsayaret, MuYoung Kim, Tulikoura

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

Table of Contents
1.0 GUIDELINES..........................................................1 4.2 Map of Nothros ............................................................ 19
1.1 Handling Play .................................................................2 4.3 The Prologue ................................................................ 21
1.2 Adapting the Module ....................................................2 4.4 The Journey East to Nothros....................................... 21
1.2.1 Converting Hits & Bonuses ......................................... 2
4.5 Scouting Nothros ......................................................... 22
1.2.2 Conversion Chart ..................................................... 2
4.6 Securing a Lamp by Force or Stealth.......................... 23
2.0 PLAYER CHARACTERS .......................................2
4.7 The Lamp of the Noldor Liberated............................. 25
3.0 THE SENESCHAL OF OCCUM............................5
4.8 There and Back Again ................................................. 25
3.1 The Setting : Occum (1640 T.A).....................................5
5.0 THE DOWNFALL OF MINAS MALLOTH........ 26
3.2 Map of Occum ................................................................6
5.1 Prologue ........................................................................ 26
3.3 The Prologue...................................................................8
5.2 The setting: Minas Malloth (1644 T.A.)...................... 26
3.4 The Parley......................................................................11
5.3 The Prologue ................................................................ 29
3.5 Other means..................................................................11
5.4 Journey to Minas Malloth / Bar-I-Dindol................ 30
3.6 Scouting the Daen ........................................................12
5.5 Bar-I-Dindol ................................................................. 30
3.7 Perception & Tracking Results...................................12
5.6 The Siege Camps........................................................... 32
3.8 Reporting back.............................................................14
5.7 Entry to Minas Malloth ............................................... 32
3.9 The Late Night Rescue..................................................14
5.8 Fall of Minas Malloth / Death of Tyrn Hodhath ...... 32
3.10 The Parley revisited......................................................16
5.9 Surviving the Siege....................................................... 33
3.11 There And Back Again.................................................16
5.10 There and Back Again ................................................. 34
4.0 THE LAMP OF THE NOLDOR........................... 17
6.0 TABLES................................................................. 35
4.1 The Setting: Nothros (1644 T.A) ..................................17
2

1-100 D100 D20 3-18 2-12


1.0 GUIDELINES
Stat Bonus Bonus Stat Stat
The Middle-earth Ready-to-Run Series is designed for 102+ +35 +7 20+ 17+
Game-masters who want adventures which can be set up in a
101 +30 +6 19 15-16
few minutes and played in a few hours. The adventures require
little or no preparation. 100 +25 +5 18 13-14
98-99 +20 +4 17 12
The Lamp of the Noldor has five parts : Section 1 deals with
the guidelines regarding use of the module. Section 2.0 provides 95-97 +15 +3 16 ---
pre-generated characters for the players (which can be used as 90-94 +10 +2 15 11
non-player characters if so desired). Sections 3.0, 4.0, 5.0 the 85-89 +5 +1 14 10
adventures and section 6.0 the NPC statistics and encounters. 75-84 +5 +1 13 9
Each adventure stands on its own, although a common theme
60-74 0 0 12 8
unites the stories. They can be set anywhere in Middle-earth
where the story seems appropriate. 40-59 0 0 10-11 7
25-39 0 0 9 6
15-24 -5 -1 8 5
1.1 Handling Play 10-14 -5 -1 7 4
The GM should skim each section of an adventure before 5-9 -10 -2 6 3
beginning play. Then he can have the players pick pre-designed 3-4 -15 -3 5 ---
characters from those provided in Section 2.0, or he can permit 2 -20 -4 4 2
the players to design their own PCs. Once play ensues, the GM
1 -25 -4 4 2
should refer to the NPC charts and to the Beast Table at the back
of the module. They cover the Beasts and NPCs found in each
adventure.
2.0 PLAYER CHARACTERS
The following chart provides the statistics for Player
1.2 Adapting the Module Characters that can be used in each of the three adventures.
Like the rest of the series, this module is designed for use Statistics are given for MERP. Of course, the GM can utilize the
with the Middle-earth Role Playing game (MERP) or the unused PCs as non-player characters. The GM should
more advanced Rolemaster (RM) system, but is adaptable to remember, however, that regardless of how the players acquire
most other major FRP games. Statistics are expressed on a their characters, each adventure is geared for a progressive
closed or open-ended scale, using a 1-100 base and percentile difficulty level. We suggest PCs tough enough to meet the
dice (D100). challenge. Codes: See the NPC stats (page) for an explanation of
the basic codes. The following is a list of other codes and
1.2.1 Converting Hits & Bonuses abbreviations which might be ambiguous.
Bonuses: When converting percentile values to a 1-20 Power Points: The number (if any) given in parenthesis
system a simple rule is: for every +5 on a D100 scale you get a indicates the possession of a “bonus spell item” and its bonuses
+1 on a D20. (see MERP, Section 4.56). Skill Bonuses: NA, SL, RL,
Ch=Manoeuver and Movement in No Armor, Soft Leather,
Hits: This concussion hit numbers found in this module only Rigid Leather, and Chain: 1HE OB, 1HC OB, 2H OB, Thrown
represent general pain and system shock. They cover bruises and OB, Missile OB, Polearm OB = Offensive Bonuses for 1-H
small cuts rather than wounds. Critical strike damage is used to Edged, 1-H Concussion, 2-Handed, Thrown, Missile, and Pole-
describe serious wounds. Should you use a game system that arms; Dir. Spell=Directed Spells; Secon. Skill= Secondary
employs no specific critical strike results (e.g., TSR Inc.’s Skills. Languages: Languages are abbreviated by using their first
Dungeons and Dragons), simply double the number of hits your three letters (see MERP, ST-1); exceptions: BS=Black Speech
character take or halve the hit values found in this module. and Bet=Silvan (Bethteur). The rank for each language is given
following the abbreviation. Spell Lists: Spell lists are abbreviated
1.2.2 Conversion Chart by using the first few letters in each word of the spell list name;
If you play something other than MERP or Rolemaster and for example, “S/L Ways” refers to the “Sound/Light Ways” spell
you do not use a percentile system, use the following chart to list.
convert 1-100 numbers to figures suited for your game.
3

Boiorix of Waymoot Baldo Tuk


Boiorix is an Eriadorian warrior of pure Northron Baldo Tuk is a fallowhide Scout; formerly a resident of Bree.
bloodlines. He stands 6’2” with flaming red hair and cuts an The Tuk clan moved to Tukborough in the newly granted Royal
impressive figure in his Chainmail suit. Boiorix nearly lost his Lands of the Sirigale; however, the settled life never held an
arm due to wound infection but was nursed to health by a hobbit attraction for Baldo. Baldo with his swift hands and keen eye is
healer. This forced him to reassess his antipathy of hobbits. His more suited to the adventurous life which made him an outcast
feeling of honor debt would be completely resolved if he could among his own kin. Baldo has a keen interest in “Elves”; he hopes
help a hobbit family journey safely to the “Shire-land”. one day to journey to Elven havens.

Elvithimir Fibur Greycloak


Elvithimir is a Silvan Elf warrior some 1600 years old hailing Fibur is a 100-year-old Dwarven Rogue from Duneriador.
from the Tower Hills in the Siragle. His 100 year-long dalliance Fibur has spent a number of years working with the Royal
with a Dunedain maiden of the Ekettyaron family produced no Rangers of Arthedain in the far north. The comradeship was fine
offspring, but improved his swordsmanship. Her death caused and Fibur is a fast friend of many Dunedain, but now Fibur longs
Elvithimir a true sense of loss. His glade lord has sent Elvithmir for journeys in warmer lands and has a noted aversion to being
to journey in the lands lest his grief overtake him and call him to cold. His arthritis lowers his typical resistance to cold.
the havens at too young an age.

Baladir Baldariyon
A pure Dunedain Animist from Iach Sarn; Baladir was a
noted herbalist all his youth and his development as a healer was
the extension of his interests. Baladir has a soft voice and blue
eyes (unusually so for those of pure Dunedain blood). His
mother foretold that Baladir’s eyes would change color once he
had fulfilled a great challenge destiny had set for him. Baladir is
seeking this challenge.

Faramir Enthiliyaron
Faramir is a pure Dunedain Mage from Fornost Erain. Many
generations of his family have held positions assisting the council
of seers and supporting the crown of Arnor. While Faramir
holds no titles of lordship he is a fierce Arthedain patriot.
Faramir seeks adventure and knowledge; he aspires to one day
hold a position among the seers and hopes to wield such power
as to end the threat of the Angmarim.

Dorinithir
Dorinithir is a Silvan Elf Ranger some 3000 years old hailing
from the lands of Duneriador. His own kin actually live in
villages near Mithlond. Dorinithir has been a participant in
groups of wandering companies but has never led one himself.
However the lands are changing. Men occupy routes once
vacant. The Angmarim and their agents destroy secret glades
wherever they can. Dorinithir has been tasked to adventure with
mortals; and to spy out lands and routes suitable for the Eldar Illustration: Tsayaret
especially those avoided by men.
4

PC 1 - Northman PC2 - Silvan PC3 - Dunedain PC4 - Dunedain PC5 - Silvan PC6 - Hobbit PC7 - Dwarven
Stat
Warrior - Lvl 2 Warrior - Lvl 2 Animist - Lvl 2 Mage - Lvl 2 Ranger - Lvl 2 Scout - Lvl 2 Rogue - Lvl 2

Strength 95 95 79 51 72 83 89
Dexterity 81 76 76 80 93 95 95
Constiution 90 92 81 84 95 70 76
Intelegence 52 48 57 95 48 64 55
Intuition 68 64 95 62 75 66 79
Pressence 79 83 87 90 81 76 64
Apprearence 59 76 73 71 49 71 59
No Armor 10 20 10 10 25 35 15
Soft Leather -35 -25 -35 -35 -20 25 -30
Rigid Leather 5 15 -5 -20 -10 -70 5
Chain 5 -55 -25 -30 -70 -85 -20
Plate -65 -70 -75 -80 -85 -100 -75
1 Handed Edged 66 56 20 15 9 -3 19
1 Handed
1 -4 -15 -20 -21 -38 49
Concussion
2 Handed 36 -4 25 10 -21 -38 -11
Thrown -14 31 -20 -20 -1 52 29
Missile 26 46 10 10 69 52 19
Pole Arms 1 -4 -15 10 -21 -38 -11
Climb 12 32 12 10 46 52 29
Ride 52 17 27 10 31 2 -21
Swim 17 37 17 15 51 42 24
Track -23 7 7 20 16 7 14
Ambush 0 4 0 0 5 9 1
Stak/Hide 15 20 20 -10 24 19 14
Pick Lock 5 5 -25 -10 5 19 19
Disarm Trap 7 17 22 5 21 7 9
Read Rune -25 -25 7 44 -25 -25 5
Use Item 5 20 27 14 25 15 15
Directed Spells -20 -10 19 21 -5 5 -15
Perception 5 20 22 -25 47 55 15
Body Devleopment 62 70 47 55 34 26 68
Base Spells 0 0 4 4 0 0 0
Shield y y y n y n y
Defensive Bonus 5 20 5 5 20 30 10
Essence RR 0 0 0 0 0 50 40
Channeling RR 0 0 0 0 0 20 0
Power Points 0 0 4 4 2 0 2
Lore: Scrying
Secondary Skill 1 Wood carving Weather Watch Herblore Fletching Trickery Caving
Devices
Lore: Elven Lore: Star
Secondary Skill 2 Lore: Tree Mgt First Aid Foraging Acrobatics Cooking
Weapons watching
Empathy Tree Poison +10
Poison +10 Poison +5 Poison +5 Poison +10 Poison +30
Special / Racial dwelling animals Disease +10 Heat
Disease +100 Disease +10 Disease +10 Disease +100 Disease +15
+50 +30 DB RR, Cold 0
LSw: Celebgil +10 Magical Dagger
BSw: Berseboc +10 Lbow +10 -
- Casts Detect +5 that returns to
Special Items & A cold crit every Nil Nil Double normal Nil
Essence 1/day at thrower every
crit ranges
user level 2nd round

N/A N/A Surface Ways Spirit Mastry Path Lore N/A N/A
Spell Lists Calm Spirits Essence Hand
5

3.0 THE SENESCHAL OF OCCUM 3.1 The Setting : Occum (1640 T.A)
This adventure is designed for a lower-level party in the Occum has been an important settlement of men since the
border regions of Arthedain set circa 1644 - mid third age late second age. When Numenoreans first came to the shores of
period; particularly in the fief of Uiviril from Iron Crown middle earth and established their observatories in the North
Enterprises source material. This region of Eriador presents an Downs, Occum sprang into existence almost immediately.
ideal location for party mid 2nd + level – with various cultures Occum has the advantage of being almost exactly half way
being mixed with significant settlements in the near vicinity. between Fornost Erain and Bree; the distance is often quoted as
The recent events of the past decade, such as the Great a “good days ride or a two day walk betwixt” the two. As trade
Plague and the migration of the Hobbits to the Shire, have developed with the settlement of the Dunedain, so too were the
significantly changed traditional patterns of living. People lead a natural resources of Occum exploited. It possesses good, if not
slightly more chaotic existence notwithstanding the power of spectacular agricultural land, a small strand of timber, and a
the crown holding hegemony over the land. deep well of exceedingly pure waters. These natural advantages
increased the size of the settlement doubling the numbers of
men choosing to call this area home every decade.
The waters are so pure and healthy that they withstood
attempted Angmarim corruptions of the 1400’s Third Age.
Despite Angmarim efforts to ruin the deep well and fountains,
the waters of the town resisted the dark magical spoiling effects.
6

All men that reside and consume the well waters of Occum for 3.2 Map of Occum
a month will receive a permanent bonus to their constitution of
+2. Healing rates are 1.5 times faster while resting and bathing 1. Dol Occum:
wounds in the town. This small Uiviril keep hosts an Ohtari (9) of men at arms in
service of the Lord Uiviril. At any given time less than half a
The town is un-walled in 1640. However, like Bree the thick dozen will be present. The nephew of the Lord of Uiviril –
brambles of hedges (the Hagavorl) were planted and gates Bregol - makes his home here as a local Magistrate and is trying
were erected on the North Road. Dol Occum, a small Dunedain to start a number of building projects. However, he spends as
keep of the Uiviril, hosts an undersized garrison improving the much time travelling to Fornost and the Royal Court as he does
effectiveness of a local volunteer militia. actually residing in Occum.
Occum is suffering from bad luck in its current situation. Another inconsistent resident of importance is the Royal
Firstly, the Great Plague reduced the population by a few key Ranger Helvorn Eldenaryaron. The ranger is kin of the Uiviril
hardy souls in 1638 T.A. While the effects of the plague overall and the last scion of the Eldenaryaron. He travels between
were marginal compared to towns and settlements as close as Occum and the gap of Andrath and regularly and monitors the
Cardolan, the plague did seem to rob the town of its young barrow downs; his family barrow in particular. One day if he
leaders; the generation thought to be the future of the town. can find the right companions, he hopes to reclaim certain family
In the last dozen years, the mass migration of the hobbit clans heirlooms that may aid his battle to liberate the family keep from
of Tuks, and Bucks to the Royal Lands just west in the “Shire” the Angmarim in the far north.
have robbed the town of some 1000 productive and important
citizens. The native Eriadorians, and lesser Dunedain, seem
shocked at how significant the loss of the quarrelsome Hobbits 2. The Town Great Hall:
has been. No one realized, nor took serious, the contributions This great hall is the meeting lodge of the citizens of Occum.
the hobbits made both agriculturally and economically. Its Northron heritage is obvious and speaks to the cultural
lineage of most citizens. It is some 100 feet long and 40 wide.
The population has settled to 950 men in the region; merely
half of what it was 10 years ago. It remains the home settlement
of many of the lesser scions of the Dunedain Uiviril lords and so 3. Seneschal Quarters:
is still important. Occum presents the picture of a safe town of The home and office of the Seneschal of Occum: the town is
the Arnorian crown albeit one “down on its luck” for the past really administrated by the Seneschal more than by Bregol
few years. The town and nearby area is home to Eriadorian folk Uiviril. The Seneschal appointed by the Lord Uiviril, is even
with mixed Dunadan and Dunnish heritage. The village is walled more popular than the magistrate being a local a war hero, and
with mortared stone, which is not typical of all Cardolandrim noted for his fair mindedness. Merembeleg consults the Lord of
villages and towns. However, the towns’ relative importance to Uiviril and a council of leading town freemen in making all
the Barons of Minas Girithlin has rewarded it. decisions, and is usually adept at blunting the “overly thrifty
The town is more sedate than the open city of Annon Baran. decrees” of Lord Pilinur Uiviril using common sense and mild
The local Militia is 20 men strong and all 3rd level. The militia disobedience.
is a duty performed by aspiring men at arms in fealty to the
Baron Girithlin and is commanded by a Roquen (Knight) of the
Baron’s household. Caranthel presents the picture of a secure, 4. The Mithril Flask Inn:
affluent, and peaceful small urban dwelling; unusually so for an The only major Inn of Occum, its reputation is among the
urban area in Cardolan in the 1640’s. best in Arthedain; second only to the King’s Rest Inn in Bree.
There is much rivalry in the quality of the local ales between
Bree and Occum’s Inns. Occum with its pure waters usually
wins at least this distinction if not others from Bree.

5. The Gates:
The gates of Occum are solid oak wood trimmed with tin
metal. They span the road from hedge to hedge and have stout
cross timbers to lock them. In all they are effective barriers and
deter wolves, brigands, and typical local problems.
7
8

6. The Merchant Square and Town Fountain: abandoned hobbit smials and gardens. They have erected some
In the center of the Merchants Square exists the large deep temporary shelter but in all were thought to be sleeping the
bubbling well used by the entire town; a fancy water fountain is evenings within the smials. There were of course instantaneous
built over top. The fountain has an abstract stone sculpture accusations of sheep thievery (completely unfounded), and a
depicting Ulmo speaking to Tuor and was created by a sculptor number of complaints about the decorum of the Daen in town.
from Fornost; his creation was the source of some local The Seneschal had met with town leaders only yesterday eve and
amusement. The Townsfolk are constantly hauling barrels and persuaded the town council that these Daen wanderers could be
pails of water to and from the fountain. Some of the larger a welcome addition to the community. Since the departure of
homes and the Inn have sub wells attached the system. A tanner, many hobbits the community lacked a workforce to help harvest
cooper, ironsmith, baker, and greengrocer all have buildings the crops. It was causing hardship among some of the farmers of
along this merchant square as does a Dwarven Goldsmith. The the distrada. There was a lack of strong backs to help the town
Goldsmith hails from Dwarrowdelf (Moria) and will charge a cultivate crops - its primary export to Fornost and beyond.
mere 3% fee to bank excess gold or silver coinage.
In fact the Seneschal had that very day been known to be
heading out to the Daen clans to negotiate a settlement
agreement. The town would sponsor their immigration into
7. The Uiviril quarter:
Occum. It would even provide these clansmen some material
A number of pure Dunedain related to the local lord have
goods to resize (dig out) the hobbit smials and construct some
made their homes here in Occum. The splendor of their manor
sturdy houses – outside the town proper of course – so long as
is often in direct proportion to the closeness of that relationship.
the Daen agreed to abide by the laws of Occum. They were not
While all are scions of Uiviril, some are remote as relations that
to bear any arms within the town proper without the prior
its makes the term “cousin” a bit of a local joke among friends.
permission of the local militia; and to tone down their boisterous
Many of the Uiviril have decided to remain because of the
celebrations while at the Inn.
waters.
Further the materials and labor to assist them to build solidly
constructed safe homes would be free so long as they agreed to
8. Town Silos, a community barn, and community work the harvest for local farmer for a three-year period for no
gardens/apple orchard: more than a 10th share of the crop yield. This settlement was
The town has 2 massive grain silos for storage of the harvest. thought by all to be fair and generous on both sides though the
Share records (harvest size and contribution for sale) are Daen had not been approached about their thoughts in the
maintained in the Seneschal’s Office. The community barn is matter.
used to lock up prized sheep and kine from predatory wolves or
At this point the player’s party will be approached by a tall
feral dogs. The community’s orchard and gardens herbs are
Dunedain wearing ranger garb and an Elenriss – the star of the
managed on the basis of volunteer hours; the more you work the
Rangers. He is 6’ 7” tall and the trace of chainmail peeps out
more you receive. The Greengrocer and Seneschal maintain
from under his weather-stained clock and tunic. He carries a
oversight on these gardens.
large broadsword in a sheath at his side and a small iron rimmed
iron shield strapped to his back. His eyes are grey and piercing;
however, his manner is pleasant and soft.
3.3 The Prologue While speaking he talks in a soft quiet voice and motions
On a late summer evening the town of Occum is astir; players to be equally soft spoken. If the players ask for a
people are gossiping. Whether the players are sipping waters perception roll to assess this Dunedain Ranger they should be
from the town fountain, sipping ale at the Mithril Flask Inn, or informed that he is a very strong and competent looking warrior
standing near the town hall they are bound to hear the local’s with an honest mien about him.
concerns. There are rumors of recent Angmarim raids to the The stranger will introduce himself as Helvorn Eldenaryaron
east at Barad Esher. The forces of the Lord of Uiviril are all away – a Royal Ranger – and with a series of short probing questions
at war and on patrols protecting the border. The Royal Army confirm the party is a band of adventurers interested in doing
was said to be deployed assisting them. Is this the prelude to heroic and good deeds, making some coin, and frankly a mixture
another war of the north? of both. He will lead the party quickly through town to the small
Furthermore, the Seneschal of Occum – Merembeleg “One- fortress of Dol Occum where the players and the Ranger will be
arm” has not returned to town as expected; and it’s very late. admitted by a small guard of only two.
He was to report to the town freemen hours ago and his family
is worried.
In the past ten day a wandering band of Daen tribesmen –
the McLebh- settled to the north west of the town among
9
Dol Occum: A small Dunedain keep and tower
A 2 floor keep with a 3 floors tower
10

not want it to come to blows. I do wish to parley. I need to ascertain


what have become of my friend.
Further I have sent messengers to Bree and Fornost for Royal Troops
to assist me if it comes to that; but I hope to arrange matters peacefully
as Seneschal Merembeleg had intended. Violence is neither desired nor
needed if these clansmen will listen.”
“You (sic) men, dwarves, and elves appear well armored and
unexpected in town. If you will accompany me to parley early in the
morning your mere presence should be enough to back down these
clansmen from rash actions. It will be two days more before the army will
be able to muster men and arrive in Occum to confront these clansmen;
and depending upon the outcome of the parley I may have further use of
your skills to affect a favorable outcome of events here prior to their
arrival. For these actions I will pay you One Silver per day – standard
Arthedain army rates – and a bonus of 50 Silver if a fully peaceable
solution can be made to transpire. Do you agree to this?”
Gamemaster Note:

The Daen clan has in fact “purloined” the Seneschal of Occum;


however it was done in the spirit of Daen custom where - when the
chieftain of the opposite clan comes to parley and negotiate - he
is to stay as a guest after much drinking and bragging before
“serious” negotiations get underway.
The Seneschal is completely safe as a guest of the clan so long
as they are not confronted by an armored host of Knights. In fact
the Seneschal is currently very drunk and asleep. The alcoholic
spirits of the Daen were far too strong a proof for him and he will
be incapacitated for at least 24 hours or so.
The McLebh clan of 30 Daen (Men, women, and children)
like many others in Enedwaith - fled Dunland two years ago
afraid of re-occurring outbreaks of the Great Plague. They were
liberated of most their portable wealth crossing the Gwaltho at
Illustration: Tsayaret Tharbad, then evicted from a homestead in the Saralainn by
fellow Daen.
On the journey through town Helvorn will be warmly hailed by They settled briefly (for a season) in the Girithlin highlands
many townsfolk but his mission this evening is too urgent to before being escorted away by the Dunedain of Girithlin. They
stop. He wants to get on with business. then settled (a full year) in the Siragle; again only to be routed
Once inside Dol Occum, Helvorn will lead the player’s party away by Tarmae Dunedain for squatting on Tarmae land. The
to a conformable sitting room on the second floor and offer them Tarmae being none too diplomatic did so by burning their
water, wine, or ale. He will begin his story. thatched huts as they left. Eventually as they vacated the northern
Shire lands, a family of Hobbits suggested Occum as a peaceful
“As you have heard the Seneschal is missing this very evening. I have place for men.
reason to believe that the Daen are holding him – perhaps as captive in
their temporary homes in the Hobbit smials nearby. I am worried about The Mclebh are more than willing to accept the terms and
the situation, but nothing suggests to me they have harmed Seneschal conditions outlined by the Seneschal now; they hold him as an
Merembeleg. I do have some scrying means to ascertain this to my honored guest and simply want peace and a place of safety.
satisfaction.” However having run afoul of Dunedain and Tergil of Cardolan
and Arthedain they are very mistrustful of the ‘Elfmen’.
“However, there is neither militia nor guardsmen of the Lord Uiviril
in town this very day. I wish to go attempt to parley with these clansmen
early in the new morning. I am reasonably assured I could deal with
them and prevent my personal capture if it came to blows. However, I do
11

The approach by the Ranger Helvorn is doomed to failure the sole agent of the crown and will remind the players of this
based on cultural mistrust. The Daen will not harm the Northron should they choose to ignore his earlier advice to this effect.
Seneschal, but will become mistrustful of his first offer. Their
reaction to parley will be to discover what is being held out against The Parley adjourns with a subtle hint from Helvorn that the
them; of course, they will worry about a host of armored Knights Daen should consider carefully their position and cooperation
once again evicting them. with the town lest a host of Royal Troops come. Iawain will be
unimpressed with the threat though it is the very thing he fears.
If the party contains Players of Daen culture – they may be
able to speak to Helvorn about the likely reason; although they
will have a Very Hard (-20) Persuasion and Influence to make Gamemaster Note:
him understand. They will face a Sheer Folly (-50) influence
maneuver to allow the players to conduct the parley. The Gamemaster should take some time and effort to describe
Helvorn is sole remaining agent of the crown in Occum. This the parley as being conducted in an atmosphere of mistrust and
at the very time when increased Angmarim raids are indeed suspicion; albeit one without overt hostility.
occurring to the east and stretching troops thin. He knows this
and takes his responsibility seriously. He will inform the players
that he solely is responsible for conducting the parley.
3.5 Other means
Upon returning to town Helvorn will enlist the players into
3.4 The Parley his predetermined backup plan.
Helvorn understands that Royal Troops of sufficient size, to
Helvorn will arrange for the players party too meet him at
the north gate early in the morning. He will be dressed the same; cower the Daen into submission without violence, are probably
a fortnight away. He contemplates a rescue mission using
discretely armored under his ranger garb. He will inspect the
players and advise them to maintain their armor and weapons in stealth. He is debating between personal involvement in such a
mission to ensure its success and the rescue of his friend, verses
similar fashion to himself; visible but sheathed. He will also hand
two of the players (the Gamemaster can determine randomly or a plausible but deniable mission using only the players.
the players can volunteer) white banners on flagpoles indicating His own feeling about the safety of the Seneschal will
the desire to parley. The banners contain the devices of Occum ultimately decide his final choice. Above all he knows he will
colors inverted; in this case a black fountain beneath 7 silver stars require as much scouting information as possible. In this he urges
on white. With the party the Ranger leads them the 200 yards the players to continue the mission.
or so to the Daen camp.
He explains:
The Daen seeing the approach of an armored party will
quickly form ranks to formally great the visitors. There are only • As an option he and they might consider a stealthy rescue
10 men of warrior age; however, a couple of teen aged Daen mission depending upon what word he hears from Fornost
will join the clan’s menfolk holding clubs or scythes. The Leader or Bree.
of the Clan – Iawain ap McLebh will stand forefront. • To scout out the Daen camp and retrieve “all available
information” to enable them to make a good decision.
After halting greetings in Dunael, Aduniac, and finally
• The players should head south of town, double back to the
Westron the parley will formally begin.
west and use the thickets/woods for cover. Approach the
• Helvorn will ask to see the Seneschal camp, observe and record.
• Iawain will reply that the Seneschal is sleeping • The players should report back and plans can be made.
• Helvorn will ask why the Seneschal was not released to
return home
• Iawain will respond he is free to go at any time
• Helvorn will ask what the Daen intentions are and why they
are squatting on town lands
• Iawain will reply these hobbit holes are well outside the
town gates and appear to be abandoned.

The conversation will be terse and brief and obviously


unsuccessful. Helvorn will cut off the players should they try to
intervene, especially towards the end of the conversation. He is
12

Gamemaster Note: 3.7 Perception & Tracking Results


The players can scout the clan for as long or as little as they
Helvorn will offer no guidance into how long and how much choose. However, the Gamemaster should allow each player a
observation should be undertaken. Perception Static maneuver roll for each half hour they choose
The player’s ideas in this regard are of critical importance in to spy upon the McLebh clan. The Gamemaster should not
not only fulfilling the rest of the mission; but equally in the inform the players of the optimal time nor maximum results;
overall experience the player will receive. simply he/she should allow the players decide their own
successes based on how much time they invest in planning.
There is very little potential for experience points being
awarded through combat or travel and the Gamemaster should There are 8 “successful” results that infer a minimum of 4
track carefully which players use their perception and static hours of scouting by one individual; or that if the players make
maneuver skills to sneak, observe, and decide on a course of action. perception check on a rotational basis that the players are
communicating their results to one another.
It is suggested that “Idea and Miscellaneous Experience Points”
be allocated above the normal rates for players that are able to use The Gamemaster should use the following chart to guide the
their brains and not brawn (for each idea) to accomplish a results. Results are listed for Success or Absolute Success. For
successful conclusion for all parties involved. any result lower than this – the Gamemaster should either scale
back the information provided or subtly alter a small detail
reflective of the magnitude of failure.
3.6 Scouting the Daen
The players by travelling south of town for a short distance
can double back to the woods west of the town of Occum and Time
Difficulty Result
creep quietly back to within sight of the Hobbit “hill side” which Period
the Daen clan has taken custody of. First half Routine There are 4 wood lined hobbit
The Players should be asked to roll up to D10 Easy (+20) hour (+30) tunnels and they must be
Moving Maneuvers to maintain cover as they move into the interconnected. People enter one
vicinity of the tree line mostly south and somewhat west of the but come out another.
smials. Once the players have scouted a good location to hide, The tunnels appear to be 4
with good sightlines, the players should each make an Easy feet tall and 10 feet wide based on
(+20) Hide skill Static Maneuver roll. The initial role may be how people duck to enter but can
modified by the availability of spells to camouflage the players go two abreast.
or whatever other means they take - such as covering their clocks
with shrubbery. Further the Hide static maneuver should be There are 3 tin chimneys into
modified by their Movement and Maneuver bonus if the players the Hobbit Smials. If one chooses
are wearing armor (i.e. Chainmail) as it is slightly more difficult to dig a captive out, digging near
to hide and sneak in Chainmail. the chimney would minimize the
manpower to dig and likely
When the players are hiding and observing they are also prevent a collapse on top of
required to reroll a Light (+10) Hide static maneuver roll each anyone inside; the hole would be
hour modified again my spells, creative use of shrubbery (as somewhat reinforced and over a
deemed by the Gamemaster), as well as their Movement Bonus stove.
in armor (if any). This hourly check represents stretching,
shifting legs to restore circulation, and general concentration on Second Routine There are about 8 Daen
the job. half hour (+30) clansmen of fighting ability and
age. They tend to sit within the
Of course, players that choose to climb trees as observation first 4 feet of the tunnels - 2 per
vantage points must make a suitable climb static maneuver and tunnel and come out to stretch
must make the same hourly check at least one category harder – every hour or so. Only the
Medium (+0). The Gamemaster should randomly determine women and children enter to stay
the quality of a tree limb’s comfort level with an open roll; high in the mannish sized huts outside
being good and low being terrible i.e. having a giant knot the tunnels. The chieftain appears
sticking into the players back. to stay deeper in the hobbit smials
and comes out less.
13

Time Time
Difficulty Result Difficulty Result
Period Period
Third Easy (+20) When the Daen clansmen or broth cooking on a pot just in
half hour women enter the tunnels, they front of the largest shed. He chats
always stick to the left side – they with the Daen in a friendly
always avoid the area front and manner but eats and moves about
right - in front of the tunnel(s). in a tentative fashion.
The very keen sighted such as The Daen chief seems to exit
an elf, a ranger, or with an and enter from the north or
absolute success will note there rightmost tunnel consistently.
are camouflaged ropes to the
(In Westron) He asked the
front right of every tunnel; likely
Daen clan leader if he had sent
a snare trap of some sort.
word to his family; however, the
boisterous Daen leader told him
he still refused to do so. The
Fourth Light The 8 Daen warriors appear to
Leader would not have the
half hour (+10) be very lightly armored or not
Seneschal’s “manhood ridiculed”
armored and only possess a short
over a few pints of grain whisky.
sword or Eket as a weapon.
They should continue their chat
They appear to be “scouts” as from last eve if the Seneschal were
they are checking the ropes on the up to it. They returned to the
snare traps – those both outside tunnels.
the tunnels as well as in front of
Seventh Hard -10 The livestock in the small pen
the small sheds where the women
half hour look like goral sheep. They are
folk, children, and two elderly
much more ragged and wild
appear to be safely protected from
looking than the sheep typical of
wild animals – behind stout
nearby Arthedain farmers.
doors.
The sheep must have been
The traps are not too difficult
brought with the clan when they
to disarm (Medium +0).
migrated into the area. They also
look very lean and somewhat
undernourished.
Fifth half Light The Seneschal of Occum in
hour (+10) fact is well and alive. In fact some of the children in
and out of the tunnels also look
He exited the south or
undernourished.
leftmost tunnel. He is
apparently sick or more likely Eighth Very Hard The entire Daen clan looks a
very hung over. half hour -20 little under nourished and is a
little thin of frame. They are very
He reacted poorly to the
bright day. He vomited near the boisterous as such people are, but
clearly, they have experienced
tunnel entrance.
some hardships in the recent past.
The Daen chief laughed at his
One of the elderly is missing a
guests discomfort and helped him
back into the cool dark tunnel on leg below the knee and one
the left side; the Seneschal adolescent is scarred on his back.
grinned rather wanly and willfully
accompanied the chieftain.

Sixth half Medium The Seneschal once again


hour +0 appeared. This time he looked a
little better and takes a small bit of
14

Gamemaster Note: even double the reward at this point of conversation but will so
for certain if the players accomplish the mission without
bloodshed.
Any single player able to perceive all of the above should be
awarded a special bonus of Idea and Miscellaneous Experience
Points for patience and good skill.
3.9 The Late Night Rescue
If the party is able to work collectively to achieve the same
result – all successful details scouted – each party member should The Late night rescue can be tackled in three probable
be awarded the same amount. manners although the Gamemaster should allow the players to
plan out their mission by themselves with only reserved
commentary coming from Helvorn :
3.8 Reporting back
• Sneak into the tunnels – disarming traps and the Daen
Helvorn will be very interested in any and all information
scouts - and swiftly returning to the town gate,
the players party are able to provide. In fact the information no
matter how complete will precipitate his plan to have the players • Dig out the Seneschal from his likely location through the
accomplish a peaceful rescue mission. This very evening is a dark ceiling – climbing out and returning to the town gate,
night with cool and cloudy overcast weather and a slim quarter • Some combination of both or using a distraction.
moon. Helvorn has been able to determine this from his Ranger
spells and Sky watching ability.
Through the Tunnels:
Helvorn has also just learned information that the Angmarim
incursion to the east is very serious. There was a surprise battle This perhaps the most obvious solution and should be
and Arthedain forces are rallying to route the Orcs, but not after awarded the least amount of Idea and Miscellaneous Experience
some losses. Further the Orcs appear to be supported by some points. Should the player decide to use a stealthy approach
tribes of Hillmen from Rhuduar. Helvorn does not believe this through the leftmost, or multiple tunnels, they will have to
incident related (it is not) but is anxious to recover his friend and perform a series of progressive Moving Maneuvers to sneak to
conduct negotiations with this small Daen from a position of the tunnel fronts. Helvorn can actually assist the players in this
strength. Helvorn cannot be sure that these Daen peoples are regard casting the MERP spell Hues (+50 to hiding for 5
not in fact agents of the Angmarim designed to create diversions minutes – Natures Guises – Ranger Spell Lists) upon up to 4
in the lines behind the Weather Hills. He will be reluctant to player characters. The player will have to disarm or clearly flag
reveal too much to the players about the struggles at the front the (Light Maneuver +10) snare traps to the front of the tunnels,
though he will share his concerns about the timing and and then navigate the 10 yards into the hobbit rooms. From here
motivation of the McLebh. they will either sneak by the Daen scouts or subdue them. There
is a 50% chance one Scout is asleep in each tunnel. There are
He will personally accompany the party at least as far as the two per tunnel. Once one is alerted, they will cry out in alarm
tree line this very evening though he will only personally that is at least as much surprise as concern. If the players are
intervene if he perceives the mission is doomed to a poor confronted by Daen scouts they may be able to use magic to
outcome. He hopes to be available to create a distraction (at disarm or disable the scouts (Sleep, Charm, or Hold). Should
most) should the players need his assistance to recover. He does they surprise the scouts and weapons come into play in the
not want himself to be captured or involved as he might be tunnels both the scouts and players must use their “Pole
needed to the west very soon. Should the players relate to Arms” offensive bonus regardless of weapon choice unless
Helvorn that the Seneschal is or should in fact able to come home they actually are a hobbit or Dwarf. The halls are too small to
on his own sooner or later; Helvorn will not accept this as a swing a normal weapon, and the players are reduced to thrusting
solution. His suspicions about Angmarim influence are too tactics.
deeply rooted. The players would have an Impossible (-50)
influence static maneuver to persuade Helvorn to leave matters Gamemaster Note:
sort themselves out; although he will relay the players
observations to the Seneschal’s family. Eventually he will reveal Players seeking to disarm or subdue an opponent can use the
the problems to the east should the players persist and hence the Combat Practice rules outlined in the MERP rules. All critical will
motivation for a rescue. Finally, Helvorn being a Ranger and be limited to “A” due to restraint. The Daen scouts will also fight
decent man desires little or no bloodshed. Should the players with restraint hoping to repel the invaders rather than kill.
agree to the rescue, he will caution them to use non-lethal force However in this instance “Kill Experience Points” is awarded
wherever possible. He thinks this clan of McLebh could simply though there is no intention to kill.
be what they appear; but either way he must question and
negotiate with them from a position of strength i.e. with his
friend and Royal Agent safe and sound. If need be Helvorn may
15
16

Once in the leftmost Hobbit hall the Seneschal will be asleep the Clan Chief they have a light (+10) maneuver roll to sneak
or awake depending upon the success of the players in stealth. past or may wake him and parley or try to influence events.
He will be unaware of the time and willingly accompany the
players with little effort.
Through the Ceiling: 3.10 The Parley revisited
This is the slightly less obvious solution and should be Seneschal Merembeleg will quickly set matters between the
awarded the middling amount of Idea and Miscellaneous townsfolk and the Daen straight at the crack of dawn the next
Experience Points. The Players can dig down to the leftmost morning.
hobbit room with about 2 hours (Game time approximately 100 He will call forth a quorum of local freemen to proceed as
turns for brevity sake) of “careful digging” with periodic pauses. he had before; in fact with even more favorable terms given his
Again, they will require multiple Moving Maneuvers to sneak personal “slippage because of his sip-age”. If the players, without
up to the back hill top with shovels and dig. Every 5 turns all the or without Helvorn’s overt assistance, have “rescued” the
players actually digging should roll a Moving Maneuver under Seneschal he will call upon them to attend the town great hall
Light activity (20 in total to create a man-sized hole). meeting and recite all information that they know. This may or
Anytime a result less than 100 is obtained the nearest 2 Daen could include the perceptive observations that the McLebh are
scouts should be given a perception roll after the Gamemaster actually rather down and beaten, and kindness at this time is in
checks if they are awake. 2 at a time will come investigate after fact be the greater good. The council of freemen in Occum are
alerting their comrades to “animals” on the hilltop. Eventually if at the very least kindly if perhaps bigoted. The players can
they do not return the next 2 will come out to investigate, and persuade the town freeman with an Easy (+20) influence static
so on. Again, using spells or “practice combat” rules the players maneuver to err on the side of generosity in any case.
should be able to subdue any Daen they confront. Outside they The players will be invited by the Seneschal to parley with
are free to use full melee Offensive Bonus as are the Daen. the Daen. Iawain and the clan fearing the worst will be overjoyed
Some Combination of Both or a distraction: by the results and offer the players a small gift for their part in
securing them a home at last.
This is the most innovative approach and thus should be
awarded the most Idea and Miscellaneous Experience Points. An
example may be to reset the trap location, trap and disable the 3.11 There And Back Again
Daen scouts and then influence and persuade the clan leader of
the real situation. Any scenario that is innovative, creative, or The successful conclusion with a peaceful settlement will be
uses some sort of technique that could not be documented here hailed by all town members. The players will be toasted at the
would fall in this category. The players intentions should be Inn that very evening and offered free room and board for a few
clear to distract, disarm, and rescue without resorting to some nights to heal whatever wounds if any were sustained.
horrible tactic such as taking women and children as counter The Daen will present the players with fine woolen cloaks.
hostages. Helvorn would not support such tactics. The cloaks are a dark green in hue and very weather resistant.
Outcomes: The tight knit seems to repel water (rain) and keep out drafts.
They are not magical in anyway but due to superior weaving add
In any instance should the players falter due to a series of
+10 to all hiding maneuvers, and are 25% lighter in terms of
unlucky rolls, Helvorn will enter the battles to perfect the
encumbrance. Further they are above average for warmth
mission acting as a sort of Guardian as per the MERP Rules. He
adding +5 to Cold RR, and would fetch double the price of a
will not in this instance offer to double the reward; but he was
fine cloak in markets as near as Fornost.
always prepared to intervene using the players as they
distraction. With Hevlorn’s assistance the mission should be a The players will have opportunities to gather between
“predetermined success” and the Gamemaster could guide several hundred up to a thousand of experience points each from
events this way. hiding, perception, and static maneuvers. If the party solves the
issues peacefully, they should be awarded “Kill” experience for
The players generally confronting no more than 2 Daen at
the entire Daen clan even though bloodshed was successfully
once should be successful in subduing the scouts and rescuing
avoided. It is suggested that the idea and miscellaneous points
the Seneschal. In all cases the women, children, and elderly will
can be granted at a rate of 2 times, 3 times, or 5 times total
not confront the players from the safety of the smallish huts. The
experience gained depending upon their innovation and ability
Daen chief is steadfastly drunk in the large room furthest north
to affect a peaceful solution.
from the target and will be very unlikely to enter combat or
respond to the attack unless Helvorn does. Their relative power
levels balance one another. Should the player actually encounter
17

4.0 THE LAMP OF THE NOLDOR - The Hillman Army was to circle south of Weather Top and
then occupy the city of Nothros. The Witch-King has scryed
a powerful magic in that city and desires it captured or
This adventure is designed for a mixed party of players either destroyed. However, the type of magic is uncertain other
close to, or having achieved 3rd - 4th level; further a party with than it is Elvish. Brogha Targ Arm sent the small second
some stealth and scouting ability. If the players successfully tribe warriors to complete this task; they totaled barely a
completed the previous adventure the Seneschal of Occum they hundred experienced warriors in all.
should have had the opportunity to advance or significantly
advance towards 3rd level depending upon their degree of - Finally other Rhudaurim were to besiege and destroy Minas
success. At the very minimum the party will be wealthy enough Malloth. In this Dunedain keep exists one of the Witch-
to be well equipped and provisioned. It is suggested that the Kings most potent enemies; holding back the Barrow Wights
Gamemaster read through the adventure including key NPCs in to their tombs during the day and preventing them from
section 6.0 and depending upon the skill of the player raise or terrorizing lands such as Bree. To this task Emergil sent
lower the difficulty consummate with their skills. only 20 of his experienced Estrave Medium Cavalry.
Gamemaster Note

In this particular late summer period, the Witch-King of Angmar


4.1 The Setting: Nothros (1644 T.A)
has launched a series of attacks against Arthedain. While attacks The Weather Hills are eroded smoothed hills forming a spine
occur most each and every year this one is unusual and has caught the in the middle of Eriador between the Twightlight Hills and the
Arthedain unprepared. endless plain. Anorian scholars are uncertain whether they were
Unusually the attack was launched in the long days at summer’s created by the retreat of the glaciers during the fall of
end, where previous mass military adventures occur in the short cold Thangorim, or by the upheavals from the sinking of Beriland.
days of winter to maximize the effectiveness of the Orc and Troll kind. The hills were gifted with a unique blend of mineral content,
Secondly less than half usual the numbers of combatants have ores and resources. These resources were never enough in
appeared and very few War -Trolls among them. While the Arthedain quantity to inflame the imagination of the Dwarves, however,
have easily defeated with the initial onset of Angmirim, the Royal they did capture the imagination of Numenoreans during the
army and Rangers are racing across the countryside seeking the “real second age. Many of the faithful were attracted to these heights
threat” – presuming that this attack was a diversion. Finally, there due to the mineral, and the proximity to Gil-Galad’s kingdom.
was little representation of the Hillmen, or Rhudaurim armies. These
In the Weather Hills one finds salt of edible quality - essential
allies inevitably are commanded to attack and yet they have not
for all life. Potash is another mineral sand and crystalline rock
appeared on any battlefield in any large numbers.
formation in surface veins leading to mines – Potash when
In fact the Witch-King’s resources are stretched thin while he had ground to fine power makes a suburb fertilizer for growing
overestimated the plague effects on the Arthedain. The great plague plants and herbs. Some small deposits of iron ore do exist in the
largely left the Arthedain untouched; his Orc hosts in the Nan farthest north of the chain; not plentiful but of high quality.
Angmar and Rammas Formen are severely culled. The Witch-King has
When Elendil founded the Realms of the Faithful after the
barely field thirty percent of his usual forces. The Orc have died.
fall of Numenor, more Numenoreans settled these northern
Trolls didn’t die of the plague but it confused their simple minds.
downs. Indeed, one of Elendil’s chief fortresses was built upon
Without the threat of his Orc and Troll hosts, King Emergil and
them – Amon Sul with its Palantir. The hill Weathertop was
Brogha Targ Arm have answered the Witch-King’s summons to war
thought to be blessed by Manwe according to the native
in what is best described as a token manner. They sit in the ruins of
Eriadorians. Berethor Mendriyar was a member of Elendil’s
Ningirlas to the east, barely tolerating one another’s company, but
faithful. Berethor and the Mendriyaron were noted Glass-
plotting their own futures and against each other.
smiths in Numenor and brought with them their talents. Their
The aim of this campaign was three-fold: skills were unsurpassed by other men and they fashioned stained
- The Orc host attacked the eastern border lands seeking the glass windows, lamps, and looking glasses of especial beauty.
heights of the Weather Hills as a strategic advantage before Fine glass craftsmanship was an area that the Numenoreans,
attacking Fornost. and later the Dunedain, were noted to be superior in many ways
to anything even Dwarves could create. In fact the Glass craft of
the Mendriyaron was thought to rival the works of the Noldor.
Berethor recognized the quality of the fine crystalline potash
and sands that accumulated in pits and hollows at the basin of the
Weather Hills; especially on the western slopes; perfect sand for
18

Glass-smithing. Rains, wind, and storms that erodes the mineral Following the first northern war between Angmar and
content of these hills blow predominantly from the West (and Arthedain the lamp of the Noldor was protected from
North-west). The erosion of rock and soil settles down slope on destruction. The retreat with the Palantir from Amon Sul passed
the western side into deep pits and surface mines. through Nothros.
Berethor and his kin founded a small keep Nothros and were While the population had already fled west to Occum, the
granted a fief in the southeast of Arthedain; lands adjacent to lamp was only saved at the last minute by the men of the Warden
those of the Uiviril and the Pelenduroni of Fanduin – the ‘three of Weathertop. In fact, its salvation was almost an accident.
families of the south’ as they were often referred to as. Berethor Most Arthedain had forgotten about the heritage and properties
began his small new Glass-smithy in Nothros and created a of the hand-held lamp; but its power served the retreating
crystalline Athelas flower of immense beauty in homage and as Arthedain well. Following the war, the lamp was restored to its
a gift to Elendil. During the third age their skill and fame rightful place and scrolls in Fornost noted its location though
flourished and trade expanded. very few know the lamps worth.
Dwarves of Duneriador and Dwarrowdelf sought out The Mendryaron however fared worse as the years passed
Mendriyaron glass lamps for their dark halls under mountain. immediately following the war. The family had a schism
Men in Tharbad sought it to light their streets. Edain lords between an eldest born matriarch and a younger brother. The
sought these mosaic glass windows for their Castles and Villas. younger brother led a third of the family to establish their trade
in Tharbad around 1410 T.A. as a result of the schism. He hoped
Elendil, in a visit to Nothros, returned the favor by
their closer proximity to Dwarrowdelf would grow their trade
bequeathing an Eldar lamp of Noldor craftsmanship; one gifted
and riches. He had forgotten the importance of proximity to the
to the faithful many centuries past. The Lamp of the Noldor was
sand. The matriarch re-married into the Uiviril family and so the
said to be the very lamp that first shone upon Tuor and his
name Mendryaron faded from the scrolls of Arthedain.
companion Voronwe as they approached the gates of Gondolin.
Its magical light shone forth no matter the environment. It was When the King reorganized the realm in the south – the
raised upon an iron post carved with runes nearest the keep in a Uiviril were accounted the Lords, although a scattered number
fountain in a place of honor. of extended family named Mendriyar still dwelt in Occum and
Fornost. The Meddiyaron and the Uiviril simply merged as it
The lamp was significantly bright; casting it gleam hundreds
were in the aftermath of the war. By 1640 most Dunedain have
of yards for a small hand-held lamp, and it glowed double
ceased to differentiate them.
brightly near servants of the enemy.
The Free City of Nothros continues to thrive despite the
Nothros keep grew into a disjointed city. In fact, city is
fortunes of the Mendryaron. The city and keep sit upon a tallish
hardly the correct term; it became a small Dunedain keep with
plateau in a valley between other rolling hills. The slopes are
an extended but seasonal labor camp created along plateaus and
very steep except where graded for a road and require a Hard (-
mesas near the keep. During the fair summer months, the size
10) Moving Maneuver to climb.
of Nothros City would swell to thousands as migrant workers
set up temporary shelter on any plateau, they could find to The trade and industry in Fornost is still well established.
accommodate them. There they could earn one of the richest Annually thousands of migrant workers flood into the camps at
but safe coin jobs in the north; digging sand out of deep surface Nothros during the spring swelling the population to nearly
sand pits. Then in fall the migrant labor drifts away into harvest 3000. The miners and teamsters toil for 5 coppers per day -
or other jobs. under the lamp - hauling sand from the hills to smithies at
Fornost.
The Mendriyaron quickly outgrew the smithy facilities in
Nothros and in 973 Third Age relocated to Fornost Erain; both As fall approaches the workers trickle away like migratory
for the room in the newly burgeoning city and its culture of the birds to Cardolan and Dunland – looking for home and harvest
Royal court. Sand was dug out and hauled north some 50 miles but the glass of Fornost continues to be made.
to the Norbury of the Kings. This only increased the size of the
migrant summer labor as now teamsters were employed in
addition to diggers.
Eventually the Mendriyaron abandoned Nothros altogether
and the city such as it is, was granted a ‘free charter’ by the
Mendriyaron and Crown. It was independent of direct rule by
the Lord and the Crown so long as peace was maintained and
taxes paid. Given the numbers of temporary laborers during the
summer, peace was considered a relative condition.
19

4.2 Map of Nothros the chieftain is a 4rd level Ranger. Currently they all operate at -
15 in all OB due to the nature of the lamp. The chieftain is
Nothros sits within a vale on the western slopes of the suffering migraines at night from the “dammed lamp” but none
Weather Hills. The old keep of Barad Mendryaron is still used among them recognize the lamp as being the artifact they were
as a town office and administrative center; the lamp post still sent to secure. They have scoured the keep looking for weapons
placed immediately outside the old keep. Within the old walled of great magic only to turn up empty. They don’t understand
section exists the stone buildings built in the early third-age. what great magic they are seeking in the first instance but are
Outside the neglected walls one finds wood constructed log afraid to return home empty handed.
cabins of various sizes, shape and quality. They are constructed
in a haphazard fashion hewn of the logs of nearby trees. The roofs 4. The Walls
however tend to be covered in tin. The Walls of Nothros stand some 20 feet tall on average
being only 4 feet wide of mortared stone. The squared towers
all have a room base and stairs to the second level providing
1. Barad Mendryaron. outlook and missile firing platforms.
Barad Mendryaron is a small-sized keep of Dunedain The rounded towers have only ladders on the exterior to the
architecture similar to Dol Occum. Compared to Dol Occum it second level. All the ladders were destroyed by the militia in the
has a larger tower of 4 levels attached to a Three-floor stone retreat. The gates have been thrown down in this open city. Its
keep. The Tower is the most prominent feature of the small city guards, size and bustle are enough to discourage wolves and
and it stands much higher than all other buildings and the walls. other wandering creatures in addition to the (largely unknown)
warding effects of the lamp.
2. The Fountain and Lamp of the Noldor.
In a large stone basin outside the keep sits a large stone 5. The Sand Pit Inn
fountain connected to a well below; and a tall arborang pole The currently more famous and popular Inn at Nothros is the
especially built to hold the lamp of the Noldor upon it. The pole “ole Sandy”. It is one building with a fenced courtyard and large
is some 20 feet tall without grips to climb and stands about a attached chicken coop but no stables. Aside from being less
third as tall as the keep tower. The lamp shines day and night expensive and outside the walls and therefore militia prevue;
and can be seen for many miles. The Lamp of the Noldor is an Cockfighting games and wagering is a popular pastime at “ole
artifact of ancient magic (perhaps even the very lamp that shone Sandy” among many of the Cardolani migrant laborers. In fact,
upon Tuor as he entered Gondolin for the first time) and is this building hosts some 20 Cardolani Eriadorian Miners that
usable by Player Characters in a very limited manner unless they have their pick axe and shovels as weapons but lacking any
are of noble Arthedrim Birthright. armor. They are the equivalent of 1st Level Scouts given their
occupation.
3. The Looking Glass Inn Should keen eyed observers spend time scouting they will
note that the Hillmen keep a rotating watch of 5 warriors at the
The town’s original Inn associated with Nothros. The Inn has keep gates looking down to the Inn. The Hillmen keep arrow
a stone foundation, wooden walls and slate ceiling being two notched and ready and occasionally fire an arrow into the door
stories. Stables are beside the inn as a separate building and the or roof as subtle warning to those inside. The Miners were too
rear courtyard is fenced to join the buildings. The Looking Glass drunk or asleep to flee earlier; now they keep their defensive
is famous for having a polished mirror in every room (with position inside the Inn worried about having to make a stand
occasional mirrors on the ceiling!). Currently the inn hosts against superior odds.
eighty-eight (88) Rhuaduarim Hillmen warriors including the
chieftain of the second tribe. The Hillmen invaded Nothros in
this latest Angmarim attack. They swooped into Nothros with 6. The Teamsters Guildhall
supplies on pack horse, early in the morning taking the town by The Teamsters Hall is the meeting place for the Teamsters
surprise and driving away the militia and causing most the guild of Nothros. Here a worker would apply for sanction to cart
townsfolk to flee. the sands to Fornost in long and heavy wagons after paying the
Their success in this is surprising as the townsfolk and militia appropriate dues of course. The Teamsters are the best paid of
outnumbered this small force substantially; however, the all the migrant workers in Nothros and the Guildhall reflects it
rumors of war and terror of uncertainty made most of these standing being a large Northron type hall heavily fortified and
transient residents flee rather than stand and resist. shuttered.
The Hillmen warriors are all 1st level Scouts all armored in Twenty-five dwarves of Numeriador are “holed up”
soft leather and bearing the tattoos and trapping of the 2nd tribe; defensively in the great hall lacking weapons. Being Dwarves
20

they are well armored in fine studded leather but only a couple 7. Sandpits
of the clan leaders retained their axes.
There are three open sand pits where the day-to-day mining
The 25 are all 2nd level Scouts but their 2 clan leaders are 3rd occurs within near proximity to town; there are some other pits
level Warriors. The dwarves tried to rally people to fight but within a couple of miles north and south. Sandstone is chipped
retreated in good order to the guildhall for safety when they saw into fine “sand-potash crystal” powder using pickaxes and then
the mass desertion. Should keen eyed observers spend time shoveled into large gunny sacks and then laden onto wagons for
scouting they will note the Hillmen have overturned two large the journey to Fornost.
wagons to block the gate passage near the hall and maintain a
In each pit area a careful (Medium +0) search would discover
watch of 5 scouts that occasionally harry the building by
1 – 10 (1D10 random) picks and shovels that could be used as
throwing large rocks onto the roof from the tower beside.
weapons. Additionally, 1-6 (1D6 random) stout leather aprons
This has little or no effect but the Hillmen are simply content often used by pit bosses and 1-100 (2D10 random) gunny burlap
to harry the dwarves into staying locked up being uninterested sacks. If some intuitive soul took the time to ponder it, the
in allowing them to escape or attack. aprons and sacks tied by rope as greaves would offer about the
same protection as rigid leather armor.
21

4.3 The Prologue refer to her as thick boned, she is fit, muscular and she is
extremely attractive to look upon.
The adventurers resting and recuperating in Occum have
been sent a friendly and warm summons to attend Dol Occum Pelewen having spoken with Helvorn will entreat the heroic
this very evening. The summons will arrive past the noon hour players to save the Lamp for the sake of the growing darkness on
and personally delivered by Helvorn Eldenaryaron. He will be the Barrow Downs.
pleased to offer them wine and refreshments and will introduce “Dark Spirits are growing in ancient Barrow Downs of the Edain
them to a very important guest. Players should be given a Light west of Minas Malloth.
(+10) perception role to note that Helvorn is both excited and
embarrassed by the prospects of the meeting in the early Such a small force would not normally trouble our sturdy little
evening. fortress being small and ineffectual. However, at night they are stronger
in powers with a cold spirit. It is all my Brother and I can do to hold off
The meeting will occur at Dol Occum where Helvorn will this new curse and ensure our household peoples remain safe. The
introduce the players to “milady Pelewen” of Minas Malloth; the malevolent spirit seems to hate us so. At my brother’s suggestion I
sister of the Hiri of Tyrn Hodhath. These high Dunedain nobles travelled to Bree to seek the aid of Menaldur and the Royal Army there.
are very familiar with one another often casting slight warm While they patrol the lands north and north east of Minas Malloth and
glances to one another and more subtly holding hands. prevent further attacks upon us; they are too few to do more and at the
same time ensure Bree is safe from the onslaught most likely to come.
I then recalled old lore of my youth about a lamp of Elendil the Tall
in the city of Nothros; so I journeyed to Dol Occum to enlist the aid of
Helvorn and all those able bodies he could spare. I knew that Helvorn
would not deny me in this.
This lamp of the kings will aid us against the spirits - force them
back to their cold barrows. Any army of men should not trouble us once
these wights are banished. I have little or no time to wait and I must
leave anon now before the sun rises. My brother is preparing for worst
and we cannot await the Royal Knights. The loan of this lamp will
surely be graced to me as I will return it to the King when all is safe.
I have little time and I must accomplish this soon. Will you help us
in this matter?”

4.4 The Journey East to Nothros


Helvorn will arrange a horse for each of the players on loan
from the Magistrate of Dol Occum. Additionally, he will
provision the entire party with trail rations and such goods as a
party would need to camp in the wild for a night or two.
The ride to Nothros is approximately a two-day slow ride
across open rolling plains of scrub grasses and scrubs. However,
as the party is making a fast ride this would cut the time down
to about a day and a half allowing that the approach to the city
would be slower and more cautious.

Illustration: MuYoung Kim

The Gamemaster should role for the players another Easy


(+10) perception role that would allow the players to note that
despite their restraint they are obviously in love with one
another. Pelewen is 6’9” – tall and black haired for a pure blood
Dunedain. Her eyes are grey and though some cultures would
22

Helvorn will caution the players to ride quickly till the foot
hills keeping an eye out for roving bands; but not to ride blindly
Gamemaster Note
into the town. They are to :
I. Scout about the town discover the circumstance of the
For a Fast Ride through open country we note from Table ST-9 militia and other townsfolk.
in MERP rules the players should make a Light (+10) Moving II. Determine if any plan can be formulated to liberate a “lamp
Maneuver role each 4 hours ; any resultant less than 100 delaying on a tall light post” by force of arms or stealth.
the party from reaching Nothros within 2 days at night time. This III. Helvorn and Pelewen should be able to rejoin the players
will cause Helvorn some discomfort but no recriminations. within 3 days and he will discover their whereabouts to be
Pelewen and Helvorn will speak very little of the lamp or the appraised of the situation. He will also relate the need for
quest in general unless specifically asked. Pelewen in singly focused speed and that the players should act quickly but without
on getting the lamp and Helvorn is more singly focused on Pelewen undue caution.
in a protective manner. In fact, Helvorn knows only the barest of IV. Pelewen will finally speak and relate that this Lamp is of
details himself. great power but only in the hands of few people. She does
not think the lamp is a weapon that can be used (by the
The party including Helvorn and Pelewen should normally roll players) to thwart an army or an attack but indeed goodly
for encounters on their journey. Refer to section 6.0 below for the people defending themselves near it will be encouraged in
appropriate encounter table. spirit while evil will be confused and aimless.
However, as the encounter with refuges is scripted to remove the
“guardian” non-player characters and resultant encounter will be
minor in nature. Helvorn and Pelewen will insistent on avoidance of
any encounters if possible as they wish to speedily pursue their own 4.5 Scouting Nothros
mission. Only for roving patrols of the Royal Army will they stop. The players will face a couple of challenges in scouting the
Further the Gamemaster should remember to award travel city of Nothros.
experience for this journey. Normally travel in civilized lands is Firstly, they will need to find a hidden and strongly
reduced by 50% ; however given the ongoing war and the defendable campsite for their horses. Exploration beyond the
circumstances it is suggested this travel be treated as ‘moderately map’s borders will confirm that the sand pits either south east
dangerous lands’ and the travel experience be awarded fully or 2 X or due north of the city would be a good choice. The pits will
the distance travelled. muffle the sounds of the horses and one or two players alone
would be able to easily defend them. For any location chosen on
During the first night while setting a good defensible camp the map, the Hillmen should be given cumulative 1% cumulative
some 36 miles east of Occum the party will encounter a group chance per hour to overhear the horses and send out an
of refuges from Nothros composed almost entirely of women, exploration party of 8.
children led by a few elderly men with no weapons. Pelewen
and Helvorn will immediately fall into an animated discussion: Secondly the players will have to sneak into the surrounding
hills to look into Nothros to observe what is happening. A smart
party with foresight will actually attempt to spy down/across
 Pelewen would temporarily abandon her personal quest to the city from a few different vantage points to ensure they
escort the refuges to Occum, or Bree and safety. understand the whole of what is going on.
 Helvorn insists in accompanying her. The players should be asked to make 1-4 Light (+10) moving
 Pelewen assures Helvorn she can manage this alone being maneuvers to find a (a series) of vantage points where they can
“not without my own talents to protect myself and these discover the entire picture. Each four-hours period spent
people”. scouting the city will yield different clues; however, the total
 Helvorn will insist indicating the potential for roving information is only available if the players opt to scout from a
Angmarim armies. minimum of at least 2 vantage points primarily the south
 They will compromise and Helvorn will relent and finally west and north east.
ask if the players will move on towards the mission in
Nothros so long as he can accompany Pelewen and the
refuges.
23

Time Difficulty Result 4.6 Securing a Lamp by Force or Stealth


First 4 Light +10 The Hillmen are keeping the There are too many permutations of potential actions by the
hours South large Guildhall bottled up ; there players. The key result would be that the players should be
West must be a threat to them in that rewarded richly for attempting to liberate the town or lamp in
building their own right as opposed to awaiting Helvorn and Pelewen.
If the party chooses to wait despite the Gamemaster guidance
Second 4 Medium Dwarven singing can be the players experience should be heavily penalized.
hours South +0 faintly heard from the
West Giuildhall.
By Force: Arming the Men and Dwarves
By using the cover of late night, camouflage, or magic, the
First 4 Light +10 The Hillmen are keeping the players should be able to sneak to the backside of the Guildhall
hours North “Old Sandy Pit Inn” bottled up; and Inn to contact the free peoples to overthrow the Hillmen.
East there must be a threat to them in
that building. The Hillmen stay within the old city proper and would not
worry to see either party flee towards the sandpits. They hardly
expect a counterattack from fleeing peoples knowing how easy
Second 4 Medium Various human men looking the route of the militia was. Further staying a few days under the
Hours North +0 like Eriadorians seem to have at influence of the lamp of the Noldor they are at -10 in even static
East least a bow and arrow as they thinking.
shoot an occasional pot shot at Both the miners and dwarves are willing to liberate
Hillmen up the hill to discourage themselves and the city with a Routine (+30) Influence and
any encroach. The Inn party Interaction roll assuming they get proof that their primary needs
seems to have a rotating watch. of arms or armor is available. Without the basics the influence
roll is Medium (+0).

3rd Four Sandpits seem to have useful A party of 25 armored Dwarves hastily armed with picks and
Easy +20
shovels attacking from the west; combined with a party of 20
hour period items such as picks, shovels,
leather aprons and burlap sacks armed men hastily armored with aprons and burlap from the
any
east; will with the players support overwhelm the 88 Hillmen
that could be makeshift weapons
easily.
At any given time only 40 of the Hillmen scouts will be
4th Four Medium There appears to be active; the rest searching in groups of 2-4 for magic treasure in
hour period somewhere between 70 to 90 all the building in town. Further others will be a sleep and a few
Hillmen based on rotations and will be tending the pack horses. They lack the tactics to retreat
counting those milling about the and attack on mass. They will attack in small clusters of men
town lands demonstrating their bravery; and their confusion under the
influences of the lamp.
The Gamemaster can roll 1D4+2 to randomly determine
5th Four Hard (-10) There is at least 20 men in
how many Hillmen attack each group. There would we up to 8
hour period the old Sandy Inn
waves. After each two Hillmen fall in battle from a particular
group the Gamemaster should roll for a morale check at -15.
Generally, the Hillmen will drop weapons and flee to the
6th Four Hard (-10) There is at least 20 dwarves
packhorses with a few losses.
hour period in the Teamsters Guildhall
Once the collapse of city defense begins all other Hillmen
scouts roll for morale at -50. Only the Ranger captain/Chieftain
of the second tribe will fight to the death. It is suggested that this
confrontation be a Player Party specific one allowing for arms or
diplomacy. The Gamemaster should/could script it so the
confrontation occurs by the lamp or at the entrance to the keep.
24

The Hillman leader has a few magical items of note: permutations which could not be documented individually;
albeit the Gamemaster should not provide the solution.
Item Properties
The Gamemaster is limited to reinforcing the idea that the
A smoothed stone with a The stone; Usable by any
players need to act independently as time is of the essence; and
thong for wearing about Channeling caster casts:
potentially perform checks for discovery if the player blunder.
your neck - carved etched Cloaking - 1 time per day ;
ruins in Aduniak; the runes adds +30 bonus to hide
have been filled with bronze maneuvers against non-animals Outcomes
metal indicating the Bronze as per Animal Mastery
Guard - the Rangers of Dol (Animist Spell list) page 208 Whichever creative method is used the player should be
Cultirith (Dol Coldirith). MERP 2nd Edition. rewarded for innovative solutions and the successful liberation
of the lamp without the direct intervention of Helvorn and
Studded Leather armor +10 DB – 50% less Pelewen in three days’ time. Even if the efforts are at least
also bearing the heraldry encumbrance partially successful the players have made an effort to roleplay
symbols of Dol Cultirith the tactical situation.
(Dol Coldirith).
Players if captured by the Hillmen scouts will be liberated by
A spear with a hanging +10 OB Magical Helvorn and Pelewen in about 3days time when they liberate
totem representative of a Nothros by gathering stranglers of the militia on route, the
Chatmoig. dwarves, and men.

By Stealth: Climb the pole and liberate the lamp


The players may by choose sneaking, camouflage, and magic Gamemaster Note
to simply liberate the lamp under dead of night. This too may
be accomplished with selected favorable roles of the dice. The
climbing of the pole to obtain the lamp is the biggest obstacle – A Player Character or the group of Player Characters may be
at least to do so secretly. There are no handholds to climb and tempted to keep for themselves – or hold hostage the Lamp of the
to be 20 some feet in the air under a lamp is hardly discrete. Noldor for higher Royal Riches or Favors. After all Gandalf found a
They players could shade the lamp but the Hillmen should be sword from Gondolin and used it thereafter.
given 1D20 Easy Perception rolls to note the missing lamp.
Pelewen and Helvorn will critically discourage this. They will
While the lamps power is unobtainable by the players warn the Player very truthfully that such acts would face great
themselves; all opposing roles against the party are still at – 15 disfavor from the Crown of Arthedain and the Eldar themselves. The
due to its inherent holy power verses evil. The player may even ‘true finding’ and rewards are in seeking its rightful home and owner.
flee the city with the lamp however the Hillmen will not pursue Pelewen herself intends to take the Lamp to the Court in Fornost.
them. They hardly recognize this as the magic they seek and in
two or three days will flee Nothros on their own initiative. The Should the players persist in a path to keep, use, or withhold the
dwarves and men will be safe for such a period carefully lamp for any reason the Gamemaster should take pains to design
barricaded. The war and occupation of Nothros will simply consequences to such actions in proportion to the infraction. Only the
become another random event in the long history of Arthedain. King himself – or perhaps Elrond - can rightfully bestow the lamps
ownership to the Players. The Gamemaster can choose in this manner
Any failures in hiding maneuvers would result in a `hue and the impacts upon their campaign setting.
cry` pursuit as outlined in the MERP rules (Second Edition),
section 14.2 page 66-68 and potentially the confrontation with
the Hillman chieftain and his immediate house guard of D6
scouts.

By Other means: Securing the lamp


The players party may be very resourceful using an armed
force in addition to stealth; a method of distraction or sleight of
hand. They may decide to lure smaller groups of Hillmen bit by
bit to prearranged traps and thereby even the odds substantially
handling the effort themselves. There are dozens of
25

4.7 The Lamp of the Noldor Liberated 4.8 There and Back Again
Helvorn and Pelewen will arrive 3 days after their parting The successful completion of the mission should allow the
with the adventuring party. They will be accompanied by about player some significant rewards.
20 of the local Nothros militia they met while escorting the
Firstly, depending upon how many Hillmen were captured
refuges to Bree. Helvorn will quickly set the town to order
or dead; the player can claim rights to a small heard of pack
appointing an honest Sargent in arms as town administrator.
mules / donkeys.
Militia, miners, and dwarves will be dispatched North to
Fornost, west to Occum, and south to Bree to advise the army If the Gamemaster did not track this specifically he/she can
and the peoples of Arthedain. simply award the player 1D6 animals. Helvorn and the sergeant
at arms will even suggest this is their right if the players do not
Once the lamp is in the possession of Pelewen she and
speak up. Secondly they will have a claim against the weapons,
Helvorn will begin arrangements to ride to Occum. While the
armor, and possessions of the Hillmen scouts; the exception
lamp is in a Noble Dunedain Ladies possession it works with its
being what the Hillmen scouts obviously looted from the town.
most basic power; especially as Pelewen is an Animist and cast
Their claim will be in proportion to the assistance they received
spells of the Channeling Realm.
from the miners and dwarves. A share each across all 40 bodies
is likely. The personal possessions of the Ranger/Chieftain
should also fall to the players.
Notes on the Numenorean Artifact
The players will have had the opportunity to perform a series
The Lamp of the Noldor is a powerful artifact of Numenor –
of static (observation), moving, stealth and likely combat
despite / because - of its claim that it was once the possession of
maneuvers. The Players should be awarded “Kill” experience
Gondolin (it is uncertain).
points for defeating the entire Hillman Force - if they are able to
The Lamps Magical Properties are in direct proportion to the do so in a manner that also ensures the survival of the
cultural lineage of the holder / owner. In the Mid Third Age: miscellaneous refuges holed up in the town.
The players should also be rewarded idea and miscellaneous
I. For any “goodly person” - be it Man, Hobbit, Dwarf or Elf point based on their ability to gather 100% of the facts tools and
observations available. In this instance the idea points can be
with the ability to cast Essence Realm spells in the Mid
Third Ag - the lamp acts as a “Lamp of Evil Detection” and rewarded in a scale as opposed to a flat 50% as suggested in the
MERP sourcebooks. This should advance players from 2nd level
glows brighter and brighter nearer the presence of evil. In
close proximity to someone of Evil Nature (i.e. 50 feet) the or further those that advanced in the previous adventure.
Lamp at full brightness casts the 4th Level Spell Confusion Experience should only be scaled back if the player’s party
in a 100ft radius (Open Essence – Spirit Mastery Spell list) avoided taking the initiative and insisted on awaiting the
effectively as an 8th Level Caster. In this manner it acts assistance of Helvorn and Pelewen.
somewhat like the short sword Sting does from Professor
Tolkien’s writings
Additionally…

II. For a pureblooded Dunedain of the faithful – the Lamp acts


as an X 2 PowerPoint Multiplier and allows the possessor
to cast any Level 1 – 5 Spells from “Light Law” once per
day.
Additionally…

III. For a pureblood Dunedain directly descended from the


faithful that followed Elendil to the shores of Middle Earth
it acts as an X 3 PowerPoint Multiplier and allows the
possessor to cast any Level 1 – 10 Spells from Light Law
once per day.
26

5.0 THE DOWNFALL OF MINAS


MALLOTH In this campaign the Witch King thought to reap his first
rewards. One Faer Nibin in the lesser barrows surprised, slayed, and
sacrificed a group of tomb raiders of Cardolan; an all too common
5.1 Prologue an occurrence in these heavy times. This Faer Nibin came to its fullest
This adventure is designed for a mixed party of players powers earlier than all others and has found sufficient power in the
having achieved on average 4th level; further a party with some cover of darkness to attack Minas Malloth; close enough to their
stealth and scouting ability. If the players successfully completed tombs to be possible.
the previous adventure(s) they should have had the opportunity
to advance towards 4th level depending upon their degree of 5.2 The setting: Minas Malloth (1644
success. At the very minimum the party will be wealthy enough
to be well equipped and provisioned. It is suggested that the T.A.)
Gamemaster read through the adventure including key NPCs in Minas Malloth is construction of the Dunedain of the north.
section 6.0 and depending upon the skill of the player raise or In this period, it is a formidable structure but it is not at enduring
lower the difficulty consummate with their skills. as other Numenoerian constructs are. The main keep donjon
Gamemaster Note was built in the early 3rd age. The curtain walls were added at a
later date with subsidiaries from the crown of Cardolan. In the
petty wars between the crowns of the Northern Kingdoms,
In 1636/7, the Witch King of Angmar sent a number of evil Minas Malloth occupied a strategic sight at the border of
spirits or lesser wraiths under his powers into the holy Barrows of Arthedain near Bree influencing events of both Kingdoms and
Tyrn Hodhath. His aim to create another enemy of the Northern interests in trade.
Dunedain; another ‘company of fear’ that would defeat the The location was never sufficiently well-resourced to sustain
Kingdoms of Arnor. Whatever the source of these evil spirits they a large population. The population of the region owed fealty to
would not become the tool he had hoped; they never appeared as an the Hir but most the people dwelt afar in Andrast and other
army of darkness at the fall of Arthedain in T.A. 1974 but they towns and villages, albeit the village of Gamuthil at the nearby
would be formidable enemies of the Rangers of the North for many road junction could be deemed a goodly sized town in its
centuries. heydays before the northern war(s). Only the lord’s immediate
The spirits varied in power and kind stemming from the power family and household retainers dealt at Minas Malloth. Above all
and kind in their lives. The greater were Faeryn and tended to the mannish populations preferred and dwelt in nearby Breeland
inhabit the tombs of the Kings of Dunedain lineage. The lesser spirits as generations of men had been want to do. Minas Malloth could
were Faerig and lastly the Faer Nibin. Generally, to men, it seemed and would never overcome this disadvantage.
all were powerful especially in their tombs and some could be
powerful even outside their tomb upon the downs; but the power of
daylight dispelled their fear and confusion. Further the Rangers of 1. The Keep
the fallen kingdoms would battle them for many centuries confining The keep built circa 429 T.A. While the keep was sacked in
them to the area of the downs and so protecting the innocent peoples the war of 1409 it was not destroyed. The main host of the
of the north. Angmarim under Rogog bypassed Minas Malloth for the king’s
army further south and only a small company looted the
The arrival of these spirits caused little notice in the first years abandoned keep.
as they needed time to gather power. The Faeron and kin sought not
only the magic power inherent in the deceased of the tombs; they
preyed upon the living foolish enough to be surprised or trapped. The 2. The Curtain Walls
life force of all creatures’ large and small, animal and man, Ovlar The walls stand some 12 feet tall 5 feet thick with wooden
and Kevlar, would feed their powers. Prior to 1645 the Faeron and ramparts reached by ladders; they look imposing but in fact are
kind were more rumor than reality and only a sensitive few with the not. Built by subsidiaries of King Tarcil of Cardolan circa 980
power of foresight and magical grace began to sense the growing T.A. there was insufficient will and resources to import better
threat. The Hiri of Tyrn Gothad (Hodhath) is one such person. granite from afar. The stone work draws on stone from the
Pelendur, Hir Tyrn Hodhath realized the growing threat of these nearby hills and has entirely too much sand content to be more
Faeron and gathered a group of healers to exorcise the undead in T.A than a deterrent to a moderately equipped army. In fact, the
1639. While this could have changed the history of the area and small Estrave Cavalry supported by Forak’s sappers has reduced
perhaps generations to come, Broga Tarm Arm launched a raid into the wall to rubble in key sections already with little more than
Andrast where they gathered and slew this last hope of the goodly log battering rams.
people.
27

3. Hir Stables and Gardins Bar-I-Dindol was built by the first Numenorean settlers in
Pelendir and his sister Pelewen maintain a small stable of the 2nd age. This tower has become a hereditary possession of
horses and healing herb garden. Multiple doses of a number of the Hiri’s Steward in Tyrn Hodhath. The Steward and a few
rare herbs such as Arfandis and Kingsfoil can be found here. Roquen retreated to the tower as the siege was initiated. They
They are valuable in of themselves. were overpowered by the forces of the siege and are now
deceased. Currently 10 Hillmen mercenaries shelter in this
looted tower. They are unaware of the treasury of the steward
4. Homes of the retainers and the underground passage that connects to a cave and the
In these out-building lives most the retainers of the Hir. concealed goat path just below Minas Malloth some two miles
Gardeners, grooms, maids, and farmers. The people have away. They are largely injured and drunk. Refer to section 6.0.
retreated to the keep proper in the face of the siege. While most
the Hir’s subjects live a mile or so away in Gamethil those most
loyal to the Hir live at hand including…

5. Bar-I-Dindol
Bar-I-Dindol is outlined in the Iron Crown Enterprise
module Bree and the Barrow Downs (all trademarks and
intellectual property rights apply).
Bar-I-Dindol about 2-3 miles north along a concealed goat
path stands as a sentry tower and fortified dwelling in its own
right.

Minas Malloth, circa 1600 T.A.


28

Siege troops

Siege troops
Siege troops

Minas Malloth during the Siege


29

Illustration: Tulikoura

5.3 The Prologue march; and still have many troops scouting the environs east of
the ancient fortress which they need to gather.
The Players resting and recuperating in Occum from their
In fact, the enemy force assigned to besiege Minas Malloth
most recent adventure are summoned to Dol Occum urgently
marched further south of Weathertop leaving behind only a
for a meeting with Helvorn and Pelewen of Minas Malloth.
small garrison to protect some supply lines. Three units or
Pelewen having just returned from Fornost – with the Lamp forces were specifically assigned to attack Minas Malloth and
of the Noldor in her (at least temporary) custody - has received support the first Faer Nibin (Minor Wight) that has gathered
word that Minas Malloth itself is under attack through the Royal sufficient power to leave the Barrow Downs proper.
Seers. The full details are unknown. Forces of Angmar and
Rhudaur have laid siege to Pelewen’s ancestral home; the keep
is in imminent danger. These Forces are:
The Dagorwaith Aran Na Bree (Royal Forces at Bree) has I. A sub force of the Forak-Eiginn or Forak’s Orcish Sappers.
been ‘wrong footed’. This force marched towards Weathertop There is 1 leader, 2 Engineers with 2 light Ballistae 6
expecting an enemy force emerging there. Although messages Sappers and 20 Half Orc Warriors all with Brittle Morale.
have been sent, they are (1D4) days away even via a forced Their leader Forak suspected this contract was a trap laid
for him and withheld the majority of his forces.
30

II. A Warrior tribe of Dol Culdirith consisting of 40 warriors undefended, unoccupied, or otherwise available it will make a
with medium morale. fine staging point to scout the area and plan the relief efforts.
III. An Estrave Light Cavalry consisting of 20 warriors on light
The ride will start at the very crack of dawn; 4:00am and
mounts from Cameth Brin lead by a Dark Animist with
will be a fast ride through ‘safe and open roads’ with nominal
strong morale.
encounters. As per Chart ST9 – Strategic Movement Rate
The specific characteristics of the forces are outlined in (MERP 2nd edition rules page 66) this war party can achieve
Section 6.0. 25 - 18 miles every 4 hours (roads to Bree and then Open
Country to the edges of the forest near Bar-I-Dindol). The total
Pelewen and her very close friend Helvorn in support are
distance is ~ 60 miles and the Player Party should arrive prior to Noon
eager to relive the small forces at Minas Malloth even if the
assuming no obstacles occur.
Royal Army in Bree is unavailable. At the very minimum she
desires to scout the size of the force and send further messages The Party of Pelewen, Helvorn and the Players should still
to the Royal Army Garrison of Bree which will hopefully relive complete Movement and Maneuver rolls each 4 hours however
the siege in time. Pelewen herself is eager to actually enter the any encounter rolls should be -30 on the Gamemasters part
keep and ensure her brother Pelendur – Baron of Tyrn Hodhath yielding at most a ‘sighting’ of local people on the move due to
– is alive and withstanding the siege. the unanticipated nature of this late summer military action.
Generally, this will be refugees fleeing rumored armies, and
Further with possession of the Lamp of the Noldor and her
very harassed and breathless Military Messangers.
own skills she feels certain that a small party can rescue the
situation with planning, and luck (although Pelewen being an
Animist cannot use the Lamp for more than its basic ability).
5.5 Bar-I-Dindol
Bar-I-Dindol is outlined in the Iron Crown Enterprise
5.4 Journey to Minas Malloth / Bar-I-Dindol module Bree and the Barrow Downs (all trademarks and
intellectual property rights apply).
Gamemaster Note
At this time in history the tower served as the hereditary
This adventure is scripted with the active participation of tower of the Steward of Tyrn Hodhath. The Steward and a small
“Guardian Non-Player Characters” – namely Pelewen and Helvorn. retinue defended the tower at the first onslaught but were all
slain at the initial moments of the siege. The tower is currently
Both Guardian NPCs are in all probability more powerful than
occupied by 10 injured 3rd level fighters all casualties from
the Players and formidable in their own right. They are specifically
various actions throughout the siege. All fight with -20 to die
scripted for actions in the final scenes of the adventure.
rolls and -10 to Defensive Bonus due to injuries of various sorts.
The Gamemaster must take care not to overuse the Guardian In their over confidence they have posted no guards and simply
NPCs and as such force the players to make meaningful decisions / mull about the lower halls resting and recuperating. They have
take actions in their own right and within their own power. largely been abandoned neglected here by their own troops and
leaders. Their morale is brittle and with 30% casualties the
Experience rewards should be significantly reduced if players
remainder will surrender. Ranger Tracking static maneuvers
overly rely upon the Guardian NPCs for resolution of the adventure
(Normal) or Perception checks from a scouting vantage
(Normal) will determine most if not all of the above
Helvorn will arrange sufficient light mounts for himself information.
Pelewen and the party to ride from Occum to Minas Malloth.
Capturing the tower with a minimal amount of commotion
These are available and borrowed from the local forces and
is the key objective for the Players and less so their Guardians –
certain townsfolk in the region. If Players successfully
Pelewen and Havlorn. From a secure base only a couple miles
completed the last adventure, they may be owners of their own
away and the Tower look out the entire enemy encampment can
mounts.
be assessed.
Helvorn will additionally arrange 2 mounts to carry supplies;
The Player Characters should be encouraged into subduing
specifically 20 days of rations and a number of bandages, a
the tower in their own right. Helvorn will seek to cause
couple of tourniquets, some torches, and cross bow bolts /
distractions in the siege camps by stating minor brush fires;
arrows. Helvorn is an experienced Ranger and plans for all
Pelewen will accompany Helvorn and/or stay with the Mounts.
contingencies. He will equally ask the player characters for
supply suggestions which should be awarded with some Idea
Experience Points. Pelewen will suggest they make for Bar-I-
Dindol; the steward of Tyrn Hodhath’s tower. If the tower is
31

The entire Tower has been looted by the Army camped just
south surrounding Minas Malloth. Even plates, cutlery, food
stuffs, and furnishings now reside in the siege camps.
The lowest level “Well Hall” (#16) can be accessed through
the well draw pit on the third level KITCHENS (#4) by
climbing down a rope to the lowest level – a Hard Moving
Maneuver in Armor but Light or Routine in plain clothes. The
secret passage (Door #J which is Routine to detect – then 17 –
18 – K) leads through the dungeons to the sheltered goat trail
that connects to Minas Malloth just east of the keep proper. At
this time there are no traps or treasure hidden in these passages.
When (if) Bar-I-Dindol is secured by the player party,
Helvorn will make efforts to secure and safeguard the horses and
especially the additional supplies and rations carried by the pack
horses. The horses will be tethered in an Elven forest glade
approximately 1 mile North East of the secret exit from the
tower, and the supplies buried closer at hand. In this Helvorn is
planning for the future.
Players that express ideas or concerns in this regard should
be significantly rewarded with Idea or Miscellaneous Experience
points at adventures end.
32

5.6 The Siege Camps 5.7 Entry to Minas Malloth


Whether Bar-I-Dindol is secured or not the Players and the There are dozens of iterations on how the Players can
Guardian NPCs will have the opportunity to scout the besieging attempt to enter the Keep and so relieve the forces besieged; too
armies in front of Minas Malloth from any number of vantage many to draw out in this document. The salient points that the
points and things to not look good. Gamemaster is likely to note and potentially draw out for the
players from their observations and actions is that:
The curtain walls of the keep are largely overcome and
crumbled. Many if not all of the household residences are  The attempt must occur no later than the very night the
breached and even burnt to the ground. It clearly appears that party has arrived to secure Bar-I-Dindol or some other
only the keep itself remains steadfast and there is evidence of scouting location.
some attempts to breach the iron reinforced doors of the keep  There is a screened goat trail leading from Bar-I-Dindol that
proper. Some frontal walls of the Keep also demonstrate will keep the party out of sight for the majority of the
degradation near windows. The Keep may have a few hours – not attempt and add +30 to all Moving and Maneuver and
a few days to hold out. The Gamemaster should carefully Stealth rolls up to the very last stage of the endeavor.
determine the time of day the Players and NPCs arrive and  That there is a probable window of time at late dusk before
secure their scouting positions because relief must come full night when the switch over between Orcish and Human
immediately. activity will assist their attempts.
Observations will have to occur over some unspecified  Helvorn as a higher-level Ranger is able to Cast MERP spell
period of time and the Player Character should be involved in Hues (+50 to hiding for 5 minutes – Natures Guises –
actively planning an attempt to relieve the keep proper. During Ranger Spell Lists) upon up to 4 total characters. Pelewen
the day there is no evidence of a Lesser Barrow Wight. being an Animist can also contribute in some small ways
from casting spells from the Calm Spirits Spell List in need.
There are three main encampments scattered to the north of The Players themselves may have access to useful spells in
the keep proper: this regard.
I. To the East and somewhat north is Forak’s army of  The Lamp of the Noldor in Pelewen’s possession should
Orcish sappers. This group is most sedentary during secure success in any close confrontation.
the day with low activity. From late dusk till sunrise the
camp is active; Orcs preferring night activity. During When the Players Party arrives at the keep proper they will
daylight the Orcs suffer a -20 to Perception rolls to find that the keep has been breached by way of a secret door on
detect infiltration in or near their camp however at the main level and into the main hall – through the back of the
Night gain a +10 modification. keep proper. This was Pelewen’s planned secret relief route.
II. To the direct North are the Hillman Tribes forces. This
group is most sedentary during the night with low
activity. From late morning till early dusk the camp is
most active. In just the opposite manner the Hillmen 5.8 Fall of Minas Malloth / Death of
Rangers suffer -20 to Perception’s roles during the Tyrn Hodhath
Night but gain a +10 modification during the day.
III. To the West and somewhat North is the Cameth Brin Gamemaster Note
Cavalry. The smallest of the groups however
potentially the most lethal. Although a small unit of For this Adventure this plot important confrontation or battle
Cavalry they are 50% active at all times. Their primary is scripted - intended with predetermined outcomes.
mission over and above the sack of Minas Malloth is to The plot to conclude the campaign was intended to weave
screen the forces. There is constant coming and going together closure on a number of personalities, locations, and events
through this camp and lookouts posted. 10 riders at any within the Mid Third Age of the environs near Bree; and to add a
given time are on roads west towards Gamuthil and bit of Player Influenced “Lore and History” to Middle Earth
north scouting for the likely attack of Royal Forces consistent with the publication by Iron Crown Enterprises – or at
from Bree. Additionally, the single most potent enemy least not directly contradict the same.
lies within this troop; he is a 6th Level Dark Animist
from Angmar; his mission is to shepard and direct the The Gamemaster may feel this does not suit their interpretation
Faer Nibin. The Cavalry Camp gains +10 rolls to of Middle Earth nor their Campaign and of course are free to alter
Perception day or night for any infiltration through the / amend / adapt any facets of this adventure as they see fit.
camp or nearby due to this Animist.
33

Minas Malloth Interior

The Player’s Party and key NPCs should arrive at the very the Lamp of the Noldor, Pelewen and Helvorn’s assistance, and
final moments of confrontation between Pelendur the Hiri of the relative party sizes the Players should overcome the Animist
Tyrn Hodhath, the Faer Nibin, and the Evil Animist of Angmar. and men at arms with relative ease but not perhaps without
injury. This particular aspect of Combat is not scripted and
Pelendur’s household did successfully retreat to the keep but
would in effect happen simultaneously with the death of
there are only 25 scared souls remaining. Most are women,
Pelendur.
children and old men. Only three (3) Roquen (Knights) of his
household survive and only one is completely uninjured. Among Pelewen will comfort her twin brother in his final moments
the children there are three (3) teenagers who were pressed into drawing his last breaths; and take his remains and possessions to
desperate Military action and have been using Bows and Cross his rooms to be honored until a proper burial / internment will
Bows from upper levels to harry any siege attempts. be arranged. She will gift all of Pelendur’s weapons to Helvorn.
The Faer Nibin (Lesser Barrow Wight) is a high-level
opponent and in all probability above the capability of the Player
Characters. This Barrow Wight is anchored to a nearby tomb 5.9 Surviving the Siege
within the Barrow Downs and must return there well before the
dawn; however, it achieved its fullest power early in its creation The intrepid Party has unfinished business and is not yet
(compared to its peers) by destroying the life force of an overly through their adventures. Outside the keep proper remains a
confident party of tomb raiders; one of the Tomb raiders small but potentially overwhelming small Army. Further the
unknowingly possessed a gem from an evil artifact which greatly Gamemaster has determined earlier that the Royal Army of Bree
enhanced this Faer Nibin’s abilities. The gem resides in this is (1D4 minus 1 day – refer above) day away from relieving
lesser barrow to date. The Wight is accompanied by the the siege of Minas Malloth. The 25 residents are largely
Angmarim Animist and 6 warriors (3 Cavalry Officers – 3 noncombatants, barely adequate as combatants, or injured.
Hillmen). Further the keep has inadequate food supplies for more than 1
day, limited ammunition, and no medical supplies whatsoever
Refer to Section 6.0 for NPC and Master Beasts Statistics. albeit Pelewen is a powerful Animist that can indeed assist in this
Pelendur will slay and utterly destroy the Faer Nibin with his regard.
Magical Broadsword “Of Slaying Undead” but will succumb to The Players and Guardian NPCs will be tasked with securing
his own wounds at the same time. This will leave the Player the keep and safekeeping the remaining household retainers. All
Party to deal with the Evil Animist and his small force and thus hands on deck can be enlisted in this regard but certain key
secure the Keep in safety one more time. Given the influence of obvious activities should occur. Once again this presents the
34

Player Characters an ample opportunity to participate in the 5.10 There and Back Again
design of a defensive plan and earn valuable Idea and
Miscellaneous Experience Points. The Gamemaster should take The successful completion of the mission should allow the
especial care not to overplay the impact of Pelewen and Helvorn player some significant opportunities for experience if they
leaving open the opportunity for the Players. Conversely the demonstrate initiative; the material rewards are less as the army
Players that rely too much upon the NPCs for guidance without will retreat with any loot worth keeping other than the
initiative could be penalized in total experience rewards. possessions from the main confrontation.
Many options are available to the players however the Of Notes the Gamemaster can share with the Players – their lasting
Gamemaster should at least note the following tactics as Lore impact:
insightful and deserving of Experience:
I. Shoring up the Main Keep doors with heavy furniture and The Hiri of Tyrn Hothhad is fallen never to be heard of again
household items to withstand another attack. except as the Lore in the North. Minas Malloth will within
II. Shoring up any Iron Barred Windows or week spots months be razed by Arthedainrim engineers to its very sub-
likewise. foundations never to be reoccupied until perhaps the 4th age.
III. Establishing civilian ‘spotting and observations’ around the Bar-I-Dindol will survive being a stronger older Numenorean
clock from 2nd floor / 3 floor Tower positions. The Players construction and is intended as an outpost of the Royal Forces of
should want to ensure the continuous monitoring of the Bree; though from time to time also becomes a haven of
forces outside, the safety of the observers, and the safety of brigands. In later years of the third age the Rangers of the North
all the remaining inhabitants. will use it as a supply cache and secure location.
IV. Mounting an expedition through stealth or force of arms to
retrieve the supplies brought from Occum on the pack On Yáviérë (Fall Equinox Day) Pelewen na Tyrn Hothhad
horses. will wed Helvorn Eldenaryaron – both the last scions of their
honored Dunedain lineages; they will ascend Bree Hill to the
very peek and exchange their nuptial vows. Thereafter a small
There is a 30% chance each ‘night period’ that Forak’s feast will be held at the Kings Rest Inn in Bree attended by a
Sappers will attempt a single siege upon the Main Keep Doors small party including a Royal Patron and a few others of high
and a 20% chance each ‘day period’ that the Hillmen Tribe will noble birth. While the names Tyrn Hothhad and Eldenaryaron
attempt the same with battering logs cut down from nearby will fade into obscurity during the Third Age, the heirs of this
trees. The Gamemaster should check for each period via Union will become important Rangers of the North. These heirs
percentile rolls. Both forces have brittle morale and will will be chiefly occupied with the containment of the evil in the
abandon any attempt once they take a handful of casualties. Barrow Downs and will use the Lamp of the Noldor to further
success having been granted the Lamp ownership permanently
by the heirs of Isildur. Their very heirs will eventually represent
The Players and NPCs with adequate preparations should be three members of the thirty in the Grey Company at the War of
able to withstand these attempts, however once again perhaps the Ring.
not without some risk of injury. The besieging army will flee in Player Characters of ‘honorable reputation’ who have completed this
many hours in advance of the arrival of the Royal Troops from campaign will be invited to this feast so long as they maintain some
Bree forewarned by the Cavalry from Cameth Brin. contact in their continuing adventures; and so will have opportunity to
earn more experience and profile.
“Onen i-Estel Edain”
35

6.0 TABLES

Master NPC Table


Name Lvl Hits AT DB* Sh Gr Melee OB Missile OB MovM Notes
The Seneschal Of Occum
Helvorn Eldenaryaron 8 142 Ch 70 Y A/L 108 Bs 96 Cp 25 Dunedain Ranger

Iawain ap McLebh 3 39 No 20 N N 66 Ssw 43 sb 10 Daen Bard


Daen clan leader of an impoverished and destitute clan seeking a home.

Merembeleg One Arm 4 20 No 10 N N 40Bs 18 sb 5 Eriadorian Civilian


Theyn of Occum

The Lamp of the Noldor


Pelewen 11 132 No/I 20 N N 94qs 25sl 35 Dunedan Animist/Seer
Sister of the Baron of Tyrn Hodhath

The Fall of Minas Malloth


Pelendur 15 114 Pl/18 60 Y+5 A/L 128bs 112lb 10 Dunadan Warrior
Hir Tyrn Gorthad. Sword slays Undead.

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


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

Master Military Chart


Refer to ICE MERP Arnor: The People Master military tables (pp. 195 to 210)

Master Beast Table


Name Lvl Size Speed Hits At Db 1st/2nd/3rd Attacks Notes
The Fall of Minas Malloth
Faer Nibin 15 M/La‡ SL/VF 165 No/1 75 100We/90LBa/special Barrow-Wight
Undead. Stun results do not affect him
‡ : Stun results and hits/rnd do not affect him
Special : repeat one of the two first attacks.

Only the beasts specifically cited in these adventures are covered. Refer to ICE publications for those covered in the Random
Encounter tables. ICE/Rolemaster provides a glossary of attacks: 55Scl is +55 Small Claw for example.
36

Random Encounter Tables


Occum Bree and Northros and the Tyrn Hothad/Gorthad and
Roll
Civilized Roads Weather Hills near Barrow Downs
Chance (%) 5% 10% 20%
Distance (miles) 7 7 4
Time (hours) 3 3 2
General Traps 01 – 02 01 – 02 01 – 02
Natural Hazards 03 – 04 03 - 04 03 – 04
Severe Weather 05 – 15 05 – 15 05 - 15
Sites & Things 16 – 20 16 - 20 16 – 20
Wolves 21 – 30 21 - 25 21 – 25
Wargs 31 – 33 26 26 – 33
Bears 34 – 35 27 - 30 34 – 35
Ninfiara/Wild Auroch 36 31 – 35 36
Boars 37 36 – 40 37 – 39
Goral Pronghorns 38 – 49 41 - 43 40 – 49
Sheep w/Sheep dogs 50 44 – 50 50
Birds 51 – 55 51 – 60 51 – 57
Common Folk 56 – 70 61 – 75 58
Clansmen 71 – 74 76 59 - 60
Rivermen 75- 80 77 61
Merchants 81 – 84 78 – 85 62 – 70
Nobles 85 86 71
Military Units (Militia) 86 - 88 87 – 88 72
Military Unit 89 89 – 90 73 – 80
Large Patrol 90 91 – 95 81 - 85
Small Patrol 92 96 86
Spies 93 - 94 - 87 – 92
Dwarves 95 97 93 – 94
Dwarven Merchant Party 96 98 95
Orcs 97 – 99 96 – 98
Hobbits 99
Hill Trolls 00 99
Wandering Company 00 00
Other* 00+ 00+ 00+
The Gamemaster should roll for an encounter in the appropriate column.
The period covered by each encounter roll in 1 day is the LESSER of the time in hours, or the time it takes to cover the distance in
miles.
An encounter does not always require a fight. The hostility can be gauged by the difference between the Gamemaster activity roll and
the Players avoidance roll. Additionally, the players can manoeuvre to avoid encounters.
This table is meant as a Gamemaster’s guide for encounters.
* Any roll over 100 on the open ended roll can be determined by the Gamemaster. It might be something special such as a key Non
Player Character or very powerful omen/artefact.

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