HANDS OF THE WHITE WIZARD
The One Ring, The Lord of the Rings and the characters, items, events and places therein are trademarks or registered trademarks of Middle-earth Enterprises, LLC and are used under license by Sophisticated Games Ltd. and Fria Ligan AB. © 2025 Middle-earth Enterprises, LLC & Sophisticated Games Ltd. All rights reserved.First published in 2025 by Fria Ligan ABText and illustrations © 2025 Fria Ligan ABISBN978-91-90079-23-2PRINTStandart Impressa UABLEAD WRITERGareth HanrahanEDITORSFrancesco Nepitello, Gabriele Quaglia, Tomas Härenstam, Nils KarlénCOVER ARTAntonio De LucaOTHER ARTAntonio De Luca, Federica Costantini, Gianluca Colelli, Alessio Greco, Ivana AbbateMAPSFrancesco MattioliTHE ONE RING™ RULES DESIGNFrancesco Nepitello, Marco MaggiADDITIONAL RULES DEVELOPMENTMichele GarbuggioGRAPHIC DESIGNDan Algstrand, Christian Granath, Niklas BrandtLAYOUT & PREPRESSDan AlgstrandPROOFREADINGBrandon BowlingLINE MANAGERFrancesco Nepitello PROJECT MANAGERTomas HärenstamBRAND MANAGERRobert Hyde – Sophisticated GamesEVENT MANAGERAnna Westerling
Contentsintroduction 5OVERVIEW 6SARUMAN THE WHITE 8IN THE SERVICE OF SARUMAN 9Seeking Saruman’s Aid 9Saruman as a Patron 10Meeting Saruman the Wise 11ISENGARD 12Background 12Locations 14The Folk of Isengard 16THE FALL OF SARUMAN 17The Ruin of Isengard 17the beast of dunland 21The Truth of the Tale 22Running the Adventure 22PART 1: RAIDERS FROM DUNLAND 23Counsel at Isengard 23PART 2: JOURNEY TO CROW HALL 24A Not-So-Chance Meeting 24The Way Through the Hills 26Poor Welcomes 26Locations 27PART 3: THE LORD OF CROW HALL 28A Council With the Crow Lord 28Night in Crow Hall 30PART 4: THE SEARCH FOR THE BEAST 32Hunting for the Beast 33Scepa’s Tale 34Toirlas 34PART 5: THE EORDSCRAFA 36Background 36Locations 36Schemes and Troubles 37PART 6: THE JUDGEMENTS OF GORSAD 39Many Endings 39And Back Again… 39the sea-prince of the shore 41PART 1: WORD FROM THE SHORE 42The Long Journey West 43The Silent Lands 43The Poison of the Beithir 44PART 2: TODDEN, THE VILLAGEBY THE SEA 46Background 46Locations 47Schemes and Trouble 49PART 3: THE ANCIENT TOWER 50Background 50Locations 50Schemes and Trouble 53PART 4: ON WINGS OF STORM 54Arrival 54Return to Isengard 55the disaster of the gladden fields 57PART 1: THE HOUSE OF CHIMNEYS 58Battle Among the Thorns 59PART 2: IN PURSUIT 60An Encounter Underground 60On the Orc-trail 62The Orcs Intercepted 62The Orcs Reach Moria 62PART 3: THE RESCUE OF ARCINYAS 63To the Ledge of Woe 63Arcinyas’ Tale 65INTERLUDE: MORDOR-ORCS! 66PART 4: THE HARPER’S HALL 68Background 68Locations 69Schemes and Trouble 70PART 5: ESCAPE FROM MORIA 71Flight to the East-gate 71The Last Peril 71Aftermath 721 2 3
Contentsthere let them lie until the end 75Running the Adventure 76PART 1: INTRIGUE IN BREE 76PART 2: SPIES ON THE ROAD 78Rogues’ Gallery 78A Sure Confrontation 78Reading the Riddle 79PART 3: COUNSEL IN ORTHANC 80The Black Ship Unveiled 80PART 4: A FOREST OF GHOSTS 82The Search 82The Haunted Forest 85Beyond the Girdle of Usapthon 85The Plan Ahead 88PART 5: THE TOMB OF THE ADMIRAL 91Background 91Locations 92Schemes and Troubles 95PART 6: AFTERMATH 95the quest ofmoria 97PART 1: A FAVOUR FOR A NEIGHBOUR 98Scouting the Forest Eaves 99Following the Trail 100The Black Glen 100PART 2: THE TALEOF THE DWARVES 100Recuperation in Isengard 101The Counsel of the White Wizard 102PART 3: TO MORIA 103Wargs! 104Entering Moria 104PART 4: IN THE LONG DARK 105Drums in the Deep 106Finir and the Ring-smiths 108PART 5: THE CRYPT OF THE SMITHS 109Background 109Locations 110Schemes and Trouble 112PART 6: ESCAPING MORIA 113A Darkness in the Sunlight 113the ithil-stone 115PART 1: THE FINAL SUMMONS 117Preparations for the Journey 118Departing Isengard 119Visions of the White Wizard 119PART 2: THE JOURNEY EAST 120The Raiders 120The River Path 121Arrival at Cair Andros 123Bypassing Cair Andros 126PART 3: THE CROSSING OF ITHILIEN 127The State of Ithilien in T.A. 3000 127The Forest of Cormallen 127From the Field of Cormallen to Morgul Vale 128The Rangers of Ithilien 129Swift Foes From Mordor 130PART 4: THE MORGUL VALE 131Background 131Locations 132Schemes and Troubles 133AFTERMATH 140Inevitable Despair 140Hope Unlooked-for 141Epilogue: The Last Question 141index 1424 5 6
introduction“He was great once, of a noble kind that we should not dareto raise our hands against. He is fallen, and his cure is beyond us; but I would still spare him, in the hope that he may find it.”— The Return of the King™
Introduction6hree times in the Years of Sun and Moon, the great powers of the Undying Lands in the Uttermost West took up arms against the Shadow.The first occasion was the dreadful battle that broke the dominion of Morgoth. Terrible was the wrath of the Valar. In that battle Beleriand was drowned, and mountains shattered, and there was great turmoil and terror, and much beauty was lost.An Age of the world later, Sauron — Morgoth’s chief lieutenant and disciple — seduced Ar-Pharazôn of Númenor, and convinced him to invade the Undying Lands. When ArPharazôn set foot on the shore of Valinor, the powers called upon the One, and the World was remade. Once again, there was terrible destruction. The great island of Númenor sank beneath the seas, and many lives were lost. Elendil and his faithful fled the wreck of their homeland — as did the Dark Lord. Even though Sauron was later defeated by the Last Alliance, a Shadow lingered in Middle-earth, nameless and hidden.Once again, the powers of the West interceded. This time, they did not send a heavenly host, nor did they shatter the world. This time, they would act with subtlety. Around the year 1000 of the Third Age, they sent five messengers, the Istari, to advise and guide, to draw together all those who had the will to resist, and to contest the power of Sauron.Wizards, some called them.Each of these five Wizards had a purpose assigned to them.Two travelled far into the East, reaching lands long under the dominion of darkness. Of them, little is known, and no tales are told in the West.Of those who remain in the North-west of Middle-earth in the present year, Radagast the Brown delights in the living world, in trees and flowers, beasts and especially birds. The corruption of the Shadow may be seen in the land, as the Enemy despises all that grows under the sun. With his keen-eyed birds, it was Radagast who searched for signs of its resurgence. It is no coincidence that he made his home in Mirkwood, near the lair of the Necromancer.The role of the Grey Pilgrim Mithrandir is to be messenger and counsellor, to seek out those who might fight against the Shadow and bring them together. He is great in power and wisdom, but he is only second in the order.For the greatest of the Five, and the wisest, is the one called Curunír, the Man of Skill. To him falls the heaviest duty. His role is to be the Captain and the General, to rally the Free Peoples and to direct them; he is to discern the thought of Sauron and counter it, to forge armies and shape alliances. He is Saruman, head of the order of the Istari, leader of the White Council, the White Wizard — the chief adversary of the Enemy in this last battle. If he fails in his task, there will be no more intervention from the Valar. He is the last hope for freedom and light in Middle-earth.Nearly two thousand years have passed since the Wizards first landed on the shores of Lindon. Nearly two thousand years have passed since the White Wizard began his struggle with the Shadow.He has not yet fallen.overviewHands of the White Wizard presents a campaign outline in which the Player-heroes are agents of Saruman. It begins around 2965, and climaxes around the year 3000 of the Third Age — when Saruman finally dares look in the palantír of Orthanc, and falls under the influence of Sauron.Now, every player of The One Ring probably knows that Saruman is doomed to fall into corruption and evil, and to become a secondary villain of the tale. However, in this campaign, Saruman’s fate is not yet certain: while he has set foot on the ruinous path, there still exists the possibility of
Introduction7redemption. At the start of the campaign, he is still great and wise, still obedient to the command laid upon him in the Uttermost West. Over the course of the campaign, the choices of the Player-heroes affect Saruman’s hope and despair. His cynicism and ambition might grow with theirs — or their heroic deeds might remind him of his own better nature. It is the actions of the Players that will seal his doom — or help save him from himself.The supplement is structured thusly:♦ Following the overview, In the Service of Sarumandescribes ways the Player-heroes might become involved in the campaign, and discusses how the Loremaster can interweave adventures from this book with other plotlines.♦ Isengard describes the home of the White Wizard, Orthanc and the surrounding lands, and the supporting cast of the campaign. ♦ The Fall of Saruman outlines the gradual transformation of Isengard and the growing darkness of Saruman.The following six chapters are quests of grave import entrusted to the Player-heroes by Saruman. Some of these adventures are tied to a particular year or period of time; others can be run at any time.♦ Chapter 1: The Beast of Dunland. The Player-heroes are sent to Dunland to slay a monster that troubles the tribes there.♦ Chapter 2: The Sea-prince of the Shore. The rise of a charismatic healer near the mouths of the Isen troubles Saruman, and the Player-heroes are sent to investigate.♦ Chapter 3: The Disaster of the Gladden Fields. One of Saruman’s agents is waylaid by Orcs, and a treasure he bears is stolen from him. It must be recovered at all costs…ON CHRONOLOGY♦ Chapter 1, 2, and 3 can all be run at any time after 2965 and in any order, although all three should be run by the start of Chapter 5.♦ Chapter 4 can be run at any point before Chapter 5, although it is better to run it after the first three, as it is significantly more challenging.♦ Chapter 5 takes place in the year 2994, in the year Balin’s attempt to retake Moria meets its final end.♦ Finally, Chapter 6 takes place around the Year 3000 of the Third Age, just before Saruman dares to look into the Orthanc-stone for the first time and becomes ensnared by the Enemy.Depending on the needs and nature of your campaign, you might let the years between adventures pass uneventfully, interweave your own tales and adventures, or condense the canonical timeline. Balin’s expedition might start and end sooner than history records, while Saruman’s first use of the stone is speculative even in the canonical Tale of Years.USEFUL BOOKSWhile this campaign can be played using only The One Ring core rules, Loremasters may wish to consult Ruins of the Lost Realm for additional details on Eriador and Saruman’s schemes. The section starting on page 40 adds depth to the Black Númenórean expedition referenced in Chapter 2 of this volume — the adventure There Let Them Lie Until the End may serve as a fitting conclusion for the mission of the ship Kathuphazgân.Finally, Moria: Through the Doors of Durinwould be a valuable resource for adding details about the Dwarven city in both The Disaster of the Gladden Fields and The Quest of Moria.♦ Chapter 4: There Let Them Lie Until the End. The threat of the Corsairs in Eriador must be ended. Saruman aids the heroes in destroying the great Black Ship that lurks off the coast.♦ Chapter 5: The Quest of Moria. The Player-heroes are sent into Moria to retrieve the lost ring-lore of Eregion.♦ Chapter 6: The Ithil-stone. To Minas Morgul, and a desperate strike against the Enemy!
Introduction8saruman the white“Hobbits are, or were, no concern of his. Yet he is great among the Wise. He is the chief of my Order and head of the council.”— The Fellowship of the Ring™SarumanLet’s consider, for a moment, Saruman’s perspective.He is the head of the Order of Wizards and the leader of the White Council. To him falls the solemn duty of coordinating the efforts of all who oppose the schemes of the Dark Lord Sauron. Yet, at this time, the power of the Elves is fading. Their strength of old is gone, and many are retreating over the Sea. The time of Men is coming, but they are weak and divided. In his wisdom, Saruman approached their leaders soon after his arrival in Middle-earth, becoming first a counsellor to the Kings of Gondor and later to its Stewards. He then established his seat close to the Kingdom of Rohan and set himself the task of civilising the wild folk of Dunland.And then, there is Gandalf. Saruman has always been somewhat suspicious of the Grey Wizard. Mithrandir was closer in friendship to the leaders of the Elves, such as Círdan the Shipwright, Elrond, and Galadriel. Saruman suspected that these high lords and ladies might see in the Grey Pilgrim only a means to hold onto their dwindling realms — a distraction from the greater purpose of defeating Sauron. Moreover, Gandalf, it seemed to Saruman, squandered his time wandering the backroads and wild places, far from the centres of power, while the fate of Middle-earth would be determined along the fords and bridges of the Anduin and on the battlefields of Lebennin and Ithilien — and perhaps, though this was a secret thought, in the finding of a small gold ring.In the year 2939, Saruman discovered that the Necromancer’s forces were searching the banks of the Great River, without any doubt looking for the long-lost One Ring. The time had come for action! In 2941, the White Council under Saruman assaulted the Necromancer’s stronghold at Dol Guldur, and drove the Enemy back to his old fortress in Mordor. Saruman
Introduction9knew that this temporary victory only signalled the coming of a Great War — deprived of any hope of recovering the Ruling Ring, Sauron would have to rely solely on force of arms. It would be a bloody, grinding and terrible war, certainly filled with many defeats and sacrifices, but there was a chance of inflicting a second, final defeat on the Enemy.But that same year came news from the North that the Dragon of Erebor had been defeated. The Kingdom under the Mountain was restored, the city of Dale rebuilt, the Goblins of the Misty Mountains slaughtered, and friendship forged in battle between Elf, Dwarf, and Man — and all agreed that Gandalf the Grey had a hand in it! What Saruman had dismissed as chance-meetings and Gandalf’s timewasting had suddenly crystallised into a resounding success for the Grey Wizard.This — this was tantamount to treachery! Why had Gandalf not sought approval for this plan? Why had he consulted with Elrond and not Saruman?Clearly, not even the other members of the White Council could be trusted. By the year 2953, Saruman resolved to rely almost exclusively on his own forces, hiring agents and spies to further his designs.in the service of saruman“I have come for your aid, Saruman the White.”— The Fellowship of the Ring™Saruman’s purpose in this age of the world is to be the main foe of the Enemy, the general of the forces of good. While he might go out himself to gather those with the courage and strength of spirit to oppose Sauron, he generally prefers to employ agents — trusted helpers he sends across the land (Saruman considered Gandalf himself to be one such agent, albeit a somewhat wayward one).The hands of the White Wizard are most often found in the halls of kings and chieftains, or watching over the ancient strongholds and places of power of the Enemy. Some among them are Rangers, though he has relied on them less of late, as their current chieftain, Aragorn, is too close a friend of the Elves and Gandalf to be fully trusted.If the Player-heroes demonstrate their worth, they may be contacted and summoned to Isengard. Will they go of their own accord, or might they be sent there by some ally or Patron?seeking saruman’s aidSaruman is known throughout the land as a peerless scholar and mighty Wizard. He was the head of the White Council while it lasted, and he is still considered the de facto leader of any coalition of the Wise. Although others may disagree with his methods or plans, his loyalty and purpose remain unquestioned.Saruman has the singular advantage of dwelling in a place that is easy to find, instead of living in a hidden valley or wandering about. If the Player-heroes need to consult a lore-master, especially about some device of the Enemy, or if they need healing, then they might seek out Saruman in Isengard (see page 12). The White Wizard does not have time to waste, and the gates of his fortress do not open to every traveller — but Saruman is keen-sighted, and therefore would aid the Player-heroes in exchange for the promise of future service.SENT BY A PATRONThe Company’s Patron likely knows Saruman, and could send the Player-heroes to help the White Wizard when he is in need of adventurers.Of the Patrons described in The One Ring rulebook:♦ Círdan, Gandalf and Gilraen have all met Saruman, and might send the Player-heroes to him. Gilraen has no reason to suspect Saruman of any malice; an INSIGHT roll when speaking to Círdan or Gandalf might detect the tiniest spark of doubt in their hearts.♦ Bilbo or Balin know Saruman only by distant reputation as the greatest lore-master in this age of the world.♦ Tom Bombadil probably met Saruman at some point, but the two certainly don’t get on.If the Player-heroes are suspicious, or if they have already had dealings with some of Saruman’s more dubious servants, they might even be sent as double agents, tasked with reporting on Saruman’s activities by a more trustworthy Patron. Either way, any doubts the Wise may harbour about the White Wizard do not pertain to his loyalty to the cause of the Free Peoples, but rather to his dealings with allies that are not always reliable, such as the Dunlendings and the various spies and agents he keeps throughout Middle-earth (see Chapter 1: The Beast of Dunland, or The White Hand of Saruman in Ruins of the Lost Realm).
Introduction10saruman as a patronA Company earning the patronage of the White Wizard gains a very powerful ally — Saruman is willing to generously support those who follow his counsel, especially if they don’t ask too many questions.He is a formidable Wizard, well-versed in the art of crafting magical rings and inventing ingenious devices and machinery. One of his most potent tools is the power of his voice; its very sound acts as an enchantment, capable of influencing the thoughts and emotions of listeners. Whether speaking to allies or adversaries, he can choose to project an air of profound wisdom and reason, or sound both kind and authoritative when directing his followers. Regardless of his message, few can resist acquiescing to his requests or commands without a concerted effort to oppose his intentions.Saruman also possesses the ability to alter his appearance to resemble another Wizard, should it serve his purpose, or he might disguise himself as an innocuous old wanderer. He can move through his realm or while travelling without being noticed, as he can walk silently.A group of adventurers embarking on a mission with Saruman’s favour might find that others readily concede to their wishes and otherwise hesitant allies quickly comply with their directives (see The Voice of Wisdom, in the box below). They may discover their pace inexplicably quickens during travel, or that they can traverse terrain without leaving signs of their passage. The White Wizard might further equip such a group with cunning mechanical or alchemical inventions: a lamp that explodes into a fiery blast to breach a wall; a small wooden box containing a healing ointment for severe wounds; or a clockwork device able to unlock any mechanism.FELLOWSHIP BONUS: +0FAVOURED CALLINGS: Scholar, Treasure HunterADDITIONAL ADVANTAGE: The Voice of WisdomAt the start of each Adventuring Phase, the Company chooses three Skills, which remain the same until the start of the next Fellowship Phase. You can spend Fellowship points to obtain a Magical Success with the chosen Skills. Additionally, at the end of a Council you can spend a number of Fellowship points to add an equal number of successes to its outcome.*AGENDA: Study the arts of the Enemy, research Ringlore, defeat the Dark Lord.* Note that Saruman as a Patron was originally presented in Ruins of the Lost Realm. That version gives a different (and more powerful) advantage compared to the one described in this book. Since this campaign focuses on Saruman’s patronage, it is recommended to use this version of the Patron for the adventures presented here.TREACHERY REVEALEDIf the Player-heroes are sent to spy on Saruman by another patron, then it’s possible that, at some point over the course of the campaign, their true purpose might be discovered by Saruman. Maybe the Player-heroes give themselves away through some foolish words, or Saruman’s spies spot them talking to their Patron — or one of the Player-heroes confesses to the White Wizard.The campaign can continue even after this revelation; Saruman pretends to be magnanimous and forgiving. He sighs wearily. “Things are now moving that will require the union of all our strengths, and we must forgive the doubts of small and fearful minds. I do not blame you — you were led astray by those who should have known better. Nor shall I banish you from my service, for I have need of your courage. We have work to do.” Saruman even permits Player-heroes to report back to their Patrons.Inwardly, Saruman seethes. Increase his Shadow score by 3 (see below).
Introduction11meeting saruman the wiseSaruman meets new arrivals out in the sunlight, in the green gardens of Isengard. His white robes blaze with light, and he is very grave and lordly, kind and wise. He listens more than he speaks, and shares his knowledge generously — servants fetch maps and scrolls at his command. He keeps a fine table, too, laden with meats and cheeses, grapes and good wine from afar, even though Saruman himself eats little.His insight is astoundingly keen — the Player-heroes feel as though the Wizard can see into their souls, as if all their secrets are laid bare to him. However, he does not abuse this power. He might make an oblique reference to some aspect of a Player-hero’s backstory or secret calling, but always gently and in a good-hearted manner. For now, Saruman is in every respect a good and wise Wizard.After discussion of the affairs of their homelands, Saruman introduces the chief topic of this meeting.“My new friends, you have doubtless heard rumours of the ancient Power — the Dark Lord Sauron. In ages past he was humbled by armies of Númenor, and conquered by an Alliance of Elves and Men. But after each defeat, he fled into the shadowed East and rebuilt his strength. Now, as I have long anticipated, he has returned to his stronghold in Mordor, and once again prepares to make war upon Middle-earth. In this Age, the task of defeating this Power falls to us. The Elder Days are gone. The Middle Days are passing. The Younger Days are coming, and it rests upon a knife-edge whether they shall be days bright or dark.Know this — doom is near, but we still have a little time before the Shadow falls upon us. The Enemy’s plans are not yet ripe. He is still gathering his forces, and I must do the same. I am in need of intelligent, trustworthy agents who can aid me in preparing the world of Men for this trial.”Saruman explains that the Player-heroes are welcome in Isengard whenever they pass this way, and that chambers have been set aside for their use (though they may not yet enter Orthanc, see page 14). They do not immediately gain Saruman as a Patron but may use the Meet Patron undertaking while at Isengard.In future adventures, Saruman might:♦ Leave a letter containing instructions for the Playerheroes at some crossroads like the Prancing Pony.♦ Contact the Player-heroes through a messenger.♦ Someone close to the Player-heroes, ideally someone overlooked — a cup-bearer at Queen Nimue’s hall, a stable boy in Bree, a smith’s apprentice in Tharbad — tells them that the White Wizard calls them.♦ Use the nearest Wizard (Gandalf west of the mountains, Radagast to the east) as a messenger.♦ Meet the Player-heroes himself, for he sometimes walks abroad in disguise.ROLEPLAYING SARUMANOne of the joys of playing The One Ring is getting to interact with characters like Gandalf or Aragorn. Bringing important characters from the books into the game carries a degree of peril — not only do the players bring strong preconceptions about how that character ‘should’ behave, but the very nature of the game means there’s no chance for a second draft or judicious edit if something goes amiss.Loremaster (to the players): The Wizard Saruman stands before you, clad in shimmering white.Player: Galar bows before him.Loremaster (as Saruman): Nah, stand, master Dwarf. You have had a long journey from… (the Loremaster’s mind goes blank — what’s the name of the Dwarf place again?)… from… from… Eregion. Eriador. Ah, ****. Erebor!Player: It’s Saruman the Senile!Here are listed a few techniques to avoid such calamities:♦ Use Intermediaries: Instead of having the Playerheroes regularly meet Saruman directly, have him send messengers. Have him write letters that you can prepare in advance. Have Loremaster characters refer to him instead of having the Player-heroes meet him directly. Imagine that your campaign is a television series, and Saruman is a hugely expensive special guest star you can only afford to bring on screen when it’s absolutely critical.♦ Let the Players Fill In Details: Instead of speaking in character, try describing conversations or prompting the players. For example, instead of playing Saruman as he greets Galar the Dwarf, the Loremaster could turn to Galar’s player and say: “Saruman greets you in the secret tongue of the Dwarves — what wise words does he have for you in the hour of your meeting?”♦ Play on Backstories and Shadow Flaws: Saruman has supernatural insight into the personalities and thoughts of the Player-heroes. Assume he knows their hidden secrets and subconscious motivations. In particular, look at the Shadow Flaws for each Player-hero’s Calling; even if the hero has yet to acquire any Shadow Flaws, the potential for such behaviour is there, and Saruman can play on it. You can even have Saruman know secrets that the Player-heroes don’t know themselves. For example, if you’re using the Heroic Lineage plotline from Tales from the Lone-Lands, then Saruman might know that a Player-hero is the heir to the hero of old long before the player discovers this themselves…
Introduction12♦ Co-opt the Players: Ask the players questions directly to help you set the scene. For example, you might say ‘the White Wizard fixes you with a piercing gaze, and you feel like he can see right through you, to your deepest, most hidden secret. What do you fear Saruman knows about you?’♦ Be Helpful: Players are much better disposed to characters who help them. Especially in the early stages of the campaign, be generous with minor boons like Useful Items or other gear. If a player has a clever idea, then have Saruman agree and support that plan instead of overruling them.♦ Script Scenes: Write out lines of dialogue, short speeches and answers to likely questions in advance. You can even adapt lines from the book!♦ Challenge the Players: The White Wizard needs followers who can gather information, assess threats and make decisions — sometimes hard ones. If the players express doubt at the difficulty of a mission, or expect the Wizard to have all the answers at all times, have Saruman remind them that he selected them because of their intelligence and courage, and that he trusts them to act on their own initiative.INTERWEAVING OTHER ADVENTURESOur assumption here is that the Player-heroes do not reside permanently in Isengard, nor are all their days taken up in the service of Saruman. Instead, they are infrequently summoned when the Wizard has need of them — there can be gaps of a decade or more between adventures. That means Loremasters can interweave other adventures (and, indeed, other campaigns!) with this one. The Player-heroes might be Rangers fighting to defend the Free Folk of the North, or wandering adventurers in Eriador or Rhovanion, or explorers in the ruins of Moria in between these adventures.A Loremaster intending to interweave adventures should carefully read ahead in this supplement and look for places where other plots might clash with the material presented therein. If the supplement is used on its own, there may be extensive downtime between adventures, allowing the players the freedom to narrate what their heroes do when not serving Saruman.isengardPartly it was shaped in the making of the mountains, but mighty works the Men of Westernesse had wrought there of old; and Saruman had dwelt there long and had not been idle.— The Two Towers™RUMOURThere’s a haunted fortress north of the Gap of Rohan, a tower like a black spike, and a cunning Wizard lives there. He’s been there as long as anyone can remember, and he traffics in sorcery. Beware!OLD LOREA fortress built by the Men of Gondor in the days of their might, Isengard stands sentry over the Fords of Isen and the western border of the kingdoms. For centuries, it has been in the possession of a line of hereditary lords, of whom many strange things are whispered. There are more secrets in the Ring of Isengard than any mortal man knows.backgroundThe fortress of Isengard was built in the Second Age of the world. It guards the Gap of Rohan and the main road between North-kingdom and South, and has for countless centuries been one of the great strongholds of Middle-earth. In its simplest terms, it is a fortified valley — the steep mountains guard the vale on the northern side, and a mighty ring-wall of stone encircles it from north-west to north-east. There are all manner of ancient barracks, workshops, granaries, storehouses and chambers built into that encircling wall; Isengard can hold thousands of soldiers. Provisions from its green gardens and orchards, and the constant supply of fresh water from the
Introduction13Isen, ensure that it can outlast virtually any siege. Only once has the fortress been taken by force as opposed to treachery.For much of the Third Age, the fortress was garrisoned by soldiers from Gondor. At first it was a prestigious assignment, for they kept watch on the Kingdom’s westernmost border, and there was much traffic between north and south. But as the years went by, and the North-kingdom foundered and broke, the importance of Isengard diminished. It was no longer a place for ambitious captains to make their name, but veritable exile to the lonely edge of the realm. The fortress was still important, for it defended Gondor against the wild men beyond the Isen.By the days of the Watchful Peace, some six hundred years ago, soldiers from Gondor no longer came to Isengard; instead, the fortress was manned by locals overseen by a hereditary Gondorian chieftain. The tower of Orthanc was locked and the keys given over to the Stewards. This arrangement persisted even after the province of Calenardhon was given over to the people of Eorl and became the Kingdom of Rohan.Some three hundred years ago, disaster struck. The line of hereditary lords of Isengard failed, and possession of the fortress passed to a family whose allegiance lay with the Dunlendings and their usurper-king Wulf. They held Isengard and greatly troubled Rohan for decades, until the terrible Long Winter of 2758 so reduced their numbers that they could be defeated.In the following year, Saruman went to Minas Tirith and persuaded the ruling Steward to give him the keys of Orthanc. The Wizard took possession of Isengard, and has restored it after years of neglect. Once again, the Tower stands watch over the west.
Introduction14locationsNan Curunír, the Valley of Saruman, is a great cleft at the southern end of the Misty Mountains. Many have heard of it, but few have visited: it lies away from the Road and many strange legends shroud it in mystery.1. ORTHANCMade of a black gleaming stone that looks as though it was hewn from a single block instead of built, the tower of Orthanc is among the greatest works of the masons and architects of Gondor. The secrets of its making were lost long ago, and no living craftsman knows how to make imperishable stone, nor build so high a tower. Twenty-seven steps rise from the ground to the main entrance, and that is blocked by a gate of metal and stone that can only be opened by the right key within the tower — who can say? It was locked for centuries until the key was entrusted to Saruman, and few have entered it since. Once, it held apartments and audience halls for the Lord of Isengard, chambers for customs officials and tax collectors and heralds and messengers in the service of the King, armouries and archives for the western provinces. On the upper levels was an observatory, where learned scholars watched the stars and recorded the changing seasons.Now, only Saruman and his most trusted servants dwell within Orthanc. Visitors may get to see the entrance hall and the audience chamber on the lowest level, but the rest of the tower is a secret shared with very few.2. THE GARDENSThe gardens of Isengard were neglected and left to run riot in the chaotic years before Saruman. The Wizard has put things right, although some might say his tastes are somewhat stark. Now the gardens are all perfectly manicured green lawns and uniform hedgerows, and many beds where rare plants and herbs are cultivated. Greenhouses protect rare plants gathered from the distant lands of the South and East. Every plant known to the herb-masters grows here, even ones that are perilous and poisonous. Everything here has a use; beauty is of little concern to the master of this garden. There will be time for pretty flowers when the Enemy is defeated.136ISENGARD58910882247
Introduction153. THE ROAD OF ELMSThis avenue is lined with beautiful old elm trees. The progenitors of these trees, it is said, were planted by the King when Isengard was first built, and the present guardians of the path have grown tall and strong. The Road of Elms runs from Orthanc to the gate.4. CAPTAIN’S HOUSEWhen Orthanc was shut, the Lord of Isengard dwelt in a house of stone, a mansion more suited to the reduced importance of the fortress. Today, the house is occupied by the Captain of the Guard of Isengard. The house is chiefly notable for the grand stone fireplace in the main hall, and the chimney above; chimneys are unknown to the simple folk of Rohan and Dunland, and to have such a large fire inside the hall without choking or blinding the guests secured the reputation of the Lord of Isengard as a magician.5. LAKEThis ornamental lake is fed with fresh water diverted from the Isen and from other springs and streams flowing down from the mountains; underground channels water the vegetation in the surrounding gardens.6. STONE HUTSDuring the period of Isengard’s decline, some of the soldiers who dwelt here feared to live in the old barracks dug within the Ring-wall of Isengard, claiming it was haunted. They quarried the inner ring, taking the worked masonry and building their own crude huts in the shadow of ancient Gondorian architecture. These huts are pitifully crude and draughty compared to the work of the ancients — but at least those that live in them can be sure their homes were built by Men, not giants.7. MEAD-HALLAnother legacy of the Dunlending occupation was the construction of this mead-hall, where warriors might drink their fill and tell tales of their exploits. Like the nearby huts, the mead-hall was built of stone salvaged from the fortifications of the Ring; the makers of the mead-hall stole from the tombs of long-forgotten Gondorian soldiers, so the faces of ancient dead heroes stare down at revellers.8. THE RING OF ISENGARDMinas Tirith, the Tower of Guard, has seven of these rings; Isengard can boast only one, but it is mighty nonetheless. The ring-wall runs from the base of the cliffs of Methedras in a great circle, more than a mile wide at its fullest extent. On the outside of the ring is a deep and slippery ditch, which can be flooded to become an impassable moat. Then the sheer walls rise, like a frozen wave of stone. Atop the walls are battlements and walkways, punctuated by guard towers.The outer portion of the ring-wall is stone and closepacked earth, but the inner part is a great circle of chambers and store-rooms linked by sheltered passageways. A soldier might travel from one side of the ring to the other without ever stepping foot outside. Abutting the inner ring are more buildings — forges and workshops, stables and animal pens, houses and living quarters for the officers and other officials. This place is a city in miniature, a cutting from the tree planted in the shadow of the Misty Mountains.Fully occupied, the barracks and stores of Isengard could quarter and supply an army six thousand strong. The present garrison numbers less than a tenth of this, so much of the ring is unoccupied and unused. Player-heroes staying at Isengard have their choice of rooms.There are no windows on the outer edge of the ring, save a few cleverly concealed spy holes for sentries, but the inner ring has hundreds of windows and archways; a traveller crossing the encircled basin is watched by many eyes.9. THE MOUNTAIN-STAIRThe steep slopes of Methedras, the last peak of the Misty Mountains, guard the northern approaches to Isengard. The mountain is treacherous, and many have met their end trying to cross that rocky terrain. In years gone by, the Gondorian garrison cut a secret stair in the rock, zig-zagging up the slope. Their craft is such that the steps can only be seen when one is close to them; from a distance, they blend into the rock face.10. THE IRON CAVESBeneath Methedras is a network of caverns, carved from the mountain by the flow of water over aeons. The Gondorians drained some of these caverns, and found deposits of iron and other ores there. These mines are no longer in use, but the chilly caves are used as storerooms for meat and perishable foods.Tales say that the Misty Mountains are riddled with hidden tunnels and caves, and that an Orc can go from Mount Gundabad to Methedras without setting foot above ground. In days of old these caves were patrolled and secured by soldiers of Gondor, but it’s been a long time since anyone checked the deeper regions…
Introduction16Edlenneth the Guard-CaptainThe captain of Isengard’s garrison is a woman of Gondor. She descends from the Gondorian chieftains who held Isengard of old, although her branch of the family returned south in the days of Wulf son of Freca. When Saruman was given the keys of Orthanc in 2756 by Steward Beren, Edlenneth’s great-grandfather rode west with the White Wizard. Edlenneth is deeply conscious and proud of her ancient lineage, and always wears the antique armour bearing the sigil of the White Tree surrounded by the Ring of Isengard. She even speaks in a manner that seems oldfashioned and overly formal.OCCUPATION: Captain of the GuardDISTINCTIVE FEATURES: Lordly, ProudBar and NebSaruman’s chief servants in Isengard are an old man and an old woman named Bar and Neb, respectively. The pair never speak, communicating in signs or written notes when they must. It is rumoured they have been in Saruman’s service since they were children. Bar wears a signet ring, and Neb a jewelled amulet, and some stories insist they are exiled royalty from some distant kingdom. They are utterly loyal to Saruman.OCCUPATION: Stewards of OrthancDISTINCTIVE FEATURES: Faithful, Secretivethe folk of isengardIsengard has a small population of soldiers and farmers who see the White Wizard as their legitimate lord. The following is a list of the characters that the Player-heroes are most likely to have dealings with, but the Loremaster may create others according to need to turn Isengard into a living and useful location, or possibly a Haven for the Company.Tabarn the DoorwardThe keeper of the Gate of Isengard is a stern Dunlending, tall and taciturn, who bears a mighty axe. He will not allow any strangers to enter the Ring without permission, nor will he permit them to bear weapons into the presence of his master Saruman. And if anyone questions him, his axe is named Fragarach, which is ‘Answerer’ in the Dunnish tongue.OCCUPATION: Doorward of the Ring of IsengardDISTINCTIVE FEATURES: Fierce, WaryRUINS OF THE LOST REALMThe Ruins of the Lost Realm supplement presents a number of additional characters that can be met in Isengard: Frecana, the Dunlending Princess, and Drustan the Mercenary (both on page 42 of that publication), or Woleth of Orthanc (page 61). So too might old Arcinyas the Healer (page 41) — but he gets sent back to his old haunts in the Gladden Fields a few years before the events of The Disaster of the Gladden Fields (see page 58).SECRETS OF ISENGARDIsengard is a fortress that has been in nearly continuous use for more than three thousand years. Almost every part of the complex, apart from Orthanc itself, has been built and rebuilt, neglected and restored, abandoned and repurposed several times over. It has been home to scholars who knew Númenor before the fall, and to reavers who barely spoke a word of the Common Tongue and who worshipped strange powers in the forgotten hills. It has been home to wise Lords who brought justice and order to the surrounding lands, and tyrants who used it as a base for conquest. The Ring of Isengard is as complex and densely-tunnelled as an anthill, and there might be almost anything in those myriad chambers.
Introduction17the fall of saruman“... I am Saruman the Wise, Saruman Ring-maker, Saruman of Many Colours!”— The Fellowship of the Ring™In the story as told in The Lord of the Rings, many things contributed to Saruman’s fall from grace. Ambition, jealousy, and arrogance all played their role. So too did despair, for like Denethor, Saruman was ensnared by Sauron and shown the invincible armies of Mordor. Unlike Denethor, who ultimately chose self-destruction rather than yielding to the Dark Lord, Saruman opted for appeasement, for accommodation, for the possibility of compromise with an eye to eventually replacing Sauron on the throne.In Hands of the White Wizard, the players have a chance of slowing this fall. In each adventure, there’s a choice to commit misdeeds in the service of Saruman. Should the Player-heroes take the darker path (which often seems more ‘pragmatic’ or ‘far-sighted’ in context), then they may gain Shadow points — and so does Saruman!The Loremaster must track the Shadow points accrued by Saruman in this manner across the campaign. Saruman starts at an effective Shadow score of 0. Then, before starting, the Loremaster should choose one of the following options (possibly in agreement with the players).SARUMAN, YOUR STAFF IS BROKENSaruman’s fate is sealed; he is doomed to fall, and there is no saving him. The tale shall unfold as described in The Lord of the Rings, and what matters is the fates of the Player-heroes, not Saruman. Choose this option if you want to ensure fidelity to the story as written.♦ Raise Saruman’s Shadow by 3 after each adventure.UPON THE EDGE OF A KNIFESaruman is almost certainly doomed, but there is a small hope — a fool’s hope, one might say — that he might be saved, or at least that his fall has some virtue in it. Choose this option for a middle course; the story will likely end in Saruman’s fall, but the Player-heroes strive to master doom and by their actions change Saruman’s fate.♦ Raise Saruman’s Shadow by 2 after each adventure.EVEN THE VERY WISE CANNOT SEE ALL ENDSSaruman’s doom is not fixed. His fate is almost wholly in the hands of the Player-heroes. It’s possible that they’ll be able to save him — and if he falls, it will be because of them.♦ Raise Saruman’s Shadow by 1 after each adventure.In addition to the fixed increase above (regardless of the option chosen), Saruman’s Shadow may rise in response to the actions and choices of the Player-heroes. Each adventure lists potential Shadow gains for Saruman.the ruin of isengardIsengard changes over the course of this campaign, as Saruman’s corruption grows. Whenever the Player-heroes return to Isengard after a period of absence, describe the external manifestation of Saruman’s descent.(Shadow 1+) Expanding the Caves: Saruman orders the Iron Caves to be expanded. New mine-shafts are dug out, and new, rich veins of iron are discovered. The older excavations are converted into storehouses; new foundries are built on the surface. The fires of Isengard burn hot and bright, and the ring resounds with the sound of hammers.(Shadow 2+) Excavations Below: Even though the new storehouses are done, the excavations continue. Some of this subterranean labour is ordinary iron-mining, delving into the roots of Methedras, but it seems as though Saruman is digging new cellars and dungeons within the ring of Isengard.(Shadow 3+) Saruman the Tempter: When speaking with the Player-heroes, Saruman begins to play on their ambitions, especially their Shadow Flaws. A Captain with the Lure of Power might be promised the command of a great army when the War with Mordor begins; a Scholar with the Lure of Secrets might be invited into Orthanc to study with the White Wizard; a Warden might be encouraged to put all their trust in Saruman to stave off despair.
Introduction18(Shadow 4+) Wolves in the Stables: The stables of Isengard are vast and mostly empty. There are a few horses stabled here — enough for the messengers and adventurers in Saruman’s service — but Isengard has space for six thousand soldiers, including stabling for a thousand horses. Now, some of the unused stables are converted to a new purpose: the keeping of wolves. These beasts prowl around the Wizard’s vale, and seem savage and hungry — but they never trouble those in the Wizard’s service, and lick Saruman’s hands as he passes by.(Shadow 5+) Mead-hall Closed: Saruman goes among the garrison, telling them that “the days are too dark for song,” and that they must harden their hearts and “take pleasure only in grim defiance of the Enemy.” He then orders the mead-hall to be shuttered. The songs of those who made merry there are silenced, and the hall is demolished the following year.(Shadow 6+) The Lake Is Drained: Overnight, the lake in the middle of the Ring vanishes, leaving behind a fetid brown marsh like a suppurating wound. The stream that fed the lake is diverted underground to power some mighty waterwheel in the depths.(Shadow 7+) Saruman the Architect: Saruman’s plans grow in scope and ambition; he begins to talk of how Middle-earth might be remade to better resist Sauron. He might talk to each Player-hero individually of their homelands, and how those lands might be better ordered and made more efficient, more productive, more useful to the war effort. He hints that as part of this improvement, the lands of the heroes will of course need better, wiser leaders… like the Player-heroes. Together, he promises, we will forge a better Age to come!(Shadow 8+) Unfriendly Faces: Isengard has previously been populated by a mix of Rohirrim, Dunlendings, and folk from afar. Now, the number of Dunlendings grows, and these newcomers are unfriendly and insular. There are other faces, too, strangers with an almost orcish look.(Shadow 9+) The Burning of the Bones: If the Player-heroes brought back the bones from the House of Chimneys (see The Disaster of the Gladden Fields, on page 59), then Saruman takes to burning these bones, one by one, in his furnaces. He stares as if looking for answers or conjured phantoms in the smoke.Edlenneth confides to the Player-heroes that the bones are kept in a store-house in the caverns, and asks if they might be willing to take the bones with them on their next adventure, and bury them in secret. She worries that Saruman is practising forbidden necromancy, and whispers to them that she cannot bury the bones herself, as she is being watched…If the Player-heroes do not rescue the bones, Saruman gains 1 additional Shadow at the end of their next adventure.(Shadow 10+) Heads on Spikes: While the Player-heroes are absent, there is a purge in Isengard. Many who once served Saruman are executed as traitors; among their number is the former guard-captain Edlenneth, and the old servingwoman Neb. Their heads are impaled on spikes. If questioned, Saruman claims they were traitorous spies in the service of the Enemy; he says that Edlenneth was caught trying to steal the keys of Orthanc, and that Neb aided this betrayal.The Dunlending Tabarn is promoted to Captain of Isengard.(Shadow 11+) Saruman the Rancorous: Saruman can no longer contain his venom or his paranoia. At times when talking to the Player-heroes, he grows sarcastic or cruel. If the Playerheroes are lucky, he directs these taunts at those who are not present (“Radagast the Simple! Radagast the Bird-tamer! Radagast the Fool!”), but if a Player-hero contradicts him, he savagely castigates them.(Shadow 12+) Smoke and Fire: Columns of pungent yellowish smoke rise from vents in the ground, and the whole ring shakes from time to time like a kettle coming to the boil. New shafts in the ground are hastily dug to release pressure; at times, flames burst from the ground, and the whole place stinks of sulphur.(Shadow 13+) Further Excavations: Despite these flames and smoke, Saruman orders new excavations. Thousands of wagon-loads of dirt and stone are dragged out of the pits, and dumped outside the ring to create a new line of defensive earthworks.(Shadow 14+) Cutting the Elms: The elm-trees that have lined the road to Orthanc for thousands of years are uprooted and hurled into the flames. The road is remade, lined with paving stones that conceal pits and other hidden traps.(Shadow 15+) Saruman the Conspirator: When dealing with the Player-heroes, Saruman seeks to divide them. He might speak to some Player-heroes in private, entrusting them alone with information or a special mission. He might reveal secrets held by the Player-heroes from one another, or recall old misdeeds and quarrels.(Shadow 16+) Orcs in Isengard: Orcs walk openly in Isengard — the fighting Uruk-hai! — and they bear the sigil of the White Hand.
Introduction19
CHAPT E R 1the beast of dunland“... Saruman has long studied the arts of the Enemy himself,and thus we have often been able to forestall him.It was by the devices of Saruman that we drove him from Dol Guldur.”— The Fellowship of the Ring™
CHAPTER 122ong has there been bad blood between the folk of Rohan and those who dwell across the Isen in Dunland. A full accounting of their quarrels is too lengthy to go into here; the Dunlendings are an old people, having lived in these parts since before the Sea-kings of Númenor came from the west, and bear a list of grudges to match. They hate the Men of Gondor for giving the Rohirrim the province of Calenardhon, and hate the Rohirrim for driving the Dunlendings from the land. A dark and bitter folk are they, Middle Men under the Shadow.But they can be brought into the light. In his wisdom and foresight, Saruman has treated the Dunlendings better than others have done, and he has fostered and taught the sons and daughters of their chieftains in Isengard. When the War comes, the Wild Men of Dunland may prove useful allies.Now, word comes to Isengard of a fearsome beast that troubles the Dunlending stronghold of Crow Hall. If Saruman sends aid to the Dunlendings, they will be indebted to the White Wizard…the truth of the taleThe monster that threatens Crow Hall is a creature from the mountains, a Trollish thing that crawled out of some foul pit to trouble the world of Men. Perhaps it woke when Sauron returned in Mordor, for the Dark Lord is putting forth his will and waking all manner of evil things. The first attacks by the creature were as blindly cruel as winter winds.However, dissidents within Crow Hall intend to use the thing to shame Gorsad, the chieftain of the Dunlending Hall. Dunrach (captain of the guard) and his sister Dunwalla (a seer) would prefer for Gorsad to be replaced by his more pliable son, an energetic warrior and hunter called Toirlas. When Gorsad declared his intent to seek aid from Isengard, the conspirators saw a way to discredit the chieftain. Through her arts, Dunwalla can divine the movements of the Troll; Dunrach can then ensure that the hall’s defenders do not stop the monster. They intend to have the Troll be slain by Toirlas.Their plans were delayed when Toirlas went off hunting, but soon he shall return…running the adventureAs helpers to Saruman, the Player-heroes’ task is to ensure that Crow Hall remains loyal to Isengard (and that Saruman’s ‘experiment’ remains a secret). They might do this through heroic deeds — by swiftly tracking down and slaying the monster, and dedicating their victory to the chieftain, or underhanded ones — discrediting Gorsad’s rivals, and replacing his heir Toirlas with a less independent Dunlending. They might get involved with the intrigues of the hall, or ignore them; they might go out of their way to help the victims of the Dunlending raiders, or turn a blind eye to those misdeeds.This adventure is all about the Player-heroes’ choices as they meddle in the affairs of Crow Hall.♦ If the Player-heroes are already agents of Saruman, they receive a message calling them to Isengard, and they come upon the scene described at the start of Part 1 below.♦ Otherwise, the Loremaster should present the same scene as they travel to Isengard, then run their first meeting with Saruman, incorporating the information presented on page 11 (Meeting Saruman the Wise).
The Beast of Dunland23part 1: raiders from dunlandIt is late summer. On their way to Isengard, the Player-heroes come upon a scene of horror. A small farmstead has been attacked, the inhabitants slaughtered.A Player-hero familiar with the region recognizes the place as belonging to a man named Sigulf. While suspicious of strangers, Sigulf was a good man who gave (albeit grudgingly) hospitality to travellers. The Loremaster may ask the player to describe Sigulf’s personality, his small household, and how they first met.If the Player-heroes are approaching Isengard from the west, via the Gap of Rohan, then Sigulf was of Dunlending blood; if they’re coming from the north or east, across the Mark, then he was of Rohan, but had quarrelled with the King’s men and had little contact with the other Rohirrim. Either way, Sigulf took no interest in the affairs of the wider world, preferring to tend to his sheep.The attack on the farmstead clearly took place some weeks ago — the remains of Sigulf and his family lie exposed and unburied, and animals have partially consumed the bodies. There’s no sign that the defenders of the farmstead were able to slay any of the attackers. Of the farmstead and small barn, only ashes remain.There’s no sign of any of Sigulf’s sheep, although a successful HUNTING or SCAN roll discovers some heavily trampled tracks, suggesting that at least some of the flock were driven up into the hills towards Dunland. One or more icons give a little more information:♦ There were a dozen raiders, all on foot, and they took at least one prisoner — there are places where someone stumbled.♦ There are also other tracks, big and heavy and deep — a very large man, perhaps. All the tracks vanish on the stony ground of the uplands.This riddle, at least, looks easy to read. Raiders came down from Dunland and sacked the farmstead. Sigulf’s farm was isolated and only lightly defended, and hungry Men do evil things.counsel at isengardSaruman meets with the Player-heroes in the gardens of Isengard. It is a warm day, but a gentle breeze blows down off the mountains. Butterflies flit around the flowers in great profusion. The Wizard sits on a simple chair by a cloth laid out with a fine meal. The Player-heroes may eat and drink as they wish; Saruman only sips red wine. His white robes are glorious in the sunshine. His keen dark eyes study the Player-heroes.“I have a task for you,” he declares. “Word has come to me that Crow Hall is troubled by a monster. Gorsad is chieftain there — a lord of the Dunlending people. He is known to me; when he was a young man, I fostered him here in Isengard. Go to him and give what aid you can — against this creature, or whatever else troubles his court.”One of Saruman’s servants — a Dunlending boy — hurries over with a rolled-up map at a signal from the Wizard. Saruman spreads the map out (and the wind instantly calms when he glares at the mountain) and points at the location of Crow Hall.Likely questions from the Player-heroes:♦ What sort of monster? “It has not been seen directly — only the traces of its passage. It has slain some of Gorsad’s guards, and prowled outside the Hall at night. The Enemy has returned to Barad-dûr and his power grows daily; all across the land, evil things are stirring.”♦ What can you tell us about Crow Hall? “It is an ancient fort. Its walls were first raised by Men of Gondor, but it lay abandoned for centuries until the Dunlendings claimed it. It is named for the flocks of crows that nest nearby. My colleague Radagast says they are clever beasts. Some speak a few words of the Common tongue.”♦ Why help Gorsad? “He is one of the more… tractable of the Dunlending chieftains, more amiable to the guiding hand of Isengard. If strengthened, he may prove useful.”THE DEATH OF SIGULFSigulf’s farmstead was indeed attacked by raiders from Dunland — specifically, Toirlas, the son of the Dunlending chieftain Gorsad. He stole Sigulf’s flock of sheep — and kidnapped Sigulf’s daughter, Gleodwyn.There was only one witness to the crime — an old shepherd named Scepa who served Sigulf. Scepa saw the smoke rising from the burning farmstead and watched as Toirlas dragged Gleodwyn away. He has followed the Dunlendings up into the hills. The large, heavy tracks that the Playerheroes can spot around the farmstead belong to Scepa himself, who is a very tall and broad man.
CHAPTER 124NEEDFUL THINGSBefore they depart Isengard, Saruman has servants equip them with food and drink for their journey; if they are in need of weapons, armour or travelling gear, these too can be supplied from the arsenal of Isengard. After all, the Playerheroes are going as representatives of the White Wizard and the power of Isengard — they must comport themselves in a fitting manner.To this end, Saruman also entrusts them with a small silver box marked with a white star — a gift, he says, for Gorsad. It’s shut with a wax seal. They may do with it as they wish; hand it over freely, present it formally or hold it back if Gorsad is uncooperative.If the Player-heroes bring up the attack on Sigulf’s household, Saruman nods gravely. “The work of Dunlendings. They are violent and cruel, for they long lived under the Shadow of the Enemy.”Saruman also adds that it is high time Gorsad’s heir came to Isengard for a suitable education. Just as Gorsad was tutored in the virtues of rhetoric, philosophy and history, so should the next leader of Crow Hall. Little by little, generation by generation, they can be led into the light.WHAT’S IN THE BOX?The box can easily be opened if the Player-heroes are willing to break the seal; removing the seal without breaking it requires a CRAFT roll. It contains thirty silver coins — and a vial of black, viscous liquid that smells horribly bitter. The vial bears a label in Saruman’s copperplate handwriting: dilute with one hundred parts water. This is a medicine brewed up by Saruman to treat Gorsad’s gout, but it is meant to be diluted — one drop from the vial mixed with a pot of water. Undiluted, it’s a grievous poison.part 2: journey to crow hallCrow Hall lies about a hundred miles north-west of Isengard as the crow flies — but the crow has an easier journey. Travellers on foot must skirt the foothills of the Misty Mountains, and then traverse the desolate grey hills of Dunland. Even in summer, there’s something unwholesome about those brooding wooded hills under a leaden arch of sky. Saruman’s detailed maps of Dunland have marked the easiest route through the hills, but it’s still a hard road.a not-so-chance meetingThe first journey event that the Player-heroes have is a chancemeeting with a wandering minstrel going by the name of Caelur. She claims to be a travelling singer and poet, roaming the lands in search of tales old and new. If the Player-heroes let her share their fire, and keep her safe on the journey, she’ll cook for them and sing them a song.
The Beast of Dunland25A successful INSIGHT roll reveals that Caelur is closely watching all the Player-heroes, even as she pretends to be flighty and merry.Caelur the MinstrelCaelur hails originally from the Vales of Anduin. She left those lands behind long ago and went a-wandering, but in certain lights she has the fox-like wariness of the Woodmen of Mirkwood. She’s always quick to smile, but the smile rarely reaches her dark eyes. She’s travelled all over Rohan and Gondor, and has sung before King Thengel in his golden hall.In truth, Caelur is another agent of Saruman; the White Wizard told her to watch and test the Player-heroes, as they have not yet proven themselves to his satisfaction. (If the Player-heroes suspect she is a servant of evil and threaten to attack her, she shows them a letter she keeps inside her psaltery bearing the sigil of Saruman, proving that she too is in the service of Isengard, but otherwise she conceals her true allegiance).OCCUPATION: Minstrel, SpyDISTINCTIVE FEATURES: Inquisitive, SubtleA SONGThat night, after a surprisingly good stew garnished generously with herbs, Caelur sings the tale of Helm Hammerhand, her fingers plucking a melody from her psaltery.There is a purpose behind her choice of song: the minstrel has been instructed by Saruman to test the loyalty of the Player-heroes, and she will do so by observing their reactions.The content of the song is summarised below:When Hammerhand was king, Men came down from Dunland and crossed the Isen, and Corsairs from the South landed in both the west and east and came over the mountains. Edoras was captured, and the Dunlending Wulf claimed the great hall of Meduseld.Helm and his faithful retreated to the fortress of the Hornburg, but those were also the times of the Long Winter, and for five months the green grass was hidden by snow. Helm grew strange and fey, and it is said of him that he walked abroad by night, the frost shining in his hair and beard, and slew Dunlendings with his bare hands.One night, Helm went out from the Hornburg, and did not return. When morning came, he was found standing on the dike, dead yet unbowed. It was Helm’s sister-son who slew Wulf and retook Meduseld, and drove the Dunlendings and the Corsairs from the land. And he became king thereafter, first of the second line.And Helm? It is said that his wraith still guards Rohan, and that his horn sounds in the valley of Helm’s Deep whenever danger threatens.After singing, Caelur leans back slightly, her expression thoughtful. “They say,” she begins softly, “that the Dunlendings have their own songs of Helm Hammerhand — but in their tales, Helm is no mighty king of Rohan. No, they speak of him as a terrible beast, a monstrous figure as vast and ravenous as a Snow-troll, driven by hunger and rage. Their songs paint him as a creature of fear and fury, more monster than man.”She pauses, then continues, her tone shifting to a more subtle note. “And there are tales that Wulf — yes, Wulf the Dunlending — had a rightful claim to the throne of Rohan. It is said he descends from Helm’s grandsire, Freawine, and that Wulf’s own son was married to Helm’s daughter. So, some claim that Wulf was not an invader, but a contender born of the bloodline, one who believed he had a right to rule.”Caelur
CHAPTER 126Caelur’s eyes flicker with a mix of curiosity and challenge. “Even more, some hold that Helm himself struck the first blow in their long struggle. But who is to say which tales hold more truth? Are the stories of Helm as a mighty king to be trusted, or are myths spun to serve those in power?”With her words, Caelur seeks not merely to gauge the Player-heroes’ perceptions of Helm’s legend, but rather to assess how much trust they place in their patron, Saruman. Are they inclined to accept stories at face value, or do they question the motives behind such tales? How do they judge heroism and villainy, and what do they consider honourable?Caelur seeks to lay bare their loyalty, their capability to discern, and their perspective upon trusting power and authority versus the pursuit of truth.Possible prompts for the Player-heroes:♦ Do you believe Helm was a hero or a monster?♦ Are legends meant to paint the hero in a good light, or do they hide uncomfortable truths?♦ How much trust do you place in stories passed down through generations?♦ Is there honour in seeking the truth behind the tales, regardless of what you find?TALES OF CROW HALLIf the Player-heroes don’t tell Caelur where they’re going, she calls after them as they head north, and tells them that they will find little welcome in Dunland, but that Gorsad of Crow Hall is more hospitable than most. If they do tell her, Caelur says she has visited Crow Hall before and shares some gossip.♦ Gorsad is chieftain at Crow Hall; he is known for wit and wisdom. There is a man who appreciates a poet! In his youth, he was a skilled warrior, but in recent years he has suffered from various indignities and infirmities, and is old before his time.♦ His son is Toirlas; he lacks his father’s polish, and is quick to take offence at any slight. Be wary of him.♦ He has a daughter too, Vila, but she is not yet of age.♦ Dunrach and his sister Dunwalla are also important figures in Crow Hall; Dunrach leads the chieftain’s guard, and Dunwalla is said to be a witch. They are cousins of Gorsad. If Toirlas perishes without an heir, it will be Dunrach who inherits the chieftainship (or has best claim on it — the Dunlendings have various rites of challenge, so the lordship does not always pass smoothly to the next heir.)♦ Beyond the intrigue in the council chamber, Caelur says that Crow Hall is stout-walled and well situated — it’s a good place to rest.the way through the hillsAfter parting from Caelur, the Company’s path winds northwest through the grey hills of Dunland. The going is hard; the brooding hills seem eager to betray travellers. What appears to be the right path may lead into a box canyon or into a field of thorns. The cloud-capped Misty Mountains block out the eastern sun, so mornings are invariably grey and miserable. The afternoons might be slightly brighter if not for the nearconstant drizzle.After a few days, they come to the remains of an old Númenórean road, a side path off the old North-South Road. The road is overgrown and neglected, but is still straighter and more level than the hilly paths. It’s the road to Crow Hall.As they travel, a successful HUNTING roll from the Company’s Scout finds heavy tracks in the ditch at the side of the road — similar to the tracks they found near the despoiled farmstead in Part 1. There’s a large handprint in the mud, too, as if the traveller had stumbled and fallen. The tracks lead off the road up into the hills — if the Player-heroes follow these, they lead to The Trail to Scepa (see page 33).poor welcomesFollowing the road, the Company approaches Crow Hall. Even in its diminished state, it is still a fortress worthy of note. Men of the South-kingdom built it as an outpost to watch over the road, more than two thousand years ago. The roof is mostly thatch, the windows bricked up, and parts have crumbled. A palisade of sharpened stakes guards the outer ring of the fort. Crows perch there, picking at the carcasses of enemies impaled on those stakes; thousands more crows roost next in the gloomy pines around the fort. The Player-heroes could not sneak up on Crow Hall unannounced, for the birds start cawing and croaking as soon as they see the Company.Within the palisade is a small village of huts and animal pens — for pigs, chickens and other farm animals. Several pens are empty, and the people here have a gaunt, hungry look. A pair of crows squabble over a scrap of meat.Dunlending warriors come out to challenge the newcomers. This band of guards is led by Dunrach (see box). He demands to know who they are and what business they bring to Crow Hall — and if their answers do not please him, he adds, hefting his axe, then the birds will eat well this evening.♦ If the Player-heroes say they are messengers from Isengard, Dunrach scowls, but permits them to pass into Crow Hall. If they mention they bear a gift from Saruman, Dunrach demands they hand it over to him; he will convey it to the chieftain.
The Beast of Dunland27♦ If they give a good reason for their presence (possibly requiring a successful COURTESY roll), they are also permitted to enter freely.♦ Otherwise, Dunrach expects tribute — a gift of Treasure or a Useful Item. Like, maybe, that silver box…As he leads the Player-heroes to the Hall, Dunrach mentions that it’s forbidden by ancient tradition to kill the crows of Crow Hall, and any stranger who troubles the crows will answer to him.Dunrach, Captain of the GuardGrey his beard, grey his hair. His shoulders are stooped, his back bent. But what are these if not the scars of time, and Dunrach already bears many scars. He lost his eye to a cast stone, three fingers to a knife-wound, and he walks with a limp ever since he was trampled by a horse in Rohan. But know this — even though blinded by pain and blood, Dunrach caught the stone-thrower and dashed his head against a wall. Even though he had only one finger and a thumb left, it was enough to draw his own knife and cut the thief’s throat. And even though he was trampled, his hip broken, he had enough strength to throw his own spear through the rider’s back. For Dunrach, all victories must be bought with pain.He yearned to be chieftain in Crow’s Hall, but that ambition was thwarted when his young cousin Gorsad returned from the Wizard’s Vale.1CROW HALL2348756 55665Dunrach still served his chieftain faithfully, even though it’s clear that Gorsad has a head full of lowland nonsense. Dunrach has grown bitter and resentful, but he did not challenge his cousin for the chieftain’s seat. (After the wound he suffered in Rohan, Dunrach cannot father children, and he will not let the line of chieftains perish.)His planned revenge over Gorsad is more subtle: he has won the love of Gorsad’s boy Toirlas who will be more of a son to him than any that might have sprung from his unwounded body.OCCUPATION: Captain of the Chieftain’s GuardDISTINCTIVE FEATURES: Fierce, VengefulTreat the warriors of Crow Hall as if they were Southerner Raiders (page 146 of The One Ring). Dunrach himself is a Southerner Champion (also on page 146 of The One Ring).locations1. OLD ROADMostly overgrown, it becomes clearer within a mile of Crow Hall. As travellers advance, they are constantly accompanied by the cawing of crows.2. FOREST OF EYESTowering pines with twisted branches crowd tightly around the settlement. Thousands of crows roost among their branches, their watchful eyes giving the forest its ominous name.
CHAPTER 1283. WATCHPOSTBuilt to protect the gates opening on the Outer Palisade at the end of the Old Road, this tower serves as the first line of observation.4. OUTER PALISADEA rampart of sharpened stakes and wattle fencing fully encircles Crow Hall.5. ANIMAL PENSSimple wooden enclosures hold the village’s livestock. Several pens are empty — it will be a hard winter for the clan.6. DUNLENDING HUTSRough dwellings cluster within the palisade, built using parts salvaged from the stone houses of the ancient Númenorean stronghold.7. FEAST-HALLThe heart of Crow Hall, once a grand hall now diminished by time and conflict. Its roof sags, with bricked-up windows and cracked walls, yet it still serves as a gathering place.8. PRIVATE CHAMBERSThe personal quarters of the chieftain and his advisers. Though modest, these chambers are well-defended from outside eyes — many crows roost on the eaves.part 3: the lord of crow hallA fire smoulders in the hearth at Crow Hall. Gorsad sits on a high seat beside it, staring into the ashes. There are only a handful of warriors in the hall, seated on long benches, and they look dour. They glare suspiciously at the Player-heroes as they arrive. Dunrach announces the Player-heroes to his lord, then sits with the warriors, muttering about the strangers from Isengard.Gorsad rises to greet the Player-heroes. He winces as he stands, for his feet pain him terribly. If they introduce themselves as servants of Saruman, then he bows and greets them in the ancient tongue of the High Elves — “Elen sila lumenn’ omentielvo”. Otherwise, he merely invites them to sit and state their business.As the Player-heroes sit, a big black one-eyed crow flies in through the window and perches on the rafter above one of them. The crow seems oddly attentive as it paces back and forth. This is the familiar of Dunwalla.a councilwith the crow lordThe meeting with Gorsad can be set up using the rules for Councils, where the goal is for the Player-heroes to impress both the chieftain and the assembled warriors of the tribe. The attempt can be considered Reasonable (Resistance 3) if the Player-heroes have declared themselves as emissaries of Saruman, or Bold (Resistance 6) if they haven’t.AWE makes for a good Introduction, while a COURTESYor RIDDLE roll, although appreciated by Gorsad, is ill-suited to impress Dunrach and his warriors, and thus loses (1d). During the Interaction the audience is Open, but it can be made Friendly by presenting the silver chest as a gift. Good Skills to use during this stage are COURTESY, RIDDLE, SONG, LORE(for tales of Saruman) or BATTLE (to discuss the defence of the hall against the Beast).Gorsad does most of the talking for the Dunlendings, with the occasional interjection from Dunrach (or even Dunwalla — if a dramatic moment occurs in which she can make a suitable spooky entrance!). During the council, the chieftain recounts the tale of the Beast of Dunland:♦ The Beast first attacked some months ago, during the winter. It attacked sheep in the high hills, and shepherds fled from it — they said it was a fearsome monster, skull-faced and white-eyed.♦ Several weeks passed before it struck again — once more, devouring sheep.♦ It attacked again, this time closer to the Hall. The crows raised the alarm, and Dunrach and Toirlas were able to drive it away — but it fled before they could slay it.
The Beast of Dunland29♦ The next attack was much more worrisome. That time, it somehow crept into the inner palisade without being seen, and prowled around the outside of the fort. Gorsad’s son Toirlas led a band of warriors out to hunt the monster, but they lost the trail in the mountains. Toirlas is still out adventuring; Gorsad hopes he will return soon.♦ Now the people of the village hide in Crow Hall for protection. The beast has returned twice since then, and each time the crows remained silent, providing no warning.♦ If Gorsad were healthier, then maybe he could have fought the beast. But given his present infirmity, his war-leader Dunrach advised it would be better to wait for Toirlas to return.The following questions are potential queries that the Playerheroes might pose to Gorsad, Dunrach, or the warriors and servants of Crow Hall.♦ What happens when the beast attacks? “When other foes come near the Hall, the crows give warning, and the warriors can prepare — but the beast strikes without warning, in deadly silence. Therefore, it’s become the custom of the people here to take refuge in the Hall by night. Three times, the monster’s gotten inside the outer palisade. We hear it snuffling and scratching at the door. The first time, we were all sleeping out in our huts, and it took three people. The second time, it took half the pigs and sheep. The third time, it took the rest. If it comes back again, who will it take?”♦ Where can we find this beast? “No-one knows. It’s been able to slip away from our best hunters. Maybe it is a ghost that leaves no tracks.”♦ Why do the crows here behave so strangely? “They are Crebain, and they were here long before any Men walked these lands. They have their own secrets, and their own wisdom that they rarely share. Dunwalla knows most about them.”♦ What ails Gorsad? “Some infirmity of the joints. It troubles him greatly, especially at night, and sometimes he is crippled by the pain of it. It is one thing for a chieftain to be less than whole of body — look at Ivoch son of Imlar, who has not walked since he was seven years old, but still strikes fear into the hearts of his enemies — but it is something else entirely when a chieftain loses his strength.”♦ Where is Toirlas? “Away hunting. He’s been gone a long time — sometimes, he goes down into the lands of the Forgoil (the Strawheads — the Men of Rohan) and steals from them. Dunwalla says he will come back soon, and we eagerly await that day.”END OF THE COUNCILDepending on the success of the Player-heroes’ efforts, these can be likely outcomes from the meeting with Gorsad.♦ If the Council results in a Success, Gorsad welcomes the Player-heroes, and gives them room within the Hall to sleep in. The other warriors seem cheered — in their dour, Dunnish way — to have such renowned visitors, and even Dunrach is grudgingly impressed.♦ On a Success with Woe, the chieftain gives the PlayerHeroes a place within the Hall to rest — but he is alone in welcoming them. Dunrach and the other warriors scoff at them.♦ If the Council ends in a Disaster, Gorsad, offended by their discourtesy, dismisses them, telling them there is no room for them in the Hall and that they must sleep outside in one of the settlement’s barns. The night is cold and no-one sleeps well — the barn doesn’t count as a safe and sheltered place, and the Company therefore cannot heal Fatigue points during a Prolonged Rest there.Gorsad CrowlordThe chieftain of Crow Hall is old before his time; he is a few years younger than Dunrach, but he shuffles around painfully, his back bent. He suffers from gout and other ailments that weigh heavily on both body and mind. While he is capable of great oratory when speaking in the hall from the high seat, in casual conversation he talks in a halting whisper.Gorsad was fostered in Isengard, and has a deep and unassailable belief in the wisdom and power of the White Wizard. His one regret is that his son Toirlas does not share his faith in Saruman — but alas, Toirlas never lived in Isengard. He should have, but Gorsad fell ill that year, and was confined to bed while Dunrach and Dunwalla managed the clan’s affairs. By the time he regained his health, they had convinced Toirlas that he would be better served learning to fight and hunt in the old ways of Dunland.His daughter Vila is much younger than her brother, and is only ten years old. She serves as his cupbearer in court. Toirlas has also considered sending Vila to Isengard, but Dunwalla argues against it.OCCUPATION: Gout-ridden WarlordDISTINCTIVE FEATURES: Fair-spoken, Patient
CHAPTER 130VilaThe young daughter of the chieftain is wise beyond her years, and very observant — she’s seen her brother fall under the influence of Dunrach, and she fears the malice and magic of Dunwalla. She worries that one day, her father will be found dead and she’ll be married off to one of Toirlas’ cronies (or even, in her nightmares, Dunrach). She’s hidden a bag of food and a knife in a corner of the hall, and is ready to flee at a moment’s notice.OCCUPATION: Nursemaid/PrincessDISTINCTIVE FEATURES: Fearful, SecretiveDunwallaThe Witch of Dunland, some call her. She is the twin sister of Dunrach. While he trained to fight, she ran wild, vanishing for days into the deep woods. There are stone idols there, squat and ugly, and it’s said they speak to her, and taught her the crow-speech.She has talent as a healer, and saved the life of her brother when he came home badly wounded from battle. Indeed, it’s commonly known that she would like to see her brother as ruler of Crow Hall, and it is a great frustration to her that he has not pressed his claim, but instead supports young Toirlas. She and Gorsad dislike each other, but they are also the two cleverest people in Crow Hall, and so they must work together to guide the clan.The other inhabitants of Crow Hall hate and fear Dunwalla, believing her to have unnatural powers. If it were not for the protection of Gorsad and her brother, she would long ago have been driven out of the Hall to perish in the wild.Dunwalla should be played as a spooky, mystical figure. If the Player-heroes ask about her crow familiar, or the shrine in her quarters, she darkly hints that there are powers in Middle-earth beyond the understanding of the Player-heroes.DUNWALLACruel, UncannyATTRIBUTE LEVEL5ENDURANCE20MIGHT1HATE5PARRY+1ARMOUR2COMBAT PROFICIENCIES: Knife 3 (2/14, Pierce)FELL ABILITIES: Combat Sorcerer. Dunwalla can cast her Dreadful Spells in place of her attack. If she does so, she can cast the spell without expending Hate.Dreadful Spells: Murder of Crows. Spend 1 Hate to make each Player-hero in sight gain 2 Shadow points (Sorcery) and lose (1d) on any attack rolls they make during their next turn. Those who fail their Shadow test or who are Miserable also suffer a severe Endurance loss (consider it as if from falling).Snake-like Speed. When targeted by an attack, spend 1 Hate to make the attack roll Ill-favoured.night in crow hallThat evening, virtually the whole of the clan gather in Crow Hall. Every bench is full, and the Player-heroes must sit shoulder-to-shoulder with Dunlendings. The meal is a meagre one, and what little meat there is gets taken by Dunrach’s warriors (but if the Player-heroes got a Success on the Council, then Dunrach shares a fine portion of meat with them). It’s clear that the people of the settlement fear to sleep outside, and intend to stay here within the safety of the Hall.Gossip throughout the hall is mainly focused around Gorsad’s ability to lead the clan, and speculating about what ill deed on his part is responsible for bringing such bad luck down upon them all — everyone knows that a weak leader brings troubled times. Maybe it would be better if Gorsad stepped down.During the meal, a strange woman enters the hall, coming down from the private apartments. A one-eyed crow sits on her shoulder, croaking into her ear. The Dunlendings fall silent as she makes her way across the room to sit next to Dunrach — for this is Dunwalla, his sister. She grins at the assembled crowd. “Sleep lightly,” she says, “the crows are disturbed tonight. Maybe it is these strangers. Maybe not.”Many of the Dunlendings make signs with their hands to ward off evil, and some even dare whisper that Dunwalla is a source of bad luck in herself. INSIGHT or AWARENESS rolls may reveal that Gorsad’s daughter Vila is especially scared of Dunwalla.
The Beast of Dunland31DunwallaGorsadDunrach
CHAPTER 132THE COUNSEL OF DUNWALLALater in the evening Dunwalla approaches the Player-hero with the highest WISDOM, and asks to speak with them privately. If they agree, she takes the hero off to her private chamber — a tower room, the stone floor stained with the droppings of birds. There’s a small shrine in one corner, a tangle of sticks and bones and bird skulls that is somehow unsettling. A pot of sticky, foul-smelling tree sap with a candle wick stuck in it smoulders in the shrine, and the smoke is heady and sickening. Dunwalla traffics with dark powers.Dunwalla says that she knows (or guesses) that the Playerheroes are emissaries of Isengard, and wants them to understand the White Wizard has no business meddling in the affairs of Crow Hall. The Dunlendings will choose their own path, and deal with their own troubles. Soon, Toirlas will return, and he will lead the clan into better days. She has no quarrel with the Player-heroes — as long as they do not interfere. They will have no luck hunting the beast — she continues. If they try, they will perish.If they have not yet handed over the silver box sent by Saruman, she demands to see it (even if the Player-heroes have not mentioned it to her). Should they hand it over, she takes the medicine from it and scornfully gives back the silver.THE HEALING OF GORSADIf Gorsad is given Saruman’s medicine (correctly prepared), his pain is eased and he moves more easily. This brings cheer to the warriors of the Hall — but not to Dunrach and Dunwalla. A successful INSIGHT roll catches them glancing worriedly at one another.If the Player-heroes gave the silver box to either Dunwalla or Dunrach, then Dunwalla takes the vial of medicine and hides it in her shrine.DURING THE NIGHTIf the Player-heroes sleep in the main Hall, it is hot and crowded, and loud with snores and the worried talk of the Dunlendings. The one common thread in all the conversations is the hope that the chieftain’s son Toirlas will soon return to hunt down the beast.If they’re exiled out to the barns, then their night is cold and lonely, their only company the crows that delight in pulling the Player-heroes’ belongings, stealing shiny things, and croaking loudly.However, Player-heroes outside the Hall get to make an AWARENESS roll — if successful, they spot a tall, pale figure lurking outside the fence. This figure turns and flees as soon as any of the Player-heroes move — it’s not the beast, it’s the herdsman Scepa from Rohan (see Scepa’s Tale, on page 34). If they chase after him, call for a HUNTING roll: Player-heroes lose (2d) for the darkness and Scepa’s head start.Note that the crows croak loudly in Scepa’s presence.part 4: the search for the beastAccording to their mission, the Player-heroes should endeavour to hunt the fearsome beast haunting the Dunlendings. To do so, they will likely search the area around Crow Hall. Dunrach offers to send three of his warriors with them as local guides — though these warriors provide no aid, they report back to the chieftain about the Player-heroes’ movements.Searching within the Outer Palisade of Crow Hall itself reveals many scratches on doors, fence-posts, and hut walls, suggesting the creature has huge, sharp claws — perhaps a Troll or a Warg, if the Wargs have indeed come west of the mountains.The crows around the hall make a raucous noise whenever anyone moves — clever Player-heroes may deduce that for the monster to have slipped into the yard, it must have found a way to silence the watchful birds.DUNWALLA’S MOVEMENTSUntil Toirlas returns (see page 36), Dunwalla intends to placate the beast by bringing food to its secret lair at the Eordscrafa (see page 37). Watchful Player-heroes may notice Dunwalla leaving Crow Hall with a bag of food. Her crows watch over her, making it exceedingly difficult to follow her unnoticed — those who attempt to lose (2d) on their STEALTH roll. If she knows she’s being followed, Dunwalla leads her pursuers on a long and fruitless walk through the Forest of Eyes.
The Beast of Dunland33hunting for the beastSearching for the trail of the beast in the lands around Crow Hall requires a HUNTING roll. However, if Dunwalla knows that the Player-heroes are looking for the beast, she sends crows to annoy them. The flapping and croaking of the birds makes the hunters lose (1d), as the racket is distracting and alarms any potential quarries. If Dunwalla knows they’re agents of Saruman, she sends an even greater number of crows to harass them, making them lose (2d).If the HUNTING roll fails, the Player-heroes find no trails that day, and gain one point of Fatigue. They can try again the next day. If the Player-heroes are still sleeping in the barn, they cannot get rid of Fatigue points during a Prolonged Rest. On a success, they find either the trail to Scepa or Toirlas.♦ With a single icon, they find both trails and can choose to follow either.♦ With 2 or more icons or a Magical success, they also find the trail to the Eordscrafa (see below).After two days of searching, the Loremaster should move the story forward playing The Homecoming of Toirlas (see page 36). After five days, play The Beast Attacks (see page 38).THE TRAIL TO SCEPAThe Player-heroes follow deep, stumbling footsteps in the snow, like the ones the Player-heroes may have seen at the Rohan farmstead (see page 23) or near the road to Crow Hall (see page 26). If the Player-heroes saw Scepa during the night, the trail runs right past the palisade. The trail leads through the Forest of Eyes and up into the hills south of the Hall (see Scepa’s Tale on page 34).THE TRAIL TO TOIRLASIn the distance, the Player-heroes spot smoke from a campfire. This is the camp of Toirlas and his war-band, slowly returning from their raid on Rohan (see Toirlas, on page 34).THE TRAIL TO THE EORDSCRAFAThe actual trail of the beast is invisible, for it leaves no footprints in mud or snow. However, the Player-heroes find the remains of one of its kills, a deer caught and savaged in the woods. Crows peck at the carcass. A trail of dripping blood leads north-east towards the mountains and the Eordscrafa (see Part 5: The Eordscrafa, on page 36).A MURDER OF CROWSGiven the amount of trouble caused by crows in this adventure, some Player-heroes may turn violent. Killing a crow is relatively easy — an Illfavoured ranged attack roll is needed (the crows have no Parry), and any successful hit kills one and scares the rest away for the rest of the scene. A successful AWE, BATTLE or HUNTING roll can also drive them away, for one round on a success, or for a whole scene with 1 or more icons. A Magical success on a SONG roll can command the crows for a scene, countering Dunwalla’s magic (see page 30).If the Player-heroes kill a crow, they lose (1d)permanently in any social interactions with the Dunlendings of Crow Hall, and are blamed for all ill-luck in the rest of the scenario. (The crows, too, hate the murderer of their kin, and they have long memories…).HALT!If the Player-heroes set off for the Eordscrafa before Toirlas returns, then Dunwalla has to act quickly to salvage her scheme — she sends Dunrach off in haste to find Toirlas, and then has Dunrach bring Toirlas and his company on a route that crosses the trail to the Eordscrafa and intercepts the Player-heroes.Dunrach argues that everyone should then return to Crow Hall — to welcome Toirlas home, and to carefully consider what is to be done next, instead of running off into the hills following a trail of blood.
CHAPTER 134scepa’s taleScepa is a shepherd; one of the two survivors of the raid on Sigulf’s farmstead (see page 23). The shepherd followed Toirlas’ raiders for days until he lost their trail, and ended up wandering half-mad in the hills around Crow Hall. The Player-heroes find him sleeping in a bed of branches like a wild man. If woken suddenly, Scepa attacks with panicked, flailing fists. A successful AWE or COURTESY roll is needed to calm him down.Scepa is a giant of a man, and between his snow-covered clothing and wild hair and beard, the Player-heroes might be forgiven for mistaking him for a Troll. Any Dunlending warriors present think that he’s either a Troll or the ghost of Helm Hammerhand, and immediately assume that he’s responsible for the attacks (see Scepa and the Dunlendings, below).If given the opportunity, Scepa haltingly tells his tale:♦ He was a shepherd in the household of Sigulf. Sigulf was a good man, and kind. Even when times were hard, Sigulf saw to the needs of those who dwelt in his stead.♦ Raiders from Dunland attacked the stead. They were lean, hungry warriors.♦ They were led by a young warrior who wore crow feathers in his hair. At first, it seemed that the raiders were after the animals, and would be satisfied with taking a few sheep. Scepa was sent off to the high pastures to fetch down the flocks.♦ But then the crow-haired raider saw Sigulf’s daughter Gleodwyn, and he was determined to take her too. This Sigulf would not countenance, and the two fought. The Dunlending had the best of it, and slew Sigulf on the threshold of his own house♦ Scepa returned to the farmstead too late, and saw the raiders escaping with Gleodwyn and a great many sheep.♦ He followed the raiders on foot for many days — he doesn’t know how long — but lost the trail in these hills. He followed the crows to Crow Hall, assuming that the raider must have come from there.♦ He’s determined to have his revenge on the crowhaired warrior, and rescue Gleodwyn.Once he sees that the Player-heroes are not Dunlendings (and especially if he knows any of them from their previous visits to Sigulf’s stead), he throws himself at their feet and begs for their help. He’s desperately hungry and thirsty, and will perish from exposure and hunger in a few days if not given aid by the Player-heroes.Scepa the ShepherdIt’s whispered that Scepa is half-giant, for he is both mighty and slow-witted. He has never been more than a few days’ walk from Sigulf’s stead before, and has no idea about the wider world. While he seeks to murder Toirlas, and certainly looks capable of such a deed like Helm Hammerhand of old, Scepa’s no trained fighter. Sword or spear in hand, Toirlas will easily defeat him.OCCUPATION: ShepherdDISTINCTIVE FEATURES: Slow-witted, StrongSCEPA AND THE DUNLENDINGSIt’s likely that the Dunlendings assume Scepa is the Troll responsible for the attacks.If the Dunlendings are outnumbered by the Player-heroes, then they just urge the Player-heroes to slay the monster, but take no action themselves.If by some chance there are more Dunlendings than Player-heroes present, then the Player-heroes must succeed at an AWE roll to stay their hands (or use force to protect Scepa). Alternatively, they can PERSUADE them to take Scepa back to Crow Hall for judgement by Gorsad (see Part 6: The Judgements of Gorsad, on page 39).toirlasToirlas is a Dunlending prince. He wears crow-feathers in his hair, and his eyes have something of a bird about them too, nervous and predatory. He has a war-band of fellow young warriors, and spends his days wandering the hills hunting and making merry — and his chief delight is raiding other Dunlending clans or over the hills into Rohan. He thinks that his father Gorsad is book-weak and sickly, and considers Dunrach to be more of a mentor — but he’s also arrogant enough to think that a Dunlending chieftain can rule alone. When Toirlas becomes lord of Crow Hall, he’ll replace old Dunrach with one of his young cronies, and the old man can go sit by the fire with the other toothless greybeards. (He fears Dunwalla, though, and has no idea what to do about her.)When the beast attacked, Toirlas went out to hunt it; when he could not find it easily, he grew bored and decided to wander off on his favourite pastime of raiding. After all, he told himself, the monster has eaten half our sheep, so it’s a good thing to get more.On this latest raid (the one that destroyed Sigulf’s stead), he kidnapped Gleodwyn, intending to bring her back to Crow Hall
The Beast of Dunland35— as a prize or servant, he hasn’t decided yet. He’s taken a long road back to Crow Hall — partly because he visited various other Dunlending settlements to celebrate the successful raid, and partly because Gleodwyn has fought him every step of the way.If the Player-heroes find Toirlas’ camp while hunting for the beast, they discover the young prince in the company of a half-dozen Dunlending warriors (and a few dozen stolen sheep, kept corralled by Toirlas’ beloved wolfhound Draug).MEETING WITH TOIRLASIf the Player-heroes are in the company of Dunlendings, or claim they have been welcomed as guests in Crow Hall by his father, then Toirlas invites them to sit by his campfire and share tales with his warriors. More than anything else, he wants a fresh audience for his boasts — he exaggerates the danger of his raid in the retelling, claiming that Sigulf’s stead was a veritable fortress, and that he was pursued by a host of Forgoil riders as he escaped over the Isen. He also claims to have seduced Gleodwyn, and that she begged him to carry her away to his castle in the hills.Toirlas says that he’s on his way back to Crow Hall, but he’s not looking forward to doing so, since his tiresome father will start whining about wise rulership and his sore feet. He’s delaying his return as long as possible by visiting other Dunlending farmsteads and outposts.If the Player-heroes mention the beast, Toirlas rolls his eyes. The crows protect Crow Hall — the fortress is invulnerable. Maybe it crept in once, but he chased it into the mountains, and he doubts it’ll ever return again. (If they tell him that the beast has returned since he left, he takes the matter more seriously, and returns to the Hall as soon as possible.)ToirlasThe heir to Crow Hall, Toirlas thinks of himself as a legend in waiting. He dreams of being worthy of song like Wulf, the Dunlending king who took the hall of Meduseld — and, in truth, he has a chance. He’s charismatic, generous, a good swordsman, a passable general — and most of all, he’s lucky. With a nudge, he could become a legend.OCCUPATION: Warrior PrinceDISTINCTIVE FEATURES: Generous, ImpulsiveShould the Player-heroes come to fight him, Toirlas has the same stats as a Southerner Champion, and his warriors are Southerner Raiders.Toirlas
CHAPTER 136THE HOMECOMING OF TOIRLASToirlas’ return is met with cheers from the folk of Crow Hall, and quiet smiles from Dunrach and Dunwalla. Vila greets her older brother with a hug. If Gorsad has been healed of his gout, he rises and embraces his son; otherwise, he tries to rise from his seat, but the pain is too much and he falls back.One of the stolen sheep is killed and roasted, and there is a grand feast in the Hall. Toirlas enthusiastically boasts that he’ll kill the monster when it next shows its ugly face, then tells the tale of his raid on Sigulf’s stead. Gorsad mutters about restraint and not engaging in pointless violence, but no-one listens. If Gorsad is cured, he speaks much more forcefully, telling his son that it would be better to deal with the beast instead of causing trouble for others.part 5: the eordscrafaRUMOURIn the hills of Dunland are ancient works of stone. Giants made them, maybe, or Elves, or Men out of the West in the Elder Days of the world.OLD LOREThe place called Eordscrafa in the tongue of Rohan is a great stone tomb, built in the First Age of the world. Forgotten kings of Men were buried there, but no history of their great deeds is preserved even among the Wise.backgroundFrom afar, the Eordscrafa appears as a small hill of scraggy green grass. It is not a natural mound, but a burial barrow, as its stone-linteled entrance suggests — an ancient tomb of a forgotten lord of Men from the Second Age. A massive structure of stone lies buried beneath tons of dirt, concealing a complex of subterranean chambers. The Dunlendings consider it a haunted and ill-omened place, but no evil spirits dwell there. Dunwalla knows it well; in her youth, she came here seeking lost secrets of the Elder Days, though she learned nothing from the carven stones.When her crows reported that the beast had taken up residence in the Eordscrafa, Dunwalla came here and left offerings for the monster, to keep it from returning into the mountains until Toirlas returned to slay it.locations1. ENTRANCEThe door is low and narrow; scrapes and scratches on the stone lintels show that some large creature has crawled in and out recently. The Player-heroes must enter the tomb one at a time.GLEODWYNThe unfortunate woman has been a prisoner of the Dunlendings for days, and witnessed them slaughtering her family. She remains mute and terrified, although an ENHEARTEN roll from a friendly face can encourage her to speak. She begs to be rescued from the clutches of Toirlas.Toirlas will not let her go freely; while his initial desire for her has been blunted by all the trouble of dragging her across Dunland, she’s still a valuable trophy in his eyes. He might ransom her or wager her in a game of chance or skill, but he will not relinquish her readily. The Player-heroes might:♦ Fight Toirlas for her (but this risks turning the Dunlendings against the Player-heroes and Saruman)♦ Help her escape by night (with a STEALTH roll, possibly penalised by the crows)♦ Appeal to Gorsad (see Part 6: The Judgements of Gorsad, on page 39)Failing to rescue Gleodwyn, or at least ensure her safety, is a Misdeed worth 2 Shadow points.
The Beast of Dunland372. OUTER CHAMBERSA number of side chambers open along the low-ceilinged corridor. They once contained grave goods and other gifts to the dead, long since looted or turned to dust. Some offerings here are much more recent — animal bones from a carcass. Player-heroes observing them discover that the bones are slightly charred; the carcass was cooked. Now, some forms of Troll, like Stone-trolls, have the wit to cook their meals (roasted, minced fine and boiled, with a starter of burrahobbit pie), but the monster that attacked Crow Hall is not such a creature. Someone else provided this meal — and a search of the chamber (a SCAN roll) discovers the sticky residue of Dunwalla’s foul incense (see page 32). It stinks of pine, and breathing the fumes too deeply sickens the Player-hero.3. INNER CHAMBERThe Beast of Dunland sleeps here, amid the graves of kings. The chamber is so small that only one or two Player-heroes can fit in here if the monster is at home.4. SECRET CHAMBERThe entrance to this chamber is concealed behind a heavy stone carved in the likeness of a decorated shield (ATHLETICS roll to move it); it contains a trove of ancient coins and treasures, a Lesser Hoard.schemes and troublesDUNWALLA THE WITCHDunwalla knows about the beast’s hiding place. She’s kept the creature here by giving it offerings of food. If the Playerheroes keep watch over the Eordscrafa, they may catch Dunwalla in the act, and be able to bring her for judgement before Gorsad (see page 39).BATTLING THE MONSTER IN ITS LAIRThe tomb is too cramped for more than one Player-hero to fight the beast at any one time. Extra Player-heroes can fit in, but all of them lose (1d) on attack rolls for each additional combatant in the fight. So, if three Player-heroes try to battle the beast in the confined tomb, they all lose (2d) on their attack rolls. (Hobbits don’t contribute towards the total).The beast won’t leave the tomb during daylight, but can be lured out at night with the right bait — like a juicy sheep, or a Dunlending.If Toirlas and his company are present, then they let the Player-heroes go in first — but Toirlas waits by the entrance, looking for a chance to join the fray at just the right moment to strike the killing blow.1THE EORDSCRAFA234
CHAPTER 138THE BEAST ATTACKSShould the Player-heroes not find the beast’s lair in the Eordscrafa before the fifth day, then the thing attacks Crow Hall once more. If everything goes as Dunwalla and Dunrach expect, the attack unfolds as follows: this time, the crows provide plenty of advance warning of its approach. Toirlas and the other young warriors go out to battle the beast. Several of the warriors perish, but Toirlas manages to slay the monster.If the Player-heroes are present, then Dunrach tries to ensure that none of them take the glory away from Toirlas — which may involve stabbing a Player-hero in the back or pushing them into the arms of the hungry monster! Similarly, Dunwalla can have the crows assail a Player-hero who might threaten their plan to exalt Toirlas.The Beast of DunlandSnow-trolls may be smaller than many of their kin, but their ferocity more than compensates for their size. Typically residing in caves, they usually lie dormant until a snowstorm hits. As the winds howl and snow limits visibility to mere inches, they emerge to hunt. Despite their stature, Snow-trolls are stealthy hunters, adept at sneaking up on their prey and catching them off guard.SNOW-TROLLFierce, StealthyATTRIBUTE LEVEL9ENDURANCE70MIGHT2HATE9PARRY—ARMOUR3COMBAT PROFICIENCIES: Bite 3 (6/14, Pierce), Crush 3 (6/12, Seize)FELL ABILITIES: Dull-witted. Player-heroes can attempt a special combat task against the creature while in Forward stance. The acting player makes a RIDDLE roll as the main action for the round: on a success, the Troll loses 1 point of Hate, plus 1 point for each Success icon ( ) rolled.Fear of Fire. The creature loses 1 Hate at the start of each round it is engaged in close combat with an adversary wielding a torch or other burning item.Fierce. Spend 1 Hate point to gain (1d) on an attack roll and make it Favoured.Hideous Toughness. The creature is unaffected by unarmed attacks. Additionally, when an attack inflicts damage to the creature that would cause it to go to zero Endurance, it causes a Piercing Blow instead. Then, if the creature is still alive its Endurance score is set back at half its maximum rating.Horrible Strength. If the creature scores a Piercing Blow, spend 1 Hate to make the target’s Protection roll Ill-favoured.
The Beast of Dunland39part 6: the judgements of gorsadSeveral problems in this adventure may require arbitration by the chieftain of Crow Hall. While Gorsad is likely well disposed towards the visitors from Isengard, he must still weigh testimonies and appear unbiased.The Loremaster should resolve this with another Council. The Resistance is based on the demands made by Playerheroes from those listed below. Making one or two of the demands is a Reasonable request (Resistance 3), three demands is a Bold request (Resistance 6), and making all four demands is an Outrageous request (Resistance 9).♦ Sending Vila to Isengard: While Gorsad would personally prefer for his daughter to be educated in Isengard, Dunwalla has spoken against it.♦ Sparing Scepa’s Life: The shepherd is suspected of being the monster who attacked Crow Hall.♦ Freeing Gleodywn: Toirlas captured her in a raid, which is permissible by Dunlending law.♦ Accusing a Dunlending, such as Dunwalla, Dunrach or Toirlas, of some misdeed, and convincing Gorsad of their guilt. However, unless some form of proof is presented, the Resistance rating for the Council will be 9, no matter what other demands are made.The attitude toward the Player-heroes is Open if the initial Council when arriving at Crow Hall was successful, and Reluctant if it was not. However, if the Player-heroes slew the Beast and can offer some proof of it, the attitude is improved one step, to Friendly or Open, respectively.The players should be informed of the above conditions ahead of the Council, so they can plan their approach accordingly. If the Player-heroes make demands not covered by the above suggestions, it is up to the Loremaster to set the final Resistance.Updated Council Rules: For this Council, and Councils in general, it is recommended using the updated rules in the third and later printings of The One Ring Second Edition core rules, where the time limit is equal to 4 plus 1 for each icon rolled in a successful introduction of the Council, and 3 if the introduction failed.many endingsThe tale began with rumours of a beast troubling Crow Hall. How does it end? Presumably, the beast is slain, but who takes credit? Toirlas? The Player-heroes?What is the state of Gorsad’s chieftainship? Is he seen as a sickly, weak old man who will soon be replaced by his stronger son? Is his son under the influence of Dunwalla and Dunrach?Will the next chieftain of Crow Hall be indebted to Isengard, and heed the requests of the White Wizard?and back again…On the way back to Isengard, the Player-heroes encounter the wandering singer Caelur once more. She eagerly asks them for news of Crow Hall (even if they did not mention where they were bound in their first meeting).Ordered by Saruman to do so, Caelur teases out what the Player-heroes did at Crow Hall and how they think events will play out in the coming years. Her key question is whether or not the chieftain of the hall (whoever that is) will be loyal to Isengard when the war comes.When the Player-heroes are back to Saruman, they are received briefly — the White Wizard is busy — but he assures them that he has been thoroughly informed of their deeds. He praises or scolds them according to their results, but if any misdeeds were done, he does not address them. “Regretful, but perhaps inevitable,” is his only comment.THE CHOICES OF SARUMAN, PART I♦ Raise Saruman’s Shadow by the fixed amount decided at the start of the campaign (1, 2, or 3; see The Fall of Saruman, on page 17).♦ If the Player-heroes committed Misdeeds over the course of the adventure collectively worth 4 Shadow points or more, raise Saruman’s Shadow by 1 point.♦ If Vila is not sent to Isengard, raise Saruman’s Shadow by 1 point.♦ If Scepa is killed, raise Saruman’s Shadow by 1 point.♦ If Saruman loses influence over Crow Hall (because Toirlas takes credit for slaying the beast, or because he remains under the influence of Dunrach and Dunwalla), raise his Shadow by 2.
CHAPT E R 2the sea-prince of the shore“Have I not earnestly studied this matter? Into Anduin the Great it fell, and long ago, while Sauron slept, it was rolled down the River to the Sea.”— The Fellowship of the Ring™
CHAPTER 242umour comes to Isengard of a charismatic new Prince who has arisen at the mouth of the Isen, a hero possessed of tremendous courage and wisdom. Saruman dispatches his agents, the Playerheroes, to investigate this tale. Secretly, he fears that the One Ring has been found by some barbarian of the shore, and it is his wish that it be recovered before others notice.In truth, the Sea-prince’s source of power is quite different — he too is an agent of a greater power. In his case, he serves the Black Ship Kathuphazgân, an expedition from Umbar dispatched by Sauron to probe the defences of the Grey Havens and Rivendell. And for those masters, he has captured a prize — the Elf Gildor Inglorion, of Elrond’s household. When the Black Ship comes, its masters will break the Elf’s spirit and he will sing another song indeed.THE BLACK SHIP KATHUPHAZGÂNRuins of the Lost Realm presents a fuller description of the Black Númenórean vessel and her crew; as the ship plays a role in both this adventure and There Let Them Lie Until the End, a brief description is given here for those without access to that tome.Kathuphazgân is a massive warship built in the shipyards of Umbar. In scale and majesty she rivals the ships of ancient Númenor. She was dispatched north to survey the coasts of Eriador in preparation for Sauron’s war. The Dark Lord intends to blockade the Grey Havens to prevent the Elves escaping (or worse, calling for help from the Undying Lands); he also desires to find the hidden valley of Rivendell, so the last remnant of Gil-galad’s kingdom can be destroyed.The black ship travels back and forth between Umbar and the north — mapping the coast, establishing contact with potential spies and agents, leaving supply caches. The ship is captained by a veteran sailor named Nerek, but he is subordinate to the two Black Númenórean leaders of the expedition: the sorceress Usapthon and the warrior Zoril, wielder of the fiery blade Magolach. Kathuphazgân also carries a crew of nearly five hundred when fully loaded. See page 86 for additional information on these foes.part 1: word from the shoreAgain, the Player-heroes are summoned to Isengard. The Loremaster should highlight any changes to Orthanc or the fortress that occurred since their last visit — it may have been months or years since they were last here.Again, Saruman meets with them in the garden. “There is a minor mystery that intrigues me. A trifling matter, most likely, but great troubles can arise from the smallest of things. Word has come to my ear of strange events near the mouth of the Isen. Tales of miracles and magical healings, of enchantment and…” he raises a perfect white eyebrow. “Wizardry.”He tells the Player-heroes that they are to follow the river west, beyond the Gap of Rohan and into the wild lands of
The Sea-prince of the Shore43southern Enedwaith. The coast of Enedwaith is lightly populated. Fisherfolk dwell on the shores of the Sea, Middle Men of little account in the great matters of the world. They are, Saruman warns, suspicious of outsiders and sometimes dangerous.A prince has arisen among them, said to be both valorous and wise, gifted with strange powers. The task is this — travel to the mouth of the Isen and seek out the man called the Seaprince, and find out if he is dangerous, and if he possesses genuine power. “He may be nothing more than a barbarian warrior, of little account. Or he might be like Dunwalla of Crow Hall, possessed of some fragments of old lore… or maybe he found some Elven relic of the Elder Days. Make sure that nothing untoward is going on, and if it is, take the appropriate action. I leave the details to your good judgement.”the long journey westLong is the path west, and though it passes through strange lands indeed, it begins in Rohan. The Player-heroes must pass the Fords of Isen, which in this time is well guarded by warriors of the Mark. The keeper of the Fords is a Rohir named Erkenspere; he hails the Player-heroes as friends if they present themselves as servants of Saruman, and speeds them on their way with fresh provisions. He cautions them that they have a choice of paths.♦ If they continue across the Ford, and keep the river on their right-hand side, then they will eventually pass into the West-march of Rohan, the region between the Isen and the River Adorn, a land called the Gore by its folk. The people who dwell there are part of the Kingdom of Rohan, but their loyalty cannot be guaranteed, for many cleave more to the Dunlendings. Still, they should be safe enough — but they will need to find a way to cross the river in the west of the Gore, and the waters there are so fierce that they are unfordable. They’ll need a boat or great good fortune.♦ The other option is to go back across the Ford, and take the harder path that keeps the river on their left-hand side, then they will be safe enough while they keep to the old North–South road. But soon road and river will diverge, and the path then will take them into very perilous lands where the worst of the Dunlendings dwell.Erkenspere suggests that the Gore route is safer, but risks delay if the Player-heroes can’t find a way across the River.THROUGH THE GOREThe lands of the Gore are a pleasant grassy plain, rich and warmed by the sun. There are ruins here, the remnants of small towns once inhabited by a folk hailing from Gondor, but they have been left to sink into the mud; the folk of the Gore of Adorn keep to their own camps and forts.As they travel, the Player-heroes come across a Dunlendish wanderer by the name of Dera. She is a scout and a hunter, and the Player-heroes may bargain with her for supplies, news or even passage across the river.♦ If they ask for news of a new power rising in the west, Dera says that she’s heard of the Lady of Tears; she’s said to be a sorceress of the sea, and can heal even the most grievous wounds.In time, the Player-heroes come to the western edge of the Gore, and as Erkenspere warned, the river is dangerously fast-flowing. Crossing it requires an ATHLETICS roll; those who fail are swept away quickly and suffer a severe Endurance loss from suffocation.FOLLOWING THE OLD ROADThe northern bank is, indeed, safer and quicker at first. The Old North–South Road runs straight and level, although the Player-heroes can only use it for a few days before they must leave it to follow the course of the Isen. The northern valley is steeper and stonier, and rife with Dunlendish brigands.In time, the Player-heroes come to a particularly dangerous spot — a place where a spur of stone nearly overhangs the fast-flowing river below. This place, the Gorge of Lamentation, is watched by Dunlending thieves who ambush travellers. The Dunlendings lurk in caves atop the stone spur, and creep down on ropes to grab intruders. They are so stealthy that they are like spiders, picking off the travellers at the rear of a party one by one (for these foes — one for each Playerhero — use the stats for Highway Robbers, on page 147 of The One Ring).the silent landsAfter the junction of the Rivers, west of the Gore, the Company enters unknown and silent lands. The middle lands of Enedwaith were never part of the Old Kingdom, North or South, nor have the Elves ever dwelt here, unless it was in time out of memory. No folk live in these lands, and the few who pass down the river in boats do so hastily. Strange things lurk here.As the Player-heroes pass through these lands, they may see some of the wonders listed in the table on page 44— these are strange sights that the Loremaster may use as background description, or to flavour Events rolled along the journey (the butterflies might be a Joyful Sight, while the mire-spirits might be a Mishap or Short-Cut.)
CHAPTER 244WONDERS OF ENEDWAITHSUCCESS DIE EVENT1 Glimpse of Giants: In the distance, the Player-heroes see what might be a lone tree, immensely tall but almost leafless as if autumn has found it early — and then, it turns and lopes away, vanishing into the mist, never to be seen again.2 Laughing Spirits of the Mire: While passing through a marshy region on the banks of the Isen, the Player-heroes hear laughter nearby. They never see anything, but they hear merry voices (speaking a very archaic form of Elvish), and see footprints appearing in the mud as if invisible creatures are nearby. These spirits, whatever they are, are mischievous but not dangerous, and run away laughing if threatened.3 Dancing Stones: The Player-heroes come upon a circle of standing stones, and in the undergrowth nearby are more carved stones, these ones like the statues of the Púkel-men near Dunharrow in Rohan: “carved in the likeness of men, huge and clumsy-limbed, squatting cross-legged with their stumpy arms folded on fat bellies. Some in the wearing of the years had lost all features save the dark holes of their eyes that still stared sadly at the passers-by.” At night, when no one is around, the standing stones move, grinding across the ground to take the spot recently occupied by another of its companions, dancing an intricate dance.4 Field of Butterflies: The Player-heroes behold what looks like a field of brightly coloured flowers, stretching to the horizon in all directions — but when disturbed, the flowers take flight as hundreds of thousands of butterflies flit into the sky.5 Ghost Forest: When the Player-heroes wake, they have the strange impression that they’re in the middle of a forest. Spectral trees of mist have appeared all around them, the ghost of the great forest that once grew here. A breath of wind — or the touch of an iron axe — drives these phantoms away.6 Huge Snail: The Player-heroes encounter a gigantic snail, as big as a hill. There’s what looks like a small stone cottage atop its shell, but the cottage is long abandoned and empty. The snail is not hostile, but slowly slithers away across the plains.the poison of the beithirAs they travel, the Player-heroes come to another marshy region. Thick, sucking brown mud threatens to swallow their boots or drown the travellers entirely. If they try to go around the marsh, they discover it’s much more extensive than it looked at first glance (or else the marsh is somehow followingthem, reacting to their movements).At the centre of this swamp is the Beithir.What is it? A failed dragon, maybe, a wingless worm, fiery breath long grown cold. A survivor from some previous age of the world. Fat it is, and long, a swollen tadpole with paddlelike limbs. It has a sting in its tail, and its slack, gaping maw has countless venomous teeth. It holds some unearthly power over the mud through the slime that it constantly secretes from its fleshy form.Most of all, it hungers. The Beithir’s preferred method of hunting is to poison a lone traveller, then swim away through the muck, waiting for the traveller to perish and sink into the marsh. Once the body is nicely fermented, the Beithir gobbles it up. Against a band of travellers, it relies on a furious assault, hoping to scatter them with terror.GOLD IN THE MUCKIf the Player-heroes slay the Beithir, and spend some days searching the marsh, then a successful EXPLORE roll finds the monster’s treasure hoard, amid a stratum of gelatinous whitish mud speckled with teeth and bone fragments. Most of this treasure is of little worth — a few coins, a rusted dagger with some bright glass in the hilt — but there is also a treasure chest, its sides stained and discoloured by long burial in the mud. It contains a Greater Hoard of strange coins that resemble money struck in Gondor, but bear the sigil of the Eye.A successful LORE roll can guess at the origin of these coins — in the year 2758 of the Third Age (about two hundred years ago), Corsairs from Umbar landed in Enedwaith and allied with the Dunlendings against Rohan and Gondor. Those were the days of Helm Hammerhand and false king Wulf. This treasure must be part of the Corsair war chest, money brought to hire Dunlendish mercenaries.Any magical treasure found here is the work of Sauron and his acolytes, and comes with a Shadow (Greed) gain of 2 points (in addition to any Shadow gained on an result on the Magical Treasure roll).
The Sea-prince of the Shore45THE BEITHIRHungry, StealthyATTRIBUTE LEVEL8ENDURANCE80MIGHT2HATE8PARRY—ARMOUR3COMBAT PROFICIENCIES: Bite 3 (6/16, Seize), Stinging Tail 3 (6/14, Pierce)FELL ABILITIES: Foul Slime. Spend 1 Hate to cause all combatants engaged with the Beithir to lose (1d) on all rolls for the round.Hate Sunlight. The Beithir loses 1 Hate at the start of each round it is exposed to the full light of the sun.Hideous Toughness. The creature is unaffected by unarmed attacks. Additionally, when an attack inflicts damage to the creature that would cause it to go to zero Endurance, it causes a Piercing Blow instead. Then, if the creature is still alive its Endurance score is set back at half its maximum rating.Horrible Strength. If the creature scores a Piercing Blow, spend 1 Hate to make the target’s Protection roll Ill-favoured.Poison. If an attack results in a Wound, the target is also poisoned.A NOTE TO THE LOREMASTERThe poisoning of at least one of the Player-heroes would serve as a compelling ‘fortuitous’ event, as it gives the group a strong motivation to seek the Sea-prince’s assistance, enhancing the effectiveness of the scenario.
CHAPTER 246part 2: todden, the village by the seaRUMOURThe folk of the western coast are surly and superstitious. Theirs is a strange shore, far from civilised lands. They’ve been known to raid as far north as Lindon, but are mostly concerned with their own squabbles.OLD LOREThey were accounted Middle Men by the Lords of Númenor — not servants of the Enemy, but not friends of the Elves either. The Elves rarely visited those lands.backgroundAt last, the Player-heroes scent the sea — the Sea! If this is the first time the Player-heroes have beheld the great western ocean, take a moment to describe the staggering beauty of the waves crashing on the shores of Middle-earth; the sound of the gulls, the green-blue froth-capped waters stretching to the horizon, the waters that Eärendil the Mariner braved and that swallowed lost Númenor. Somewhere beyond the bent sphere of Earth lies the uttermost West, and Elvenhome forever. Indeed, for a moment the Player-heroes hear a snatch of song, telling of the wonders of the Elder Days.Then the enchantment passes, and the Player-heroes see a village by the mouth of the Isen. It’s a rough place — a few buildings of mud and straw, fish drying on wooden racks, inhabited by sullen fisher-folk. The town is called Todden in the local tongue, which means the landing.If the Player-heroes are not obviously hostile, they are allowed entry into the town. The former master, and now steward, of the place is an old man named Cradoc. His sons escort the Player-heroes to his house so he may take a look THE TALE OF THE SEA-PRINCEThe Player-heroes might hear this tale in the tavern, or from Cradoc, or from virtually anyone they speak to in town.The last few years have been hard for the tribe in Todden. The fishing’s been bad, there’s been hunger and sickness — and we’ve been raided by other tribes from up the coast.All seemed hopeless — and then a man came out of the sea. Strange of feature, and very tall, like the legendary Sea-kings of old. He brought gifts, and knowledge of healing spells. He cured sickness with his magic. He led the people of the village in counter-raids against their old rivals, and burnt their boats. For all these wonderful deeds and more, the people of Todden acclaimed the Sea-prince as their lord.Now the Prince dwells in an ancient tower outside the village, and Old Cradoc (who was chieftain before the Prince came) was appointed as steward. The Sea-prince has commanded Cradoc and his followers to gather food as an offering to the wild ruler of the Sea, the raging Storm-king.The ‘Sea-prince’ is a Black Númenórean named Nambar, from the crew of the Kathuphazgân. He was sent ashore to sway the Fisherfolk, and to gather provisions for the Black Ship so it does not need to return to the South to resupply.He has succeeded in his mission — and found an unexpected treasure on the shore, too. The Elf Gildor Inglorion was wandering in this region on another errand, and Nambar has captured him. When the Black Ship returns, he intends to present Gildor to his mistress Zoril.KATHUPHAZGÂN AND THE SCOUTS FROM UMBARAs described in Ruins of the Lost Realm, the Black Númenóreans of Umbar have sent the gigantic warship Kathuphazgân north to the coastlands of Eriador. The ship’s mission is to prepare for the coming war; after taking Gondor, the forces of Sauron intend to destroy Lindon and Rivendell and prevent the remaining Elves from fleeing West over the Sea. There’s much more detail about the ship and its crew in Ruins of the Lost Realm.