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Published by fenrir0otavio, 2025-12-29 17:07:31

The One Ring RPG -Hands-of-the-White-Wizard

O Um Anel RPG -Hands-of-the-White-Wizard

The Sea-prince of the Shore47at them. As they progress through the town, the heroes spot the huge pile of offerings in the market square, and hear strange music from the tavern.locations1. THE MARKETMarket is too grand a term for this open space — there’s little trade here, just bartering for various necessities. The village is so isolated that outsiders never come, save the occasional brave traveller from western Gondor, and then only once every few years.Right now, the centre of the market is piled high with offerings to the Prince — dried fish, pickled and preserved food, sacks of grain, coils of rope and other necessities, just as he asked.2. CRADOC’S HOUSEThe largest and oldest house in the town, which isn’t saying much. It smells strongly of fish, but so does everything here. Cradoc dwells here with his family, including his three large adult sons who serve as his enforcers (consider them Southerner Raiders).Old CradocIn his youth, Cradoc was renowned as a fighter and raider, but those days are long behind him. Now, he’s content to rule over his little domain. Cradoc is suspicious of outsiders, including the Sea-prince, but he knows that the newcomer could have easily overthrown him, taken his place, and dispossessed his sons, so Cradoc is content to serve for now — especially as the Sea-prince has declared that he is under a spell to dwell on land for only a year and a day, and that he must soon return to the ocean for a while.Cradoc loves the riddle-game; a traveller who stumps him with a RIDDLE roll gets a warm welcome. While he’s interested in the affairs of the wider world, he has no desire to get involved.OCCUPATION: Village ChiefDISTINCTIVE FEATURES: Patient, Subtle1TODDEN243


CHAPTER 2483. THE OLD LANDINGOn the shore there’s a huge stone jetty, far larger than the village needs. A few fishing boats bob absurdly alongside it, underlining how strangely big it is. It’s clearly of far more advanced construction than anything else in the town. LOREor RIDDLE (for old tales) guesses it was built by the descendants of Númenor — but it looks relatively unweathered.In truth, the landing was built by the Corsairs of Umbar about two centuries ago, when they landed a fleet here to support the Dunlending invasion. A ship far, far larger than the little fishing boats could dock here.4. THE TAVERNThis simple building is an ale-house where the villagers gather around a bonfire to tell tales. It’s either smoky and dark, or cold and draughty depending on which way the wind blows.There’s a musician here, Sellic, who’s the chief entertainer for the town. Sellic’s a clever and handsome young man — and he has a truly marvellous flute. A successful LORE roll recognises this flute as Elvish work. (A Player-hero who has spent a great deal of time at Rivendell automatically recognises the flute as very similar to one that belongs to Gildor, an Elf who often visits Elrond’s house).THE MUSICIAN AND THE ELFA few months ago, Sellic met and befriended the Elf Gildor, who shares his love of music. Gildor had travelled to this distant land in search of the fabled Singer of the Shore. Gildor warned his new friend to keep his presence here a secret — Gildor had no desire to attract attention from superstitious mortals who might fear outsiders.While Sellic professed friendship with Gildor and swore to keep him hidden, in his heart Sellic grew jealous of the Elf’s infinitely deeper knowledge of musical arts.Then came the Sea-prince, and a terrible opportunity. Impressed by the Sea-prince, Sellic told him about Gildor. He had his servants capture him, and the Elf is now imprisoned in the dungeon under the sea-tower. The Sea-prince gave Sellic the Elf’s flute as a gift, and promised to take the minstrel with him when he returns to the sea.SellicSellicYoung Sellic is a talented singer; there is a special gift of music and song for those born along this shore. In another life, in another land, Sellic might have become a bard for lords and kings, but there are no kings on the sea any more. Here in Todden, he sings songs of surpassing beauty to entertain fishermen and seamstresses who would be equally entertained if he belched the tune.Sellic dreams of leaving Todden, but he’s no adventurer — he fears to travel alone in the Wild.As the most courteous and sophisticated of the Fisherfolk, it’s Sellic who goes to speak with strangers. INSIGHTpicks up that Sellic’s suave demeanour conceals inner nervousness, especially around Elves, and that he’s not half as clever or worldly as he pretends to be.OCCUPATION: MinstrelDISTINCTIVE FEATURES: Fair-spoken, Secretive


The Sea-prince of the Shore49schemes and troubleMEETING OLD CRADOCCradoc wears a tunic of coarse, woven linen dyed in shades of muted green and grey, resembling the hues of stone and seaweed. Over his shoulders rests a simple cloak fastened with a carved wooden brooch, weathered by time and salt. He leans on a staff hewn from driftwood. He speaks in a whisper, but one of his sons echoes his words by speaking through a booming conch.There’s no need to run this as a full Council; a simple COURTESY roll is enough for the Player-heroes to assure the chieftain that they’re not dangerous. If they fail the roll, he asks them to leave their weapons with his sons while they are in Todden. If asked about the mysterious Sea-prince, he can tell the Tale of the Prince, but admits he knows little else. An INSIGHT roll reveals that he’s worried about the Prince’s influence over his followers, and that Cradoc really hopes that he spoke truly when he said he would soon leave.RUMOURS AND TALES AT THE TAVERNBesides speaking with the steward, the Player-heroes can hear the Tale of the Sea-prince (see page 46) from the patrons of the local tavern. Collecting rumours provides them with the following pieces of information.♦ The Prince arrived nearly a year ago. He will leave soon, for he’s under a spell to only dwell in a place for a year and a day.♦ The Prince wears a blue ring on his finger, a symbol of his authority. And it’s said that the hands of a king are the hands of a healer, and that’s true — the prince’s touch heals!♦ The Prince will soon depart, so the people of Todden are gathering gifts for him.♦ The Prince warned that servants of the Enemy are searching for him, and he must be wary. Strangers, he says, are not to be trusted.♦ There are rumours of another stranger, according to Mad Magga, but no-one else has seen anyone other than the Player-heroes. Still, it’s good that the Prince has some guards to protect him from danger.MAGGA’S TALESeeking out Magga — an eccentric woman who makes a living plucking mussels and other shellfish from the rocks — gets her account. She claims that she saw Sellic in conversation with ‘an Elf out of the sea’ on a lonely beach up the shore, where strange songs are often heard. But everyone knows Magga sees things that aren’t there — she probably heard Sellic singing the tale of some king of old, and imagined the rest.OFFERINGS AND HEALING ARTSIf any of the Player-heroes are Wounded or poisoned, then the villagers advise them to go and see the Prince in his tower by the shore. Bring an offering, they say.SELLIC’S SONGIf he suspects the Player-heroes of being a threat to him or the Prince, Sellic takes action against them. There are three possible ways for this scheme to play out.♦ If the Player-heroes are sleeping in or near Todden, then he plays a soothing song on the flute to lull any of them who are on watch into slumber. The Playerhero on watch must attempt a WISDOM roll; if the roll fails, they fall asleep. If the WISDOM roll is successful, they gain 1 point of Fatigue but stay awake. Elves are immune to this magic. If all Player-heroes are sleeping, then Sellic and the Prince’s guards capture them without a fight (see Prisoners of the Prince, on page 54).♦ If the Player-heroes are in the tavern, Sellic could stir up the fears and prejudices of the people of Todden with a violent, war-like tune. The fisher-folk present little threat to hardened adventurers — Sellic’s goal here is to force the Player-heroes to fight back, injuring some of the locals and forcing Cradoc to send his sons to deal with them.♦ The third option is for Sellic to go to the Prince directly to warn him of the strangers from Isengard.CONFRONTING SELLICSellic is no warrior — if the Player-heroes can corner him where he cannot escape or call for aid, they can easily force him to confess. He’ll try to twist the truth — claiming, for example, that the Prince forced him to serve, or that Gildor gave him the flute as a birthday present — but any AWE or INSIGHT roll will get the truth from him.He admits that he met the Elf Gildor Inglorion some weeks ago, and that the Elf came to him as a friend, seeking knowledge of certain ancient melodies that are sung among the folk of Enedwaith. He grew jealous of Gildor, and when the opportunity to curry favour with the Prince arose, he betrayed Gildor and had him taken captive. The Elf is imprisoned in the cellars of the Prince’s Tower.As Sellic is a regular visitor to the Prince’s Tower, the Player-heroes might use ENHEARTEN to convince him to atone for his misdeeds by opening the doors for them.


CHAPTER 250part 3: the ancient towerRUMOURAncient Elf-towers dot the western shore of Middle-earth. Doubtless, most are haunted or ensorcelled — beware the works of the Elves!OLD LOREIt’s not an Elf-tower, but a lighthouse built by the Men of the West. There was a light-house on this shore in the days of Númenor, but it was tumbled by the tumults of the earth. The current tower was raised by Men of Gondor in days of old. Long abandoned now, of course.backgroundAn ancient tower stands close to the village: according to the locals, it was built by the ancient Elves, but a successful LORE roll may reveal that its great foundations were laid by Númenórean masons, while the upper part is a later effort to repair a ruin, likely made at the time of Gondor.Silent and abandoned for centuries, the lighthouse has been claimed by the Sea-prince as his home while he resides near Todden. He dwells here with his guards.The tower stands atop a stony headland, with steep cliffs on three sides. It seems to grow as the Player-heroes approach it, rising up like a wave of stone. In form and design, it is eerily reminiscent of Orthanc.locations1. PERILOUS APPROACHThe only way to reach the tower is by clambering up a narrow set of stairs. Long centuries of wind have worn these steps away, and sea-spray makes them slick. Player-heroes trying to run up to the tower (say, to avoid archers) must make an ATHLETICS roll to avoid slipping and falling, suffering a 1THE ANCIENT TOWER234567


The Sea-prince of the Shore51moderate Endurance loss from falling and losing any advantage of speed or surprise.As the Player-heroes approach the tower, they hear a faint but beautiful Elvish voice in the air. A successful LORE or SONG roll identifies the song as a fragment of the tale of Lúthien, when Beren and Finrod Felagund (the brother of Galadriel of Lórien) were imprisoned by the servants of Morgoth. Anyone who understands the words regains 1 point of Hope. The song seems to be coming from underground.2. THE GUARDED DOORThe door to the tower has been recently repaired and is wellfortified. During the day, one or two of the Prince’s guardskeep watch here. Visitors are instructed to leave their weapons with the doorward, and to approach the Prince with their gifts. At night, it’s barred from within. Breaking it down requires a total of three successes on ATHLETICS rolls.3. LOWER QUARTERSThe ground-floor room is the living quarters for the Prince’s guards and servants. They are all attired in the manner of the Fisher-folk from Todden, but something in their features and behaviour sets them apart: the servants speak only in whispers, bowing and scraping in the presence of guests, while the guards are exceedingly tall, solemn, and oddly formal.A successful LORE roll identifies some of the words used by the guards as Adûnaic, the ancient tongue of Númenor (and still used in Umbar). All the guards dress in coarse-woven tunics and wield simple spears like the rest of the Fisherfolk — but wear good chain shirts beneath those tunics, and the short swords at their sides are of excellent make.There are always some guards here, and the stairs to the cellar are always watched.4. CELLARSThese chambers are piled with supplies in sacks, or hanging from the rafters. Some of the supplies are clearly for those dwelling in the tower — fresh fish, vegetables, firewood and lamp oil. Others are more suited for a long voyage — dried fish, salted meat, pots of preserved foods.Concealed amid supplies in the lowermost cellar are some well-made boxes (of timbers not found in these lands) containing swords, helms, armour and other such weapons. These weapons are non-magical, but of excellent quality — the smiths of Umbar do good work.The door to the dungeon below is kept barred from this side.SEA-PRINCE GUARDDisciplined, WaryATTRIBUTE LEVEL5ENDURANCE20MIGHT1RESOLVE5PARRY+3ARMOUR3COMBAT PROFICIENCIES: Spear 3 (4/14, Pierce), Short Sword 3 (3/16, Pierce)FELL ABILITIES: Fearless. This creature’s Might is considered 1 higher for the purpose of resisting the Intimidate Foes combat task.Thick Armour. Spend 1 Resolve point to gain (2d) on a Protection roll.5. DUNGEONOnce, this small chamber must have held some treasure — coin to pay soldiers’ wages, maybe, or navigational maps and instruments, or books of lore. Now, it serves as a prison. Held here is Gildor Inglorion — and if the Player-heroes are captured, they’ll be thrown in here too.Gildor


CHAPTER 2526. THE PRINCE’S CHAMBERThe Sea-prince has taken this middle chamber for his own. Embroidered cushions lie scattered about, and long woven curtains swirl in the sea-breeze. Braziers vomit sweet-smelling smoke that wafts throughout the chamber. The Prince sits with his back to the western window, overlooking the ocean, sunlight haloing him and hiding his features.If the Player-heroes are welcome here, then the Prince has them sit or lie on cushions. See An Audience With the Prince or The Healing Arts of the Prince (page 54) for what they might seek from him. If they come here with violence in mind, then he calls for guards from the chamber below while trying to flee out the window.Nambar, the Sea-princeNambar trained in the fighting pits and duelling schools of Umbar, and thought it was his destiny to win renown in the conquest of Gondor. Instead, he finds himself on a strange and distant shore. At first, he was furious to be given this task — he wanted to win glory in battle, not tarry with these barbarians. However, his time here has awoken some atavistic desire in him. Did the Sea-kings of old not conquer the coasts of Middle-earth? Is it not fitting that their heir rule? With every passing month, Nambar’s ego grows along with his belly and his taste for the potent spirits brewed in the tavern of Todden.He’s still a dangerous foe, especially with the power of the blue ring entrusted to him by Usapthon, but he’s grown comfortable in his role as pampered Prince.NAMBAR, THE SEA-PRINCEArrogant, VainATTRIBUTE LEVEL6ENDURANCE24MIGHT2HATE6PARRY+3ARMOUR4COMBAT PROFICIENCIES: Long Sword 3 (5/18, Pierce)FELL ABILITIES: Fearless. This creature’s Might is considered 1 higher for the purpose of resisting the Intimidate Foes combat task.Lesser Ring. Spend 1 Hate to either recover 6 Endurance or heal 1 Wound.Snake-like Speed. When targeted by an attack, spend 1 Hate to make the attack roll Ill-favoured.Yell of Triumph. Spend 1 Hate to restore 1 Hate to all allies in the fight.7. THE UPPER WALKWAYEverything above this level has crumbled, but there remains a ring of stone that runs around the circumference of the tower. One of the Prince’s guards may be found here as a look-out during the day. There’s also a coiled rope tied to an iron ring, which can be used to rapidly escape from the tower in an emergency.On the eastern side of the walkway is a new addition — a small altar, its surface blackened by ash. The Prince burns offerings to Sauron here.Gildor Inglorion“We are Exiles, and most of our kindred have long ago departed and we too are now only tarrying here a while, ere we return over the Great Sea. But some of our kinsfolk dwell still in peace in Rivendell.”— The Fellowship of the Ring™A High Elf of the House of Finrod, Gildor has long wandered the lands of the west. He came to this shore seeking the fabled Singer on the Shore (see Ruins of the Lost Realm, page 29). He never found this mythical figure, but rumour of the mysterious Prince drew him to Todden, and into the friendship of young Sellic.Sellic betrayed him, and the Prince’s guards captured Gildor and dragged him here. He’s been mistreated and beaten to compel him to reveal the location of Rivendell, a secret he has kept despite the Prince’s demands.In more pleasant circumstances, Gildor is a merry fellow, more likely to engage in wit than sword-play. But these are not pleasant circumstances…


The Sea-prince of the Shore53schemes and troubleINTRIGUES OF THE PRINCEDepending on how the Player-heroes approach the situation, events may play out in many different ways. The Loremaster should use the information below to portray the Prince and determine his actions and what the players might learn through conversation, eavesdropping or force.Nambar presents himself not as a conqueror or monarch, but as a healer and guardian, claiming to have been sent out of the Sea by the ‘King of Middle-earth’ to defend the good and the faithful. He can only stay on the shore for a year and a day, and then he must return to the sea — but he will return again, in time, and set the world to rights.The Prince, at least initially, cuts a rather noble figure — he’s of Númenorean blood after all. Moreover, he plays on half-forgotten memories of the greatness of the kings of old, and vague prophecies about better times to come. To the average inhabitant of north-western Middle-earth he feels fey and other-worldly. He also acts older than he actually is.If he can, the Prince seeks to learn who the Player-heroes serve, and if they know anything of the great lords and strongholds west of the Misty Mountains. His primary goal is finding Rivendell, but the Corsairs also seek knowledge of potential allies and enemies in the war to come. He may even try to seduce weak-willed Player-heroes into the service of Umbar.If the Player-heroes speak of hearing a strange song while approaching the tower, he references the tale of the Singer on the Shore to dispel any suspicion.If threatened or confronted, the Prince flees, hoping to escape back to Todden and hide there until the Black Ship returns for him.


CHAPTER 254AN AUDIENCE WITH THE PRINCENambar is used to easily over-awing the simple fisher-folk; when confronted by more formidable people like the Playerheroes, he tries to be as evasive as possible about his purpose and intention, couching everything in mystical riddles (“I am here because here is where I am, and where I need to be”). Still, if the heroes approach him with due deference, run the encounter as a Council.It’s a Reasonable request for them to know where he comes from or ask for healing, a Bold request for him to free Gildor or another boon, and an Outrageous one to compel the Prince to confess the truth about his origins. The Prince is Friendly (gain 1d) if he thinks he can trick the Heroes into giving up their weapons, resting in the tower, or even switching sides to serve Umbar; he’s Open if he believes the Player-heroes are wandering adventurers who’ve happened upon him by chance, and Reluctant (lose 1d) if he suspects they are plotting against him, or if there are any Elves or Men of Gondor in the company.THE HEALING ARTS OF THE PRINCEThe Prince is a talented healer, his skills enhanced by his magic ring. He can cure the poison of the Beithir (see page 45) or other wounds, but his patients must stay overnight in the tower: he uses this time to interrogate them. Patients may also hear the singing of Gildor from the cellar below.FREEING THE PRISONERTo rescue Gildor, the Player-heroes must storm the tower, fighting their way past the guards, and then open the barred door to the dungeon. It’s much easier to deal with the guards if they’re distracted — this is an excellent opportunity for the players to split the party, with some confronting the Prince while others sneak downstairs.PRISONERS OF THE PRINCEIf the Player-heroes are captured (through the machinations of Sellic or overwhelmed by guards), then they’re thrown into the same cell as Gildor. The cell does not count as a sheltered place so the Player-heroes cannot heal Fatigue here. How can they escape?♦ If there are any Player-heroes still free, then it’s up to them to rescue their comrades.♦ If restored to health, then Gildor can sing the song of Finrod in the tower with his full voice — retelling the tale of how Lúthien conquered the master of that tower, and freed the prisoners from bondage. The magic of the song is so potent that the door of the cell flies open.♦ Another option — the players wait until the events of On Wings of Storm, and then escape as they’re being marched down to the dock at Todden.part 4: on wings of stormA few days after the Player-heroes arrive, a strange and unnatural fog rolls in across the ocean, swallowing Todden and the surrounding lands. The tower becomes a lonely spire, rising above the fog like a ship sailing on a sea of clouds. This fog cloaks the coming of the great ship Kathuphazgân.The ship is too large to dock anywhere except at the old jetty in Todden; like some fabled sea-monster, she sails up the mouth of the Isen. Her size is staggering. No ship to match her has been built since the days of Númenor. The fog means observers only see fragments of her — massive masts like the spines of a dragon, the looming shadow of her titanic hull, the carven figurehead looming through the mist, the groaning of the many slaves at the oars and the chanting of the priests in the temple.She passes the lighthouse tower, only her masts and black sails visible through the fog. To the Sea-prince’s devotees, this massive ship is the fulfilment of prophecy — did the Seaprince not say that he would return to the ocean after a year and a day? Did he not say he was the emissary of the great King of Middle-earth? Everything he promised shall come to pass!arrivalOn sighting the ship, the Sea-prince and his guards leave the tower and travel to Todden, taking Gildor (and any Playerhero prisoners) with them. It is a dangerous trek, with the unnatural fog making the steep path even more slippery, and it’s impossible to see more than a few feet ahead. It is


The Sea-prince of the Shore55the ideal time for any prisoners to escape, or for rescuers to come to their aid.The ship docks. Armed guards (with weapons similar to those wielded by the Prince’s guards, but in far heavier war gear) secure the jetty, but no-one else descends from the mighty ship. Confused and fearful, most of the townsfolk (including Cradoc and his sons) wait to see what these strangers will do. A few people start carting offerings from the market square to the jetty.When the Sea-prince arrives, he and any prisoners are taken on board (assuming the Player-heroes don’t intercede). Sellic may be permitted to go too (if he does, then his body washes up on the shore a few days later, his heart cut out as a sacrifice to Sauron), but the Sea-prince forbids anyone else from Todden from boarding. “I shall return,” he says, holding up his blue ring so it catches the light, “when the true King of Middle-earth commands it! Look to the East!”If the Sea-prince is dead or captured, then the ship waits only a short time before deciding his mission is a failure; the marines seize what supplies they can grab, and then the Corsairs hurl alchemical fire-bombs at Todden, destroying Cradoc’s house and other nearby buildings.PERILS OF KATHUPHAZGÂNIt is clear to anyone with experience (at least a rank in BATTLE) that the Kathuphazgân must carry a host of heavily armed warriors, and that it is a threat beyond the present capabilities of the Player-heroes. Even if every warrior in Todden took up arms against that mighty sea-fortress, they would have no hope of victory.If the Player-heroes (or anyone else) interferes, then marines from the ship are dispatched to deal with the danger. The Corsairs assume the Player-heroes are mere troublemakers from the local fisher-folk, and so do not pursue them for long. The ship’s primary purpose here is to pick up the ‘Sea-prince’ and any supplies he’s assembled, and it does not linger for long.return to isengardOnce the ship departs, the Player-heroes may return to Isengard. What have they learned of the Sea-prince of the Shore? Some key questions follow, to help the Loremaster assess the situation:♦ Was Gildor freed, or does he remain a captive of the Corsairs? He knows the location of the hidden valley of Imladris, making him a valuable prize for the Black Númenóreans.♦ What proof do the Player-heroes bring back to Isengard? Saruman can recognise the Corsairs from a description of the black ship, or by examining the swords and war-gear given to the Prince’s guards. Better by far, though, to bring him the Prince’s blue ring.♦ What becomes of the people of Todden? Is their village destroyed? Are they still deluded servants of the Sea-prince? What about the singer Sellic?Saruman is best pleased if the Player-heroes interfered as little as possible. “Better that the Corsairs think they have won, and that the fisher-folk are still their thralls. Defiance is to be expected and can be accounted for; but the turncoat who can deceive his allies and feigns loyalty until the right moment — his power is the greater because it is secret and unspoken.”If the Player-heroes defeated the Sea-prince and freed Todden, Saruman is concerned: “This is a small victory, and temporary. They will come back and, now that they know they have an enemy, in greater numbers. We need to be prepared.”If Gildor has been taken to Umbar, Saruman is displeased: “He knows many secrets, and they will be cruel to him. I will send word to my allies south, and try to extricate him from this situation. This is now beyond your abilities, or concerns, to deal with.” If questioned later on, Saruman only replies that the Elf is being freed, or has been freed. The details remain unspoken: the destiny of Gildor is no concern of those who failed to free him.THE CHOICES OF SARUMAN, PART II♦ 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 the Player-heroes fail to discover the origin of the Sea-prince, raise Saruman’s Shadow by 1.♦ If Gildor falls into the hands of the Númenóreans, raise Saruman’s Shadow by 2.♦ If the Player-heroes bring Saruman the Sea-prince’s blue ring, raise Saruman’s Shadow by 1.


CHAPT E R 3the disaster of the gladden fields “ ‘And there in the dark pools amid the Gladden Fields,’ he said, ‘the Ring passed out of knowledge and legend; and even so much of its history is known now only to a few, and the Council of the Wise could discover no more.’ ” — The Fellowship of the Ring™


CHAPTER 358hree thousand years ago, Sauron was defeated. Isildur cut the Ring from the Dark Lord’s hand, and kept it as weregild for his father and brother. A scant few years later, Isildur himself was slain, and the Ring was lost.It fell into the river, Saruman says, and rolled down the Anduin to the Sea. But both Saruman and Sauron have spent centuries searching the banks of the Great River, looking for the glint of gold amid the mud. Neither found the precious Ring.But Saruman found other things.In this adventure, the Player-heroes are sent to the aid of Saruman’s servant Arcinyas. The old scholar has been kidnapped by Goblins and dragged off into the depths of the earth — but it’s the treasures of his house that concern the White Wizard. Did Arcinyas find something in the Gladden Fields that drew the Orcs upon him?Arcinyas the HealerOld Arcinyas was a scholar and a master in the Houses of Healing once, but he barely remembers that life; he has been in the service of Saruman for decades, doing whatever the Wizard requires of him, from searching in the fields of the Gladden and exploring ancient tombs to tending the wounds of injured Dunlendings. He has grown old in the shadow of Orthanc — he came to Saruman as a young apprentice, tall and dark-haired, and now he is bent under a snowy pate, and yet the Wizard has barely aged. In his secret heart, Arcinyas hungers for a ring that will prolong his life and stave off death so he can continue his studies for eternity. A fuller description of Arcinyas is contained in Ruins of the Lost Realm (page 41).OCCUPATION: Healer, SpyTRAITS: Faithful, Frailpart 1: the house of chimneysThis adventure begins when the Player-heroes are somewhere near Moria (on either side of the mountains). They are contacted by one of Saruman’s messengers. The minstrel Caelur (see page 25) is an excellent choice, as is Drustan the Mercenary (Ruins of the Lost Realm, page 42). Failing that, another messenger might have been sent on a hasty errand from Isengard, charging up to the Playerheroes on a horse ridden so hard that the poor beast keels over in front of them.In all cases, the message is the same — get to the Gladden Fields immediately and secretly. There they will be briefed about a mission of the utmost importance. Saruman will send what


The Disaster of the Gladden Fields59other help he can from his allies among the Free Folk, but the Player-heroes must go now.Their destination, the message says, is a house on the southern bank of the Gladden River, surrounded by a grove of thorn-trees. They will know it by its chimneys, a building technique unknown to most of the Men of Wilderland. A man named Arcinyas dwells there, a servant of Saruman, and he is in need of aid.battle among the thornsThe Gladden River — Sîr Ninglor — rises in the Misty Mountains and tumbles swiftly down into the Vales of Anduin. It wends through wide, flat marshes laden with brightly coloured flowers, yellow and purple, until it joins the Great River. Those marshes are the Gladden Fields.As the message promised, there is a grove of thorn trees on the south bank, about sixty miles from the foothills of the mountains. Visible in the midst of the thorns are the chimneys of a fine house. There is something very strange about this place — this is a lonely spot, with no other houses or signs of habitation visible within many miles. The thorn trees seem to catch the mists that hang over the marshes, hiding the house in a cloak of fog. When the Player-heroes step into the shadow of the thorn grove, it seems to swallow light and sound. It’s eerily quiet here — which makes for grisly contrast with the aftermath of battle.Bodies lie scattered amid the trees, both Men and Goblins, some pierced by arrows, others cut by swords. Judging by their gear, the Goblins came down from the Misty Mountains. The Men are all of fighting age — mercenaries or outlaws, maybe. Some look familiar, as if the Player-heroes saw them on a visit to Isengard.A Goblin-trail leads off west into the hills♦ A successful BATTLE roll determines that the Orcs carried the day, but at a high cost — the Goblins slew all the defenders of the house and looted it, carrying whatever prizes they could back into the mountains.♦ A successful HUNTING roll tells that the Goblins took at least one prisoner, judging by the tracks.The house itself has been ransacked, the door forced open. Inside, if one is willing to overlook the trampled mud and other debris, and the general Goblin-mischief, they find a remarkably nice house — stout stone walls, a (formerly) well-stocked pantry, a fine kitchen, and bedrooms and a study (!) on the upper floor. Clearly, this was the home of a scholar.Searching about discovers several clues about the purpose of the place:♦ There is a remarkably detailed map of the Vales of Anduin, annotated with little scribbled notes like ‘three weeks — naught but a fishhook!’ or ‘found only leeches’ or ‘searched this bank until I caught cold’.♦ A trampled scroll titled A History of the Kings of Arnor, describing how Isildur perished when ambushed by Orcs. A LORE roll identifies this as a partial copy of a famous history written in Fornost Erain in the time of Arvedui the Seer; the hand is that of Saruman.♦ In the upper bedroom, there is a wardrobe. It has been looted like the rest of the rooms, the Orcs carrying off most of the clothes. A SCAN roll finds a tatter of green cloth caught on the door; if the Player-heroes have met Arcinyas the Healer before, they recognise it as a type of cloth he favours for his robes.♦ There was a secret compartment in the wardrobe — secret, until the Goblins broke it open. Inside is a wooden box, lined with fine silk — again, despoiled by the Goblins. Whatever treasures it once held are gone. However, some items do remain — a few rings of chain-mail, an Orcish arrow-head, a semi-circle that might be the rusted remnant of a horseshoe, scraps of blackened, ancient leather preserved in the bog, and a few rotten bones. The players may guess correctly that these are relics of Isildur’s company, discovered in the marshes many centuries later.♦ Thrown on the floor and stamped upon is a small flask of Miruvor, the travelling cordial of Rivendell. The Goblins thought it was foul poison and threw it aside, but the flask is intact and there are still nine draughts of the cordial available. A Player-hero who drinks a draught gains 1 less Fatigue on the next journey event.THE BONESThese bones are perhaps the remains of Isildur himself, or one of the other soldiers who perished in that same ambush. Bringing them back to Isengard for Saruman to deal with is a neutral act for now (but see The Choices of Saruman, Part III, on page 72); taking time to inter the bones in a cairn or grave (or putting them on a boat and sending them down to the Falls of Rauros) allows each Player-hero to regain 1 point of Hope.


CHAPTER 360part 2: in pursuitThe trail leads south-west. Depending on how much time has passed between the initial summons and the Playerheroes’ arrival at the House of Chimneys, the trail may be fresh or very cold. In either case, there would seem to be little hope of following a pack of Goblins up into their lair in the Misty Mountains, but the Player-heroes are blessed with good fortune — as they reach the foothills, one of them spots another scrap of green cloth, tucked into a crack in a boulder.Searching the nearby area reveals a shallow cave on the hillside. At the back of the cave, there is a secret passage leading underground. Opening it requires either a magical success or a great success on an ATHLETICS or CRAFT roll. Should they succeed, the Player-heroes are confronted by a band of Goblins from the Misty Mountains, stationed as a garrison at the entrance. There are two Orc Soldiers and one Goblin Archer for each Player-hero in the Company.If they don’t spot the opening and linger after sundown, the Company members get ambushed by the Goblins when they come out at night.If defeated, any surviving Goblins flee back into the secret passage. The Player-heroes can pursue, either sneaking after the Goblins before the door snaps shut, or harrying them with arrows and swords down into the dark.an encounter undergroundFollowing the path further underground leads to a Goblin lair at a crossroads. It is a small, claustrophobic maze of narrow Goblin-tunnels and low caverns, dimly lit by flickering torchlight. Waste and debris litter the ground, and the air is thick with the acrid smell of smoke and damp earth. At this junction, a Goblin chieftain dwells.As the Player-heroes reach the crossroads, they see a grotesquely hunched Goblin surrounded by his bodyguards. He is sizing the Company up from the opposite passage, his face twisted in visible unhappiness and frustration. His snarling expression makes it clear that something has disturbed his mood.“What now? More fools sneaking into my tunnels? Do you think Bugrag likes visitors? Especially after those Moria-orcs stole my prized trophies — my precious things. They’ve taken what’s mine, and yet here you are, creeping around as if you own the place.”The Player-heroes may choose to bargain with Bugrag to obtain information — perhaps offering to retrieve what the Moria-orcs stole from him (precious things amounting to a Lesser Hoard).Alternatively, they can decide to slay him and his guards and then question a human prisoner they spot hiding in the dark, with manacled hands and feet.Either Bugrag or the prisoner Gambold can tell the Player-heroes the following:♦ Orcs came from Moria, under the command of a mighty Orc-chieftain called Redtooth, and rested here before going on a raid of the surface. They knew where they were going — some other prisoner in Moria had let slip the location of a house by the Gladden Fields where there was much treasure to be found.♦ The Orcs went on their raid, taking many of Bugrag’s Goblins with them. Only a few of the raiders returned — but Redtooth was very pleased with the outcome. He’d found some valuable treasure he kept in a pouch around his neck. He had a prisoner, too — a whitehaired old man called Arcinyas.♦ Redtooth and his Orcs remained here for a while to tend their wounds before returning to the surface, dragging their prisoner along with them. Bugrag was furious that the Moria-orcs didn’t share any treasure with him — in fact, they had even robbed him of some prized weapons. Redtooth’s company only left last night, which means there’s still a chance the Playerheroes might catch them before they reach Moria!


The Disaster of the Gladden Fields61BugragUnder normal conditions, Bugrag would never have risen to rule this part of the Misty Mountains; he’s a sickly creature, half blind and unambitious. However, all the bigger, nastier Orcs in his lair got killed in the Battle of Five Armies, making him chieftain by default. He’s survived since then by being obsequiously loyal to Gorgol, the Goblin-king of Mount Gundabad. Bugrag is equivalent to an Orc Guardwith the Snake-like Speed Fell Ability.GamboldGambold is a simple shepherd, scratching out a living in the foothills of the mountains. He only wants to get back to his family. Should the Player-heroes rescue him, he invites them to visit him at the hall of his chieftain, Tarloch (see Moria: Through the Doors of Durin, page 128).OCCUPATION: ShepherdTRAITS: Rustic


CHAPTER 362on the orc-trailRedtooth left Bugrag’s lair through a different cave entrance than the Player-heroes used to enter. This second cave opens onto a steep, treacherous path that descends into a perilous gorge. Below, a fast-flowing stream — a tributary of the Gladden — races along the canyon floor, its waters churned and turbulent.On the far side of the canyon dwell Giants. Difficult to notice at first — they rarely move and blend with the rock face of the mountain itself — they reveal their presence by hurling stones with great force. The Giants are quick to spot any travellers crossing their territory, and they aim their stones at anything that moves.If at least one Player-hero succeeds on a SCAN roll, they spot the threat in time, allowing the Company to sneak past the Giants unnoticed. Otherwise, each Player-hero must make an AWARENESS roll to dodge the incoming stones as they fall — those who fail suffer a grievous Endurance loss from falling. Alternatively, the Player-heroes can skirt around the canyon, adding two days’ travel to their journey.Once clear of the Giants’ threat, the Player-heroes can find the Orc-trail that leads south once more. It’s clear that this Redtooth has forced his Orcs to march at a ferocious pace, but the Orcs can only travel at night; they must shelter from the sun by day.Day by day, mile by mile, the great peak of Caradhras swells larger and larger. Evening sunlight on its snowy peak makes it a redtooth too, a gory spire that guards the gates of the underworld.If the Player-heroes have avoided delay through mishaps or other events in the journey, then they catch up with the Orcs before they reach the safety of Moria (see The Orcs Intercepted, below). However, if the Playerheroes lingered or incurred some delay (due to the Giants, for example), then they see the Orcs in the distance as they run for the safety of the shadow of the East-gate.the orcs interceptedIf Redtooth spots pursuers, then he splits his forces in two. He sends his swiftest Orcs ahead to Moria to summon aid, and these runners carry their treasure. Redtooth (with the captive Arcinyas) and his remaining Orcs (one Orc Guardand two Orc-soldiers for each Player-hero) turn and make their stand on the eastern slope of Caradhras: here there are shallow caves and ruins where the Orcs can hide from the sun if they cannot reach safety before dawn.A successful AWARENESS roll spots the Orc-messengers sprinting for the Dimrill Gate, but if the Player-heroes go after them, Redtooth’s warriors can surround them on the open ground of the dale, and the Player-heroes will be outnumbered and at disadvantage. Should the Player-heroes triumph and rescue Arcinyas before he is brought into Moria, see Arcinyas’ Tale (on page 65).However, the Company must still recover the treasures carried by the runners. These runners go to the Harper’s Hall (see page 68) and wait there, expecting their leader Redtooth to soon return, triumphant from the battlefield. When it becomes clear that Redtooth is dead in the sunlight of the Dimrill Dale, the runners become fearful and paranoid, arguing over who should hold the treasures and who is responsible for this debacle (see Hot Potato, on page 70).the orcs reach moriaIf the Player-heroes fail to catch the Orcs before they enter Moria, then there’s a fearful choice before them. They can abandon their quest and return to Saruman to report their failure, ending the scenario (see The Choices of Saruman, Part III on page 72), or they can boldly (or stealthily) follow the Orcs into the long dark of Moria. The East-gate is presently unguarded, so the Player-heroes can just sneak along following the distant clamour of the triumphant Orcs as they descend into the depths.RedtoothAn ambitious Orc-chieftain, Redtooth has prospered by gathering loyal and viciously effective Orcs around him. His warband may be small, but his Orcs fight as a tight unit instead of a disorganised rabble, and Redtooth himself is daring enough to risk raids far beyond the Dimrill Dale, winning him renown.Physically, Redtooth is a wiry Orc, his muscular frame covered in battle scars, many of which were self-inflicted in his younger days, to improve his resistance to pain. His company consists of one Orc Guard, two Orc-soldiers and one Goblin Archer per Player-hero; they are all Moriaorcs, differing from the Orcs of the North by possessing the Denizen of the Dark Fell Ability in addition to their other abilities.


The Disaster of the Gladden Fields63Alternatively, if the Player-heroes hesitate on the threshold and linger in the safety of the Dimrill Dale for a while to rest and recuperate, the Loremaster should refer to Mordororcs! (see page 66).EXPLORING MORIAMoria: Through the Doors of Durin contains (in good Hobbitsense fashion) a wealth of details on Moria, so the Loremaster should refer to it if possible. If the publication is unavailable, the Loremaster can use the Moria Hazards and Moria Location tables at the end of this adventure to evoke the impression of vast and labyrinthine halls.Reaching the Ledge of Woe requires two rolls on the Moria Hazards table.part 3: the rescue of arcinyasArcinyas has been taken down to the Ledge of Woe, a prison that lies in the Deeps below Durin’s Bridge, on the lip of the chasm. Prisoners taken by the Orcs are kept there until they can be brought down to the mines or put to other work.Fortunately, a band of Orcs dragging prisoners leaves plenty of signs of their passage, so it is not difficult for the Company to follow Arcinyas’ trail. The Orcs cross Durin’s Bridge, then descend through a maze of stairs and ramps down to the levels below the Second Hall.Once Arcinyas has been handed over to the gaolers, Redtooth and his followers proceed to their lair elsewhere in the city. Redtooth has claimed the Sixteenth Hall of Moria as his own, known as the Harper’s Hall. If the Playerheroes are close on their trail, they can choose to abandon the rescue of Arcinyas and instead follow Redtooth (see page 68).to the ledge of woeThe Player-heroes reach the Ledge of Woe following the tracks of Redtooth and his minions. Loremasters with the Moria supplement can enhance this scene by consulting pages 158 and onward. Alternatively, they can improvise the underground combat encounter based on the following description: a guardpost leads to the ledge, and is watched by twice as many Orc Guards as there are Player-heroes — some fully armed, others serving as servants or thralls with improvised weapons. Further in, Gaoler Grimnar waits — a Great Orc Bodyguard armed with a cruel metal whip and holding the keys to the prisoners’ chains.Speed is crucial here, as the Orcs will raise the alarm once attacked. If using the Eye Awareness rules (see The One Ring, page 169), a Revelation episode will call a host of Orcs down on the Player-heroes; otherwise, more Orcs will arrive if the fight drags on too long.WHO RULES MORIA?In the Moria sourcebook, control of the ruined city is split between three Orc factions — the Orcs of the Misty Mountains under a Great Orc called Malech One-eye control the upper city, Balrogworshipping fanatics control the deeper levels, and a band of spies from Mordor have established a foothold in the mountains galleries above.Redtooth is in the service of Malech.If the Company visited Moria before, the balance of power may have changed. Still, Orcs are Orcs — Loremasters may adjust the description in this section to match their version of Moria.


CHAPTER 364


The Disaster of the Gladden Fields65THE ‘PRISON WITHOUT BARS’The Ledge of Woe is a narrow lip of stone, barely wide enough to stand on. Beyond is the fathomless abyss of the chasm; somewhere far above, lost in shadow, is the span of Durin’s Bridge. The Dwarves used this place long ago as a prison reserved only for traitors and the worst enemies of the King; now, the Orcs throw all their prisoners here, until they can be divided up between the various Orc-factions. Most prisoners are sent down to the mines, others worked to death in the Orc-fortresses on the lower levels. A few are given over to the Balrog-cult and sacrificed to the flames.This day there are at least three prisoners on the ledge, including Arcinyas, all chained together with bonds of iron. The chains are bolted into the rock wall, to prevent prisoners from escaping their fate by hurling themselves into the depths.arcinyas’ taleOld Arcinyas is grateful (and somewhat surprised) to be rescued, and blubbers his gratitude to Saruman, as he assumes that the Wizard sent the Player-heroes just to rescue him. Between sobs, he tells them that he was master of the House of Chimneys, and for many years he has done Saruman’s bidding by searching the banks of the Anduin for treasures. The river holds many secrets, and great treasures have been cast into the waters over the long years. Why, only last spring, the meltwaters washed down the Ninglor and exposed remains buried for an Age of the world. Old swords, bits of armour, bits and bridles, Orc-arrowheads — and oh, something else. Something he saw glinting in the mud, something he cannot speak of…When he realises that the treasure he found has been taken by the Orcs, Arcinyas grabs the nearest Player-hero and shakes them violently. They must get the treasure back! Saruman will be furious if they don’t.Arcinyas tries to avoid saying what the treasure he found actually is, claiming it’s a matter that should only be discussed with Saruman. If pressed, he admits that he found ancient treasures. Prizes, he thinks, brought back from the victory of the Last Alliance.OTHER PRISONERSAs well as Arcinyas, the Orcs have captured Nidi, a Dwarven treasure-hunter from the Blue Mountains. Since the defeat of the Orcs at the Battle of Five Armies, more Dwarves have dared explore the lands around their ancestral halls, looking for treasures lost when Moria fell. Nidi was captured by Orcs near the Dimrill Pass, and dragged deeper into those ancestral halls than she ever expected. She’s no warrior, but her aid makes the Player-heroes gain (1d) on any EXPLOREand TRAVEL rolls made in Moria — and she heard Redtooth talking about the Sixteenth Hall, the Harper’s Hall. She can help guide the Player-heroes there once freed.Reaching the Harper’s Hall requires another two rolls on the Moria Hazards table.Nidi the Treasure-hunterNidi’s grandfather Nidur was never found after the Battle of Dimrill Dale. He was not found among the dead, and she cannot boast he was a burned Dwarf, but neither was he numbered among the survivors. Some whisper darkly that Nidur fled the battle as a coward, but Nidi believes he met some other fate — maybe he was dragged away into the deeps.Nidi never actually knew Nidur — she’s a young Dwarf, born many years after the Battle — but she often dreamed of him, and those dreams brought her to the lands around Moria. She’s one of the scavengers and relic-hunters who snoop around the edges of the Dwarven city, collecting scraps of the glorious past. She hopes that one day she’ll find some sign of Nidur, like the family axe he wielded in battle.OCCUPATION: ScavengerTRAITS: Bold, ImpracticalTHE HEALING ARTS OF ARCINYASArcinyas is a student of Saruman, and has learned many healing techniques. He has even studied the weapons of the Enemy. If the Player-heroes are especially fatigued, then Arcinyas recovers a bottle of an Orcish liquor from a fallen foe, and explains that a draught can restore vigour to wearied limbs. The liquid tastes fiercely hot, but a drink from the flask removes 1 point of Fatigue instantly, at the cost of 1 point of Endurance. The flask contains six draughts.


CHAPTER 366interlude: mordor-orcs!The raid on Arcinyas’ House in the Gladden Fields did not go unnoticed. The Vales of Anduin are watched from both sides of the River. Through drum-beat and whisper, through powers seen and unseen, the word goes out, and soon it reaches Dol Guldur, the Fortress of the Necromancer. And though the Necromancer no longer resides there, three of his Nazgûl command Dol Guldur and the ongoing search for the missing One Ring.Messengers are sent to Moria the very same night that word of the raid reaches Dol Guldur. At the same time, other spies are sent to the Gladden Fields, and to watch the passes over the Misty Mountains.The commander of these messengers is an Orc-captain named Baugrim. His mission — go to Moria, find this Redtooth, and recover whatever he discovered in Arcinyas’ house. One of the Nazgûl, unclad and invisible, goes with Baugrim, an unseen spirit of terror. Together with a strong company of Mordor Orcs, they cross the Great River with the aid of Men who secretly serve Sauron, sailing across the waters on wide rafts. The Great Eagles mark their crossing, but do not interfere.Baugrim’s company is formidable, counting three strong Black Uruk Soldiers for each Player-hero (see box). They carry with them gifts from Dol Guldur — a chest not of treasure, but of Mordor-forged weapons and armour, a mark of the Dark Lord’s favour for his loyal servants in Moria. These Orcs are plainly more disciplined and better equipped than the Moria-orcs under Redtooth, and they bear the symbol of the Lidless Eye on their shields.The Orcs approach the Dimrill Gate, where they are met by Orcs in the service of Redtooth. Some of their company set up camp in the shadow of the Gate, while Baugrim and his best warriors enter Moria and are escorted directly to the Harper’s Hall. The Ringwraith does not enter yet — it can sense the distant, watchful presence of Durin’s Bane, and has been commanded not to show its power unless absolutely necessary.BaugrimBaugrim is a dogged veteran commander in the garrison of Dol Guldur. For him, the big war started years ago; he’s been skirmishing with Mirkwood Elves and Woodmen and pesky heroes from Dale for a long time now. But he has never crossed the River, and knows how much peril he’s in. He’s eager to get this job done and leg it back across the Anduin.Baugrim is a barrel-chested monster with long arms that nearly touch the ground when he is standing. He despises the Orcs of Moria as undisciplined hooligans, and looks forward to the day when he can use them as cannon fodder against the horse-boys down Rohan way.BAUGRIMCruel, HardenedATTRIBUTE LEVEL6ENDURANCE24MIGHT1HATE6PARRY+3ARMOUR4COMBAT PROFICIENCIES: Broad-bladed Sword 3 (4/16, Pierce), Bow of Horn 3 (3/14, Pierce)FELL ABILITIES: Horrible Strength. If Baugrim scores a Piercing Blow with a close combat attack, spend 1 Hate to make the target’s Protection roll Ill- favoured.Yell of Triumph. Spend 1 Hate to restore 1 Hate to all allies in the fight.Baugrim’s Black UruksLarge and evil Orcs of great strength, picked from among the fiercest to act as lieutenants, bodyguards or chosen warriors, sent to reinforce a colony of lesser Orcs.BLACK URUK SOLDIERFierce, StrongATTRIBUTE LEVEL5ENDURANCE20MIGHT1HATE5PARRY+2ARMOUR3COMBAT PROFICIENCIES: Broad-bladed Sword 3 (4/16, Pierce), Bow of Horn 3 (3/14, Pierce)FELL ABILITIES: Horrible Strength. If the Black Uruk Soldier scores a Piercing Blow with a close combat attack, spend 1 Hate to make the target’s Protection roll Ill- favoured.Thick Armour. Spend 1 Hate to gain (2d) on a Protection roll.


The Disaster of the Gladden Fields67


CHAPTER 368part 4: the harper’s hallRUMOURUnwearied then were Durin′s folkBeneath the mountains music wokeThe harpers harped — and they must have had somewhere to keep those harps, eh?OLD LOREIn days of old, the harpers of Moria were famed for their talent — and their instruments, for they wrought harps with strings of Mithril that sounded chords unheard in Middle-earth before or since. The Harper’s Hall was a sacred place, guarded by an enchanted door.backgroundMany wonders spring from Mithril. Among the rarest was the alloy Thilevril, used to make the famous harps of Khazad-dûm. The secret of these harps was kept in the Sixteenth Hall, called the Harper’s Hall. This was a guild-hall, ruled not by a Dwarven noble or prince, but by the master-harper. There, they preserved the ancient lore of the Dwarves in song and rhymes of lore.When the city fell, the harpers were trapped by flames, and much was lost. More despoliation came later, for when Orcs found the Hall, they broke the harps, and wove the strings into cruel whips and garottes instead.1THE HARPER’S HALL24356


The Disaster of the Gladden Fields69locations1. CHASM OF FIREFlames burn here no longer, but this once-great thoroughfare is mostly blocked by fallen masonry and blasted stones. Some terrible inferno (Durin’s Bane, of course) once swept through this place. The Orcs no longer use this passageway, although it’s possible to clamber and squeeze through the debris to reach the Door of Song.2. DOOR OF SONGOnce, this was the great front door of the Harper’s Hall. It bears the image of a harp, and the words A Song Unheard by Men or Elves. The door is shut; it cannot be forced open, and has clearly not been used in centuries — in fact, it’s been shut since the fall of Moria. A song — specifically, a Magical success on a SONG roll — commands the door to open. Dwarves only need a normal success. The door opens soundlessly, and the singer may stop when it’s open by only a crack, letting the Player-heroes sneak unheard into the rooms beyond.3. SCHOOL OF THE HARPERSThese rooms were long ago looted and destroyed; nothing of value remains here, only Orc-filth and broken stone and masonry. The Player-heroes hear Redtooth’s followers in the hall beyond, either making merry with the loot and prizes they stole from the House of Chimneys or, if Baugrim and his company have arrived, falling suddenly silent. If the Playerheroes entered via the Door of Song, then their music echoes magically in this room.4. NEW DOORThis was once a side entrance to the Hall. The Orcs use it now. Redtooth — aware of his somewhat precarious position in the hierarchy of Moria — keeps it guarded at all times, and the heavy doors are locked and barricaded from the far side. The Player-heroes can either wait for Orcs to enter or leave (which in effect means waiting for Baugrim’s company to arrive), somehow trick the Orcs into opening the door (maybe by having a Hobbit or other burglar lurking in the shadows, then the other Player-heroes knock and run away), or force it open with a roll of ATHLETICS.5. MASTER-HARPER’S HALLOnce, this was a grand auditorium, where the harpers played for kings. The curved walls were made to reflect and amplify the sound. Now, bloody-handed Redtooth has set up his throne here, and all the walls echo are the raucous shouts and war-cries of the Orcs. There’s a fire-pit in the centre of the hall; the Orcs gather around it to tell tales of their raids on the surface world, while Redtooth lounges on his chair.6. MASTER-HARPER’S CHAMBERRedtooth has taken this chamber for his own. He keeps his stolen prizes here — a Greater Hoard. Little of it is Dwarf-stuff — Moria was plucked clean of loot long before Redtooth’s day, although he has taken some prizes from other Orc-chieftains. In addition to whatever coins or jewels are found in the hoard, here is where anything taken from the House of Chimneys gets dumped — see the Treasures of Isildur sidebar.TREASURES OF ISILDURThe chief treasure found in the Gladden Fields by Arcinyas is no less than the Elendilmir, an heirloom of the royal house of Arnor. It is a gemstone that burns with its own inner light, set on a fillet of Mithril. Elendil wore it, and passed it to his son Isildur, who perished with it in the Gladden Fields.The Star of Elendil is priceless beyond measure, as a symbol of kingship and authority.Arcinyas also found remnants of a marvellous sword-belt, adorned with gems in the image of the constellation of Menelvagor the Swordsman, which was carried by Isildur along with the shards of his father’s sword. The shards were entrusted to Isildur’s squire Ohtar, so that he might carry them out of danger, but the belt remained with Isildur. The belt is a magnificent work of Mithril and steel, with the stars picked out in diamonds. It’s also woven around with potent spells of protection.Anyone passing a roll of LORE — or a Playerhero familiar with Gondor-lore — can instantly identify these treasures for what they are.The third treasure is not described in any text preserved in Minas Tirith. It is a small casket of gold, attached to a broken chain so it might be worn around the neck. The little box is empty and unmarked by rune or token. At least, it’s empty now — but three thousand years ago, it held the One Ring.


CHAPTER 370schemes and troubleREDTOOTH’S CELEBRATIONIf Redtooth reached Moria before the Player-heroes caught up with him, then he and his Orcs (two Orc Soldiers and one Goblin Archer for each Player-hero) gather in the Sixteenth Hall to celebrate their victory. Orcs are by nature bitter and cruel — they may make merry for a little while, but only while they have prisoners to torment or some other distraction from their own unworthy souls. Left to their own devices, their merriment turns rancorous and fights soon break out.Player-heroes who sneak into the Sixteenth Hall and stay hidden can exploit these divisions by throwing stones or whispering insults in the dim firelight. For example, a successful RIDDLE roll can start a fist-fight among the Orcs; with a good enough success, they can even ensnare mighty Redtooth in the quarrels.HOT POTATOIf Redtooth doesn’t return from the raid, then tragedy repeats as farce. Again, a band of warriors perish near the Gladden Fields; again, a treasure is entrusted to some young squires (Isildur’s squire Ohtar, three thousand years ago; fleet-footed Orc messengers today). The Orc-messengers reached Moria ahead of the Player-heroes, and went to the Sixteenth Hall to wait for Redtooth. Only in this case, the subordinates start knifing each other over the treasure in Moria, as soon as it becomes clear Redtooth isn’t returning. The messengers are unsure if they should wait longer in the hope — or fear — that Redtooth survived, or if they should go to the Orc-chieftain Malech One-Eye for shelter, or if they should make off with the treasure for themselves.The Player-heroes can easily deal with the messengers (they are just one Goblin Archer for each Player-hero), but unless they catch up with them with astounding swiftness, Baugrim and his Orcs of Mordor arrive just as they’re searching for the stolen goods.AN UNEXPECTED AND DREADFUL PARTYBaugrim and his company arrive at the Sixteenth Hall, guided by Moria scouts from the East-gate. The tension between the two Orc factions is obvious — the scrawnier, more feral Moriaorcs bristle and snarl at the well-equipped, well-disciplined Orcs from Mordor, while the Uruks would like nothing more than for Baugrim to permit them to teach these mountainmaggots a lesson. Baugrim, though, is much more diplomatic and cunning than most Orcs. He argues that “the Big Push” — the war for control of Middle-earth — is coming soon now that “Lugbúrz is looking west again,” and that ambitious, sensible Orcs of Moria would be best served by pleasing the Eye and handing over any “war materiel or other treasures” they might have come across.If present, Redtooth is displeased at being threatened in his own hall — but for the Orcs of Dol Guldur to take such action means there’s more at stake here than he first guessed. He tries to stall the Uruks, arguing that they’re in his hall and that they should pay him more respect, instead of demanding he hand over his prizes before he’s even counted them. Baugrim brings forth the chest of tribute — and when Redtooth bounds over to inspect it, Baugrim grabs Redtooth’s arm with a taloned hand and whispers in his ear. Redtooth immediately orders his Orcs to bring out everything they took from the House of Chimneys. (The Player-heroes can’t hear what Baugrim says, but he’s warning Redtooth that there’s a Ringwraith lurking on the threshold…)Unless stopped, Baugrim’s Uruks collect the loot from the House of Chimneys and depart.At any point, the Player-heroes may intervene — they might take advantage of the distraction caused by Baugrim’s arrival, sow discord between the two Orc-bands, or ambush Baugrim as he leaves.Treasures of Isildur


The Disaster of the Gladden Fields71part 5: escape from moriaIf the Player-heroes are able to recover the Elendilmir through stealth or misdirection, then they can slip away quietly and head back towards the East-gate — at least, until the Orcs notice the theft and the alarm is raised.If they’ve started a combat, then they must fight every step of the way out. It is clear to any Player-hero that standing and fighting against the Black Uruks is utterly hopeless — speed is their only chance of survival.flight to the east-gateThe flight to the East-gate can be played as a Skill Endeavour using ATHLETICS, EXPLORE, or STEALTH. Navigating the depths of Moria and retracing their steps back is a Laborious attempt (Resistance 6), with a time limit equal to 3, 4 or 5 (the Loremaster chooses based on how the Player-heroes fared in the Harper’s Hall. The time limit increases by 1 if the Player-heroes have a guide like Nidi.If the Skill Endeavour fails, then the Player-heroes are cornered by Orcs in a dead end in Moria; the Orc-ranks part to reveal a snarling Great Cave-Troll. The Company must do battle with this monster to escape the dead-end corridor. If they survive — or escape in time — then they pass under an archway and suddenly they are in the open air, the stars blazing bright above them. The green grass of Dimrill Dale, black in the night, spills away down the slope towards the distant River. They’re out! They’re out!However, the Player-heroes see more shapes moving in the darkness. More Orcs! Those who pass an AWARENESS roll also see a dark shape circling overhead, its wings blotting out the stars as it flies. A great or extraordinary success confirms it’s a Great Eagle.But first, the Company must face the Orcs.the last perilThe Orcs of Mordor do not approach; instead, they form a semi-circle around the Player-heroes. At the same time, a horde of Moria-orcs spill out of the East-gate, and they too halt, not daring to come closer. They form the other half of the circle; the Player-heroes are surrounded.And they are not alone in that circle.All the Player-heroes feel an intense and nameless dread wash over them. The stars seem to fade overhead as an unseen presence approaches them. As it draws closer, each Player-hero gains 4 Shadow points (Dread); those who gain any Shadow points dimly perceive the figure as a pale king holding a thin and dreadful sword.The deadly voice of the Ringwraith speaks.“WHAT HAVE YOU FOUND? YIELD IT OVER TO THE LORD OF THE RINGS.”If the Player-heroes all surrender the treasures to the Nazgûl, the wraith laughs thinly and vanishes. The Orcs swarm in, and the Player-heroes must last a single round of combat before help arrives. Surrendering the treasures when faced with hopeless odds is a Misdeed worth 2 Shadow points.If they resist, even for a few moments, then they must stand and fight. The Ringwraith steps back, letting the Orcs attack. The Player-heroes must survive for two rounds of combat, with each one of them facing two Uruks. Then, at the start of the third combat round — hope unlooked-for rescues them from peril. For Saruman warned the Great Eagles to watch the Dale, and now they are coming! They swoop down from the heights above the valley, plucking the Player-heroes from the midst of the Orc-host and carrying them away south. The Ringwraith screeches in anger, and a terrible wind howls out of the East, but the Eagles are undeterred and fly the Player-heroes to safety.OUT OF THE JAWS OF DEFEATWhat happens if the Player-heroes fail to recover the Elendilmir from the Orcs? The histories tell us that the jewel is found decades later by Gimli son of Gloin, while searching the tower of Orthanc long after the defeat of Saruman. How did it come to be there, if the Player-heroes did not bring it thence? On this matter, all we can guess is that Orcs can be swayed almost as easily as Men, and there must have been a beginning to the alliance of Saruman and the Orcs. Maybe Saruman bribed a company of ambitious Orcs to recover his stolen treasure, offering them shelter in Isengard afterwards — and from those Orcs spring the fighting Uruk-Hai of later years — another step on Saruman’s ruinous path.


CHAPTER 372The Eagles have neither the strength nor the inclination to carry the Player-heroes all the way to Isengard, instead depositing them on the far bank of the Nimrodel. A long trek south around the eaves of Fangorn Forest lies ahead of them, but (unless the Loremaster wishes otherwise) is uneventful.aftermathIn Isengard, Saruman takes any relics recovered by the Playerheroes and treats them with reverence. “These are treasures of the Kingdom of Arnor, lost just after the War of the Last Alliance. Great kings of old perished near the spot where you found them, and there hope may be found again.” He thanks the Player-heroes for their service.If they’ve rescued Arcinyas, Saruman declares that the old sage has served him long enough. Use this to signal the progress (or lack thereof) or Saruman’s corruption. If Saruman has gained 5 or less points of Shadow so far, then he allows Arcinyas to dwell within the fortress until he dies. If he has gained more than 5 Shadow points, he gives Arcinyas his last payment, then has the old man escorted out the gate of Isengard. (Either way, Arcinyas never gets the life-extending ring he so craves).If the Player-heroes have a Treasure Hunter among them, then Saruman offers the House of Chimneys to that Playerhero as a base of operations. Saruman tells them that all they need to do in exchange for this boon is keep searching the banks of the River…MORIA LOCATIONSFEAT DIE LOCATIONAn unstable place — a narrow bridge spanning a chasm, a many-pillared hall on the verge of collapse, a hallway filled with choking smoke or foul air.1 The mischief of Orcs — all traces of the Dwarves have been erased, replaced by Orc-filth, carcasses of prisoners, and the smashed remnants of looted goods.2 A passageway, so narrow that the travellers must move in single file, squeezing through the low-roofed crawl.3 A natural and unworked cavern, a hollow in the heart of the mountain. Veins of metal ore gleam in the walls.4 An old mine; shafts plunge deep into the earth, and mining tunnels worm off towards the roots of Redhorn.5 A labyrinth of granaries, cellars and other storerooms, all long since emptied.6 A once-great hall where some Dwarven lord ruled long ago; smaller chambers adjoin the main hall.THE CHOICES OF SARUMAN, PART III♦ 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 Arcinyas is left behind, increase Saruman’s Shadow by 1.♦ If the Company fails to recover the Elendilmir, raise Saruman’s Shadow by 2.♦ If the Player-heroes accept the House of Chimneys as a boon, increase Saruman’s Shadow by 1.♦ If the Company brings the bones back to Isengard, make a note of it. If Saruman reaches Shadow 9 or more, this will trigger the event The Burning of the Bones, described on page 18.


The Disaster of the Gladden Fields73FEAT DIE LOCATION7 A ruined foundry, smithy or other workshop, abandoned in haste, tools still lying where they were dropped.8 The subterranean mansion of a Dwarven extended family. Perhaps the door was barricaded, and the dead still lie entombed within; more likely, the house was long since broken into and defiled by Orcs.9 A wide passageway, one of the main streets of the underground city.10 One of the holy places of the Dwarrowdelf — the tomb of a king, a grand palace or library or civic building, a hall raised by Durin himself.A refuge — an easily fortified chamber, a well with drinkable water, a light-shaft that lets sunlight into the dark. The Company can rest here safely.MORIA HAZARDSFEAT DIE HAZARDFATIGUE POINTS GAINEDFires burn in the deep! Smoke and hot sparks flood the chamber from below. One Player-hero suffers a grievous Endurance loss from fire.31 Something stalks the Player-heroes. It might be a Nameless Thing from the depths, or some other terror. The creature, whatever it is, does not attack, but each Player-hero gains 2 Shadow points (Dread) as the presence looms heavily over them.22 The mountain quakes and groans, or the passage of the Player-heroes disturbs some precariouslybalanced structure. One Player-hero must make a CRAFT roll to assess the condition of the tunnels: on a failure, each Player-hero is struck by falling stones, suffering a severe Endurance loss from falling.23 The darkness becomes especially oppressive for one member of the Company, driving them into despair. One Player-hero gains 2 Shadow points (Dread).24 A wandering Cave-troll Slinker snuffles past; each Player-hero must make a STEALTH roll to remain undetected.25 An Orc-snare lies waiting in the shadows. The Company’s Look-out must pass a successful AWARENESS roll or trigger the trap (Loremaster’s choice — either it sounds the alarm and summons Orcs, or it inflicts a severe Endurance loss from poison to one Player-hero).26 The way ahead is guarded by Orc sentries. How can the Company sneak past or silence them without raising the alarm?27 The way ahead is dangerous, requiring the Player-heroes to climb over or squeeze through an obstacle. Everyone must pass an ATHLETICS test; anyone who fails gains 1 additional Fatigue.28 A patrol of Orcs passes by. The adventurers can hide and wait for them to go past, or follow them. 29 The way ahead is blocked by fallen stones or debris. Does the Company seek another route (with a TRAVEL roll), or labour to clear the path (with either CRAFT or ATHLETICS)?210 The Player-heroes risk becoming lost in the depths. The Scout must pass an EXPLORE roll to find the way, or the Company becomes delayed.1The Company has a stroke of luck or other boon — the Orcs are distracted by some other business or feud among themselves, the Player-heroes find a shortcut or a place to shelter, or they glimpse some surviving vestige of the glories of old Moria, brightening their spirits. Everyone in the Company regains 1 Hope. —


CHAPT E R 4there let themlieuntilthe end“Let those call it the wind who will;there are fell voices on the air.”— The Fellowship of the Ring™


CHAPTER 476his adventure takes place anytime before the year 2990 in the Third Age. It concerns the fate of the Black Númenórean vessel Kathuphazgân, described on page 42. Before the adventure begins, the Kathuphazgân has sailed up the Greyflood as far as it could, and was then hauled further upstream until it could go no further. From the great wooden castle of the stranded ship, the Black Númenóreans plan to work mischief in the very heart of Eriador…running the adventureThe adventure begins in Bree. Ideally, the Player-heroes are there on some unrelated business — perhaps they are resting after some other adventure, or meeting up in the Prancing Pony after returning to their respective homelands for Yule. Alternatively, they might be here on another mission for Saruman — to collect reports from Midgewater Meg, to aid in the watch on the Shire, or carry a message to Rivendell.part 1: intrigue in breeDepending on their standing in Bree, the Player-heroes might be staying in the Pony, or in their own homes, or at the home of one of Saruman’s agents. By this period (some forty years before the events of The Lord of the Rings, with the Long-expected Party happening in 3001, only a few years hence), Saruman has intensified his watch on the Shire; his main spy in Bree is a trapper and bird catcher called Midgewater Meg (see next page). Her long journeys into the marshes provide plenty of cover for spying on the Shire. She has a house a little way outside Bree, on the north slope of Bree-hill.Wherever the Player-heroes are staying, their rest is disturbed by uproar at the West-gate of the village. Investigating, they learn from the gatekeeper (young, excitable Bert Heatherton) that a ‘dead man’ came hammering on the gate, moaning and wailing ‘like them wights do in the stories’. Bill dumped most of his tea-kettle over the ‘wight’ and it fled.A quick search discovers the truth — the ‘wight’ was not a dead man at all, although he’s not far from death. Lying in the ditch near the West-gate is an unconscious Man, terribly pale and sickly. Any Player-heroes with knowledge of the Rangers recognise this fellow as Minon, son of Raudon. He’s clearly wounded and feverish; his skin is clammy, and he’s muttering and raving to himself about ‘Men from the Sea’ and ‘a great wave, a great wave mounting to the sky.’Examining Minon discovers a ghastly wound on his arm. The skin around the injury is festering and weeping; the veins nearby are purplish. The wound is poisoned.♦ Minon has just enough strength for him to weakly describe what happened to him (see below) before he falls unconscious. A successful HEALING roll saves his life, but he’s still too weak to aid the characters in the rest of the adventure.♦ A Great or Extraordinary Success identifies the nature of the poison; it is a rare substance derived from a root found only in the Far South, beyond Harad.Through lips flecked with spittle and swollen with poison, Minon tells his tale. He was off in the hills west of the Shire, when he encountered a curious band, a half-dozen strong at least. They were dressed in the manner of Bree-folk, and the one of them who spoke sounded like a native of these parts — but the others were strange-looking, and Minon suspects some of them were from the Far South. The strangers were on the verge of entering the Shire; Minon blocked their path, and they attacked him. They fled when he was wounded. At first, he thought his wounds were only superficial, but he’s grown sicker with each passing day.THE COURSE FROM BREEWhat do the Player-heroes do with Minon? If he has reason to trust the Company, he says he is bound for Rivendell and the healing arts of Master Elrond. He then asks the Playerheroes to help him reach there, or at least to find some of his Ranger kinfolk who can aid him.


There Let Them Lie Until the End77Possible options include:♦ Leave Him in Bree: If the Playerheroes have no strong connection to Minon, they might be tempted to just leave him to recuperate in the Pony. Abandoning Minon in his time of need is a Misdeed worth 1 Shadow point.If the Company chooses this path, they will run into the Black Númenórean company on their next journey — possibly as fellow-travellers on the road.♦ Set Out for Rivendell: Rivendell is the best part of three weeks away — assuming the Player-heroes know the way there, and that Minon is healthy enough to travel. This is Minon’s preferred option, as he hopes he will encounter fellow Rangers on the way.If the Company chooses this path, then they are stalked by the Black Númenórean spies on the way.♦ Seek Aid Nearby: Player-heroes familiar with the region may decide to look for help. Minon weakly argues against this — Gandalf has urged the Rangers to keep watch on the Shire, and worries that the attack on him was a deliberate distraction to draw sentries away. The Player-heroes may overrule him, or seek out nearby patrons like Bilbo (only a few years away Minonfrom the Long-expected Party, and getting restless), Gandalf, or Tom Bombadil. If the Player-heroes are closely aligned with Saruman, they know Midgewater Meg, his current agent in Bree, and they can go to her for help.If the Company chooses this option, then whoever they seek out can aid Minon while they decide what to do next.♦ Hunt the Attackers: Vengeful Player-heroes may decide that the attackers know more of this strange poison, and that the best way to heal Minon is to hunt them down.Midgewater MegOld Meg lives in a small house outside Bree. It stinks of the glue she uses to make traps for the marsh-birds she hunts. She also collects herbs and mushrooms from the marsh, and has a reputation as a wisewoman — or a madwoman. The local children fear her, although the Ferny boys from over the hill sometimes help out wringing the necks of trapped birds.OCCUPATION: Healer, HunterDISTINCTIVE FEATURES: Rustic, SecretiveMinon the RangerA Troll on the Trollshaws broke Minon’s leg, and he has carried a limp ever since. Frostbite once claimed two fingers from his left hand. Still, Minon remains committed to his oath to defend the Free Folk of Eriador. Some call him ill-favoured by luck — he only hopes to live long enough to see the king restored.OCCUPATION: RangerDISTINCTIVE FEATURES: Loyal, WaryOptionally, if the players have gone through Tales From the Lone-lands, consider replacing Minon with Orothel the Ranger — Minon’s plight becomes more meaningful if the wounded Ranger is an old friend of the Company.


CHAPTER 478part 2: spies on the roadThe black ship Kathuphazgân was dispatched to the North with several dreadful purposes in mind. Sauron knows that the great battle of the age will be in the South, in Gondor, but there are yet foes hiding among the ruins of the lost kingdom of Arnor. He intends to secure the Havens from which the Elves set sail, to reawaken the old powers of Angmar — and to destroy the last stronghold of the High Elves in their secret fortress at Rivendell.Now, Sauron’s forces have laid siege to Rivendell long ago (most recently in the year 1300 of the Third Age), but they never penetrated into the hidden valley, into the maze of gullies and watchful hills and girdle of enchantment that guard the House of Elrond. For some years now, the agents of the Black Ship have sought knowledge of Rivendell.rogues’ galleryThe band that poisoned Minon consists of six individuals (at least six; their number should be two or three greater in number than the Player-heroes).♦ Their leader is the Black Númenórean Nambar. He is a master duellist and assassin, and it was he who struck Minon with the poisoned blade. On a previous mission, he was the Sea-prince of the Shore (see page 52). If the Sea-prince was slain in that adventure, then replace him with his vengeful brother Nambaz (use the same stats for Nambar, but without his Blue Ring).♦ Their spokesman is Beric Ashworth, formerly a Man of Bree. Beric fled Bree as a young man after committing some crime in the village, and was assumed to have perished in the wilds. If any of the Player-heroes are Rangers or Men of Bree, then have one of them describe Beric’s crimes and how it came to be that he fled his homeland. Beric has the stats of a Highway Robber (see The One Ring, page 147).♦ Their guide comes from the village of Todden (see page 46). Depending on how the Company ended that adventure (which may be many years in the past), this might be the treacherous singer Sellic. Alternatively, if Sellic perished, the guide is an ill-favoured fellow called Ulfwart, another man of Todden that the Player-heroes faintly recall (perhaps one of the guards in the tower, or one of Sellic’s friends). Whoever the guide is, they have the stats of a Ruffian Chief (see The One Ring, page 147).♦ The remaining rogues are Corsairs of Umbar, although dressed in the manner of Bree-folk. Notably, one of them bears a spear adorned with crow-feathers that is not a weapon made in Umbar or Bree — it is a Dunlending weapon. In fact, it’s identical to those wielded by the warriors of Crow Hall (see page 27). It looks as though it was taken as a trophy in battle. For them, use the stats of the Southerner Raiders (The One Ring, page 146). There is one Corsair for each Player-hero.a sure confrontationNeither threats nor torture are certain of compelling an Elf or Dúnadan to betray the secrets of Rivendell. Nambar and his rogues hope that by poisoning Minon, they have forced the Ranger to flee to Rivendell (or at least to another Rangerhaven). They intend to follow Minon until he finds help, then strike at those helpers in turn in the hope of unlocking the route to the Hidden Valley.So, by aiding Minon, the Player-heroes have made themselves targets of the spies.To continue the adventure, the Loremaster must tailor the encounter with Nambar’s band to the choices of the players.If they are heading for Rivendell, Nambar will ambush them on the Road. If they stay in Bree, the rogues strike at them in Bree (perhaps using Beric Ashworth to lure them into an ambush). The hill at Weathertop (Ruins of the Lost Realm, page 90) is an obviously evocative landmark for a desperate fight against servants of Sauron. The Last Bridge is an excellent place for an ambush; if the Player-heroes get as far as the Ettenmoors, then Nambar could call on aid from Trolls.Another possible concern — who are the Player-heroes’ Patrons? This is an excellent opportunity to have a character like Gandalf, Tom Bombadil or Gilraen (backed up by a band of Rangers) show up in the nick of time, if the fight takes place near their homelands.Wherever the battle takes place, it should be a challenging one for the Player-heroes. If the Company is especially battle-ready, then a number of Footpads join Nambar’s company for muscle (the Loremaster should add one or more for each Player-hero).


There Let Them Lie Until the End79reading the riddleThe rest of the adventure assumes that the Player-heroes encounter Nambar and his men, and at least survive the confrontation. After the battle, the Player-heroes are likely to recognise a connection between the spies and the Black Númenóreans. If any member of Nambar’s band is captured, they can be questioned. Even if all the foes are slain or have fled, the Player-heroes may have seen the crow-spear from Crow Hall or noticed the presence of a previous acquaintance from the village of Todden.Minon urges the Player-heroes to gather whatever information they can and bring it to the attention of the Wise.Possible routes of investigation include:♦ The Wanderings of Beric Ashworth: Beric was exiled from Bree several years ago, and the trail has gone cold. However, as the Player-heroes are near Bree, they may wish to investigate Beric’s past deeds to learn where he went and what he might have done. With considerable time and effort (hastened if the Company has local allies or Patrons to call upon) they can discover that Beric wandered west, causing trouble on the borders of the Shire and then further southwest. He was a brigand near Sarn Ford for a time, then continued down the Brandywine — causing mischief in Dwarf-land — before striking off towards Lond Daer. He was last seen by a traveller at Sarn Ford.♦ The Village of Todden: Todden is a long journey across the wilds of Minhiriath. If the travellers trek all the way there (or take ship from the Havens), they discover the village is deserted. A few fishermen still dwell on that haunted shore, and they speak of the coming of the same terrible black ship that was seen on the night the Sea-prince of the Shore departed. The fishermen say the ship sailed away north, and they saw it weeks later anchored at the mouth of the Greyflood.♦ Crow Hall: Crow Hall, at least, is on the road to Isengard, so the Player-heroes might stop there on the way to consult with Saruman. Who did the Player-heroes leave in charge of the Hall after the events of The Beast of Dunland(page 39), and how have circumstances changed in the intervening years? The Lord of Crow Hall tells the Playerheroes that they have encountered strangers in the wilds north-west of their territory, near the Greyflood. (See Allies From Crow Hall, on page 80, for more details).♦ The Prisoner: Any prisoner captured in Bree will not willingly speak to the Player-heroes, but Saruman can interrogate them and uncover their secrets.All these clues suggest Black Númenórean activity along the Greyflood. The Player-heroes may learn enough to identify the current location of the Black Ship, or they may learn just enough to bring their concerns to Saruman. Either way, the Wizard offers counsel in Orthanc.After The Sea-prince of the Shore, the Player-heroes know that Saruman is concerned about incursions from Harad along the coast of Eriador, and can guess that he would want to be informed immediately. Similarly, any other Patrons like Elrond or Gandalf tell the heroes to bring the news to Isengard without delay — Saruman is best placed to deal with this threatThere is no need to make the return to Isengard into a full-fledged Journey; the Company has travelled the Greenway many times, and can obtain horses from Midgewater Meg or in Tharbad on the south bank of the Greyflood.THE FATE OF LOND DAERWhat has become of Lond Daer, the nascent settlement at the mouth of the Greyflood (Ruins of the Lost Realm, page 21)? The Corsair ship must have passed by that town on its way up the river. There are several possible options.♦ Lond Daer Destroyed: If Lond Daer played little part in your campaign up until now, there’s no need to dwell upon its fate. The ruthless Corsairs aboard Kathuphazgân made short work of the unskilled defenders of Lond Daer, and the townsfolk were slaughtered. You might also choose this option if the Player-heroes are emotionally attached to Lond Daer, if you want to shock them with a sudden unexpected tragedy.♦ Lond Daer Assaulted: If you don’t want to have Lond Daer destroyed, or the Player-heroes need more clues leading them to Kathuphazgân, then the town might have already been attacked by the Corsairs. The survivors give an account of how the Black Ship forced its way through the town’s defences and continued upriver. The folk of Lond Daer were so badly wounded and overcome by grief that they did not investigate further.♦ Lond Daer Is About To Be Attacked: More ambitiously — if Lond Daer has played a major part in your campaign, then the Player-heroes have a chance to save it. In this setup, the Black Ship has not yet sailed up the Greyflood, although they have landed scouts that have gone as far upriver as the lands around Crow Hall. If the Loremaster chooses this path, the events described starting on page 88 take place in Lond Daer; instead of attacking the ship while it’s aground in the middle of the wilderness, the Player-heroes must sail out and battle Kathuphazgân in the harbour of Lond Daer.


CHAPTER 480part 3: counsel in orthancOnce the Player-heroes bring news to Isengard, Saruman calls them to his chambers in Orthanc. This is the first time that the Player-heroes are let into the tower itself.The Player-heroes ascend the narrow steps to the door of Orthanc and are met there by the Wizard, who guides them up the longer spiral staircase to his study high above. Saruman’s face is grave.“The Enemy is moving. As I warned the White Council, our costly assault on Dol Guldur availed us nothing, for his agents have returned to that fortress. The Orcs have grown very numerous again in the Misty Mountains, and there are large Uruks among them. The Corsairs are attacking the coast of Gondor. From your reports, and those of other agents, I guess that some few Corsairs have been sent north to prepare Eriador for conquest by Sauron. While he does not suspect Eriador of harbouring any armies that might challenge him, he knows there are strongholds here that could resist him. You stand in the heart of one of them. Now his spies trouble the North, on the very threshold of…” He pauses for a moment, as if contemplating what Sauron’s spies might be looking for. “Imladris,” he finishes.the black ship unveiledIf the Player-heroes have not learned the nature of the Corsair ship yet, Saruman briefly describes the vessel and its mission.♦ The Corsairs of Umbar are infamous pirates. Umbar was a Númenórean city in days of old, part of the realm of Gondor. Indeed, it was at Umbar that the mighty fleet of Ar-Pharazôn the Golden came ashore, a force so mighty that the Enemy humbled himself before it, and surrendered to the justice of the King. (And if Ar-Pharazôn had wiser counsellors in those days, why, much evil might have been averted.)♦ Their ships are without equal in Middle-earth. They remember something of the arts of the mighty mariners of the Second Age. They are like sea-going fortresses.♦ The folk of Umbar worship Sauron as a god, and are among his most useful and able servants. Not few were the Rings he gave to them, long, long ago.“We must act, and swiftly. The enemy has stretched his hand out of Mordor, and we must give it such a wound that he snatches it back. You shall be my weapon in this. You — and this.”From a heavy chest Saruman produces a porcelain vessel. It contains a greyish dust. “This is one of the devices of the Enemy. I have refined it. When properly mixed and ignited, this powder bursts with great force, enough to equal the fury of a fire-drake. With this one jar, you could bring down the gates of Minas Tirith… or blast a hole in the hull of a black ship.”He then takes another jar from the chest, and another, and another. One jar for each Player-hero — enough power to wreak terrible destruction. “You must use this to destroy the Corsair ship Kathuphazgân. But you shall not go alone.”To give his agents the best chance of success, Saruman intends to send a company of warriors with the Player-heroes. There are two possibilities for this:♦ If Crow Hall is solidly under the influence of Isengard, then Saruman tells the Player-heroes to go there and ask for troops. He gives them a letter for the Lord.♦ If Crow Hall cannot be relied upon, then Saruman must provide troops from Isengard. “There are other arts of the Enemy that I have studied, and yoked to my will. The soldiers I shall send with you are not fair to look upon, nor are their customs pleasant. But they are strong, and fierce, and unafraid to die.”ALLIES FROM CROW HALLThe Loremaster must describe to the players the changes that have transpired in Crow Hall since The Beast of Dunland. How much time has passed since then? With Saruman’s aid and patronage, the Dunlendings have grown in strength and numbers, and that newfound might should be reflected in Crow Hall. The hall reflects the personality of the present Lord.♦ If Gorsad is still lord, then he’s an old man now, blind and on the verge of losing his wits. His hall is full of other old men, telling tales of days long past.♦ If Toirlas is chieftain, then he has grown into a canny warlord. Not for him the impetuous raids of his youth. Urien BlackthornUrien is the leader of the Dunlending soldiers. A dour old warrior, he believes the whole expedition is doomed. His eyes are sharp and cautious, his words few. Though he considers the mission risky, he is determined to see it through. He never discusses the orders of Saruman, the White Hand.OCCUPATION: WarleaderDISTINCTIVE FEATURES: Cautious, Loyal


There Let Them Lie Until the End81He bargains hard with the Player-heroes, demanding that they promise weapons and armour from the forges of Isengard.♦ Vila, if she has become chieftain, is growing into a capable but cruel young woman, well able to rule Crow Hall with iron fist and barbed wit. She sees herself as Saruman’s daughter more than Gorsad’s.In answer to Saruman’s summons, the Dunlendings of Crow Hall muster some three dozen warriors, every one of them skilled with spear and bow. They paint the image of the White Hand of Isengard onto their shields before departing the Hall — and a great flock of crows go with them, hungry for carrion. Having the proud warriors of Crow Hall as the Player-heroes’ Host makes all rolls on the Battle Outcome table Favoured.THE COMMAND OF A HOSTIn this adventure, the Player-heroes are accompanied by a Host of warriors. There is no need to track each individual Loremaster character — it will suffice to treat the Host as an abstract group. Its chief purpose is to fight against the crew of the Black Númenórean ship — either as a distraction, so the Player-heroes can go off and do their usual heroics, or as a screen, battling the lesser foes so the Company is not swarmed over by dozens of enemies and can concentrate on their commanders and champions (the Host is not large enough to take on the entire enemy crew by itself).In a battle, the contribution of the Host is determined by rolling a Feat die at the start of the battle and consulting the Battle Outcome table below. The result determines what will happen by the end of the fight — the Loremaster should use the result of the roll to influence the description of the battle swirling around the Player-heroes. For example, if the roll suggests the Host will take severe casualties, then the Loremaster should describe how the members of the Host fall to enemy blades in great numbers.If the Host enters battle ill-prepared or against overwhelming odds, the roll on the Battle Outcome table is Ill-favoured. If the Player-heroes employ an unusually clever stratagem (with a successful BATTLE roll, for example) or ENHEARTEN the Host with an inspiring speech, the roll is Favoured.In any event — the focus of the tale is on the Player-heroes, not their followers. The quest fails or succeeds based on the actions of the Company, not the Host.BATTLE OUTCOMEFEAT DIE EVENTDeath Take Us All! The battle goes so badly that the Host breaks at a key moment, fleeing in terror. The Host is disbanded, and each Player-hero must face double the number of adversaries.1–2 Their Last Hope Left Them: All the members of the Host are slain or grievously wounded, but they hold until the last blow is struck.3–4 Bloody Slaughter: The Host suffers such losses that it is forced to disband, although they are able to aid the Company in the battle; each Player-hero gains (1d) on combat rolls during the first round of battle.5–6 Knife-Work Up Here! The Host survives the battle, but the Company is forced to fight hard to secure victory. Each Player-hero must face double the number of adversaries.7–8 Weary Beyond Joy or Sorrow: The Host stands its ground, although it is a close-run thing and they are unable to provide any advantage to the Company.9–10 Victory Seemed At Hand: As per Weary Beyond Joy and Sorrow, but each Player-hero gains (1d) on combat rolls during the first round of battle.Hope Unlooked-for: As per Victory Seemed At Hand, but also, at some point during the battle, a member of the Host performs some heroic deed to aid the Company — inflicting a Wound on a Key Foe, shielding a downed Player-hero, or distracting the enemy at just the right moment.


CHAPTER 482ILL-FAVOURED COMPANIONSIf for some reason Saruman cannot call on the Dunlendings of Crow Hall, he sends different servants with the Playerheroes. He has warriors and guards within the Ring of Isengard; he shall send some two dozen of these instead.What is the current state of Saruman’s Shadow?♦ Less than 10: The soldiers of Isengard are all Men; folk of Rohan for the most part, and a handful of recruits from the Vales of Anduin. There are a few Dunlendings too, but they are honourable folk.♦ 10 to 15: Most of the soldiers of Isengard are Dunlendings of violent temperament. They grumble about the insults and injuries inflicted on them by the Kings of Rohan, and around the campfire they talk about how they shall one day have revenge. One or two of the soldiers even have an Orcish look to them.♦ 16 or more: Saruman has taken Orcs into his service. These warriors do not yet make up a majority of his troops — it’s still mostly Dunlendings. However, the Orcs push to the front of the line and are clearly in charge. The Orc-captain is Gurthaur, a cruel and ambitious Uruk. He seeks to replace the Player-heroes as Saruman’s trusted servant, and looks for ways to undermine them. The ferocity of the Uruks makes all rolls on the Battle Outcome table Favoured.part 4: a forest of ghostsAt the head of Saruman’s warband, the Player-heroes set off in search of the Black Ship. They know it is somewhere along the Greyflood between Lond Daer and Tharbad, and far enough upstream that scouts from the ship were encountered by folk from Dunland.How do the Player-heroes search? Considering the vastness of the territory to be explored, they must plan their hunt carefully, as time — and secrecy — are of the essence. Hopefully, clues about the whereabouts of the great ship of Umbar will emerge as they press on.the searchThere are many ways to conduct a thorough search of the land following the meandering course of the river Greyflood. Here follow a number of options that the Player-heroes might consider:♦ By Boat: The Player-heroes can obtain small boats in Tharbad (if they are in good standing with whoever rules there) or Lond Daer (if it still exists). Sailing down the Greyflood is easy. Sailing up is possible, through a combination of wind power, oars, and portage (the Corsairs add ‘dragging their ship by ropes’ and ‘vile sorcery’ to their repertoire of techniques). The Greyflood is one of the more navigable rivers in Middle-earth.Drawbacks: Getting a boat or two for the Company is easy — getting a flotilla of small boats or a large barge to carry the entire warband is harder. And the Orcs, if they are present, object to going in boats. Do the Player-heroes leave some of their troops behind?♦ Sweeping the Banks of the River: The most arduous but perhaps the most thorough approach is to sweep along the banks, searching for the ship. This does THE BLASTING POWDERThis is a volatile alchemical mixture created by Saruman, inspired by his studies of Orcish explosives. It appears as a coarse, dark-gray substance with a faint, acrid smell. Its use is dangerous, as it can be unpredictable if not handled carefully, but its destructive potential makes it a valuable tool for disruption and warfare.♦ A jar of blasting powder adds 4 to a Playerhero’s Load — not because it is physically heavy, but because of the care that must be taken when handling it.♦ A jar explodes if exposed to a spark or fire, inflicting a grievous Endurance loss from fire to those next to the jar, dropping to severe for those further away. After this initial blast, the fire continues to rage, inflicting a moderate Endurance loss that continues until the fire is extinguished.♦ The magic of the powder is unstable — after this Adventuring Phase, it either decays into uselessness or becomes so volatile it explodes at random (whenever its bearer rolls an on any roll).


There Let Them Lie Until the End83let the Player-heroes keep their troops together, and ensures they will eventually find the ship.Drawbacks: The main downside of this approach is the sheer effort involved, and the likelihood that the warband will be spotted by enemy scouts before they discover the ship.♦ Dispatching Scouts: The Player-heroes could establish a base at some central location — Tharbad is the obvious choice — and then either scout the river themselves, or send scouts in search of the ship.♦ Gathering Information: Similarly, the Player-heroes could wait for more news to come to them, gathering and sorting rumours. Alternatively, they could ask a well-travelled patron like Gandalf for aid.Regardless of the method they use, the search must be resolved as a Skill Endeavour. The task is Laborious (Resistance 6) and the time limit is set at 6, but for each day that Player-heroes rest or lose due to unforeseen circumstances, it must be reduced by 1.Each Skill roll represents a day of searching, and causes each Player-hero to gain 1 Fatigue point. If you’re using the Eye Awareness Rules (see The One Ring, page 169), each roll also increases the Company’s Eye Awareness by 1.Several Skills might apply to the Company’s search. Possible options include:♦ EXPLORE or HUNTING to search the banks of the river♦ PERSUADE or RIDDLE to deal with informants and gather rumours♦ LORE or TRAVEL to study maps of the area and identify the most likely landing spotsENCOUNTERS ON THE HUNTThe hunt for the Black Númenóreans may give rise to many unforeseen difficulties and setbacks. Below is a list of problems and encounters the Player-heroes may meet on the way.♦ Fear of the White Hand: The arrival of a company of armed soldiers (or worse, Orcs!) in the lands along the Greyflood goes not without notice. The Player-heroes must deal with some local lord who fears that they are hostile invaders. The obvious candidate is Gurnow, the thuggish Master of Tharbad described in Ruins of the Lost Realm (page 15), but it might equally be the chieftain of some isolated steading along the riverbanks, or the lord of some minor Dwarfhold or recent settlement not on the maps. How do the Player-heroes convince this lord that Marsh-dwellerthey mean no harm — bearing in mind that unless closely watched, some of the soldiers sent by Saruman may take the opportunity to do a little looting and pillaging, so the fears of the lord may not be wholly unjustified.If the Player-heroes fail to assuage these concerns, the lord may bar them from entering their territory, engage in combat, or even try to ally with the Corsairs against the Player-heroes for self-preservation.♦ Hunger and Other Perils: A Ranger or experienced traveller will not starve in the wilds of southern Eriador; these lands are uncultivated but not barren or lifeless. There is game aplenty, and plants to eat. Indeed, in places there are old orchards and fields descended from the croplands of vanished Cardolan. However, it is a different matter for a company of warriors. Their presence may scare away most of the wildlife, and one cannot expect a hardened Dunlending raider to go grubbing for roots and berries. Where do the Player-heroes obtain supplies for their followers? Hunting or raiding? Barter? Or do they go hungry?Similarly, while these are not especially dark or dangerous lands, accidents happen — hunters might slip and fall on the muddy banks, or be bitten by serpents, or suffer from exposure. If the Host’s strength is sapped by hunger or poison, and the Heroes do not take some action to relieve this situation, the next roll on the Battle Outcome table is Ill-favoured.


CHAPTER 484♦ Marsh-dwellers: There are strange creatures everywhere in Middle-earth, if you go poking in the wrong places — and the Player-heroes are, effectively, Saruman’s designated pokers. The largest fens on the Greyflood are the haunted lands of Swanfleet at the confluence of the Hoarwell and the Glanduin, (see Ruins of the Lost Realm, page 18), but there are smaller marshes downstream, as the river meanders. In these, small groups of Marsh-dwellers (see The One Ring, page 155) creep through the mud, stalking their prey.The Player-heroes have the skill and courage to slay these Undead, but their followers do not.♦ Trolls and Wights and Sorcerers: Trolls are rare this far from the Mountains and the Trollshaws, but not unheard of — and the presence of the sorcerer of Umbar on board the Black Ship stirs up all manner of evil. Alternatively, the explorers might stumble upon some haunted barrow or cursed tomb.A WANDERING TREEThe Player-heroes — or their scouts — see a curious thing in the distance just as they’re making camp: a tree, in the midst of the almost treeless plains of the Enedwaith. It’s not completely strange, for there are a few thickets and wooded regions outside the dark forests of the Eryn Vorn, but it’s still an oddity — especially as it’s a mountain ash, right in the middle of a plain. Even more curiously, the tree moves during the night. When the Player-heroes awaken, the tree has gone. They come across it again during their explorations the next day — the same tree, several miles further down the river.For this is not a tree — it is an Ent, Lightroot, of Quickbeam’s folk. The Ent reveals himself only if challenged, or if there are Elves among the Company (certainly not if the Player-heroes are associating with Orcs, burarum), or if they mention the name of Saruman. After all, Saruman is a neighbour of the Ents of Fangorn, and has from time to time walked in their woods and conversed with Treebeard himself.Lightroot explains that he has gone on a Quest (he is such a young, excitable and hasty Ent that you can hear the capital letters in his voice) because the Ents have tasted strange dreams in the rainwater coming over the mountains. Something has awoken a very old wood — and he’s not sure if it’s a good thing. He picks up a great handful of soil and lets it trickle through his twig-like fingers, explaining that this land is a vast grave of the forests of Enedwaith, and the dead trees slumber now, felled by the axes of Númenor. It troubles him that the ghosts of trees should be stirred up now. The world is changing, and unseen powers are moving.If the Player-heroes use sufficient COURTESY and seem trustworthy, then Lightroot agrees to help them. This counts as three bonus successes on their current Skill Endeavour.However — if the Player-heroes attack or offend the Ent, or if they have Orcs with them, or if Lightroot gets a sniff of Saruman’s blasting powder (“Ash and death! Fire and malice! A foulness! A foulness!”), then he assumes they are foes. He may attack them, terrify some of their followers into fleeing, or at the very least bring word back to Fangorn that the White Wizard cannot be trusted.THE COST OF THE HUNTIf the Player-heroes complete their Skill Endeavour within the set time limit, then they find the resting place of the Corsair vessel with most of the warband of Isengard intact.If they fail to complete the Skill Endeavour in time, then one of the following penalties must be applied based on the number of missing successes. (For example, it’s 2 missing LIGHTROOTEager, WaryATTRIBUTE LEVEL8ENDURANCE60MIGHT2RESOLVE8PARRY—ARMOUR3COMBAT PROFICIENCIES: Crush 3 (8/12, Seize)FELL ABILITIES: Fear of Fire. Lightroot loses 1 Resolve at the start of each round he is engaged in close combat with an adversary wielding a torch or other burning item.Great Strength. If Lightroot scores a Piercing Blow, spend 1 Resolve to make the target’s Protection roll Ill-favoured.Mighty Toughness. Lightroot is unaffected by unarmed attacks. Additionally, when an attack inflicts damage to Lightroot that would cause him to go to zero Endurance, it causes a Piercing Blow instead. Then, if Lightroot is still alive his Endurance score is set back at half its maximum rating.Thick Bark. Spend 1 Resolve point to gain (2d) on a Protection roll.


There Let Them Lie Until the End85successes if the Resistance was 6 and the Player-heroes only accumulated 4 successes).♦ 1 or more missing successes: Scouts spot the advancing Player-heroes: the Corsairs are warned and on guard against intruders.♦ 2 or more missing successes: The Host is severely diminished. All rolls on the Battle Outcome table are Ill-favoured.♦ 3 or more missing successes: The search for the Black Ship has failed! By the time the Player-heroes reach the Girdle of Usapthon, the Kathuphazgân has already set sail, and the Corsair expedition is returning victorious to Umbar.the haunted forestLong is the Greyflood, with many twists and tributaries. The maps the Player-heroes might examine in Orthanc do not wholly convey its complexity; there are many miles of river where the Black Ship might lurk. Those who remember the histories of Númenor might recall that in days of old it was called the River of Shadow, for it was concealed beneath the overhanging boughs of mighty trees along both banks. Few folk who walk along the Greyflood remember those longvanished woods that stretched across the Enedwaith.But the sorceress Usapthon remembers. Through her arts, and the power of the Enemy, she has awoken the buried memories in the earth. A forest of ghosts now grows on the southern bank of the Greyflood, concealing the ship.From a distance, it looks like a patch of thick mist. Walk closer, and a traveller might make out the shapes of bare branches and dark tree-trunks, as if the forest there is wreathed in fog — but there is no forest here, only the shadow-memory of one. This forest is treacherous and malicious — paths twist, turning intruders back the way they came or guiding them into bogs, deadfalls, or the waters of the Greyflood. Indeed, an unwary intruder might think they are forcing their way through a patch of thick undergrowth, until the sun comes out, the clouds part, and they realise they’ve waded out of their depth into the water, and they drown.The Player-heroes must cross this unnatural barrier to reach the ship by land; alternatively, they could approach via the northern bank and cross the river by boat or swimming. Traversing this enchanted barrier — the Girdle of Usapthon — causes each Player-hero to gain 3 Shadow points (Sorcery). Those who fail the Shadow test or who are Miserable also suffer a grievous Endurance loss from suffocation.♦ If the Player-heroes have the Ent Lightroot with them, their Shadow test when navigating the forest gains (2d).♦ If the Player-heroes wish to bring their Host through the forest, then one of them must succeed at an ENHEARTEN roll; if failed, the Host refuses to enter the haunted wood.♦ Slaying Usapthon lifts the spell; a Hero might also be able to use a Magical success on a SONG or EXPLORE roll to temporarily open a path through the ghost-wood.beyond the girdle of usapthonEventually, the Player-heroes come to the edge of the ghost forest, and find themselves on the banks of the Greyflood once more. Ahead of them is the mighty Corsair vessel, and off to one side is a tall outcropping of hard stone, like the Carrock on the Anduin. There is a fresh scar in the side of this outcropping, where the Corsairs have dug away tons of dirt and vegetation built up over thousands of years, uncovering the entrance to the Admiral’s Tomb within the rock (see page 93).The river turns against this rock, creating a wide, deep bend in its course. The Corsair ship lies at anchor in the deepest part of this pool, although she has only a few inches of water beneath her keel, and must wait for spring floods and high tides before she can sail again. The river is too deep to wade across, and reaching the ship requires either swimming or the use of a small boat, of which there are many along the shore, used by the Corsairs to disembark.Some of the Corsairs are off on missions across Eriador, like the assassins who attacked the Ranger in the opening scene. Others are busy at work in the excavation, and it is obvious, based on their frenetic activity and excitement, that they’re close to whatever they seek. The remainder are at rest in their camp, or — if the alarm has been raised — grabbing weapons, donning armour, and preparing to deal with any intruders.THE CORSAIR FORCESThe enemies ranged against the Company consists of the leaders of the Corsair expedition — the swashbuckling Corsair Zoril, the pallid sorceress Usapthon, the gruff old captain Nerek, the Orc Lug, and the crew of the ship. On other expeditions, the mighty Kathuphazgân carries as many as five hundred souls on board; presently, with the need to lighten her considerably to sail upriver, and with so many of the Corsairs off on other missions across Eriador, there are far fewer than that number present. Most of the sailors are on board the ship itself, while the majority of the soldiers have encamped on the shore. A mixed group of sailors and soldiers are excavating the Admiral’s Tomb.


CHAPTER 486KEY FOESThe leaders of the expedition are each major potential threats to the Player-heroes. Fuller descriptions of these villains may be found in the Ruins of the Lost Realm sourcebook.♦ Captain Nerek: A veteran mariner, technically he is in command of the mighty warship, but in practice he is subordinate to Zoril and Usapthon. Nerek remains on board the Black Ship. He argued against bringing the huge ship so far upriver — the Kathuphazgânwas built for the open oceans, and he feared for the safety of his vessel in these shallow waters. He was overruled by the two servants of Sauron, but still he spends his time roaming the decks and fretting. For Nerek’s stats, see page 36 of Ruins of the Lost Realm. If you don’t own that sourcebook, use the stats of a Southerner Champion (see The One Ring, page 146).♦ Lug, the Lord of the Lash: The Orcish master of the slave-sailors on the ship. When the Kathuphazgân is at sea, the Orc overseer whips the rowers, demanding greater speed from them. Now the rowers have exchanged oars for shovels, and are at work excavating the Admiral’s Tomb, but the Lord of the Lash is still a constant, belligerent presence. For Lug’s stats,


There Let Them Lie Until the End87ZORILProud, WilfulATTRIBUTE LEVEL7ENDURANCE28MIGHT2HATE7PARRY+4ARMOUR4COMBAT PROFICIENCIES: The Blade Magolach 4 (6/18, Fiery Blow — see box), Great Bow 3 (4/16, Pierce)FELL ABILITIES: Fearless. Zoril’s Might is considered 1 higher for the purpose of resisting the Intimidate Foe combat task.Snake-like Speed. When targeted by an attack, spend 1 Hate to make the attack roll Ill-favoured.Yell of Triumph. Spend 1 Hate to restore 1 Hate or Resolve to all allies in the fight.see page 37 of Ruins of the Lost Realm. If you don’t own that sourcebook, use the stats of Baugrim on page 66.♦ Usapthon: A sorceress and priestess of Morgoth, Usapthon was raised almost from birth to worship the dark powers. She is cold and eerie, strange even to the other Corsairs of Umbar. She stays in her chambers on board the ship until her servants uncover the entrance to the Admiral’s Tomb, at which point she travels ceremoniously to the tomb to oversee its destruction. (See The Tomb Is Defiled, page 95).♦ Zoril: Zoril is a swashbuckling Corsair, a hero of Umbar. Ambitious and arrogant, she hopes to be made Queen of the North-kingdom after the war, and is desperate to show her zeal and eclipse Usapthon. She wields the enchanted flaming sword Magolach.The Loremaster should use Zoril as a wildcard. She could be anywhere in the area, so she is always wherever is the worst possibility for the Playerheroes — if they go to investigate the tomb, she’s there. If they target the ship, she’s there.THE BLADE MAGOLACHBy the arts of the enemy, Magolach retains the heat of its forging; when drawn, the blade becomes searing hot to the touch. Zoril carries a scabbard lined with a curious cloth from the south that does not burn, so the weapon can be sheathed safely. This long sword grants the Fiery Blow special damage option:♦ Fiery Blow: The attack burns the target, inflicting a severe Endurance loss from fire damage (see page 134 of The One Ring).


CHAPTER 488USAPTHONSecretive, UnsettlingATTRIBUTE LEVEL7ENDURANCE28MIGHT2HATE7PARRY+3ARMOUR2COMBAT PROFICIENCIES: Club 4 (4/14, Knockback*), Dagger 3 (2/12, Pierce)* The attack knocks back the target. Halve the total Endurance loss caused by the attack (rounding fractions up). A character who is knocked back must spend their next main action recovering their fighting position.FELL ABILITIES: Combat Sorcerer. Usapthon can cast a Dreadful Spell in place of one of her attacks. If she does so, she can cast the spell without spending Hate.Denizen of the Dark. All attack rolls are Favoured while in darkness.Dreadful Spells: Lure of Shadow. Usapthon weaves a web of darkness around her victim. Spend 1 Hate to make one Player-hero gain 3 Shadow points (Sorcery). Targets who both are Miserable and fail their Shadow test suffer a Bout of Madness.Dreadful Spells: Misfortune. Usapthon curses her foes with bad luck. Spend 1 Hate to make one Playerhero gain 3 Shadow points (Sorcery). Targets who fail their Shadow test or who are Miserable increase all their Attribute TNs by their Shadow score for the rest of the combat.Fearless. Usapthon’s Might is considered 1 higher for the purpose of resisting the Intimidate Foe combat task.Strike Fear. Spend 1 Hate to make all Player-heroes in sight gain 2 Shadow points (Dread). Those who fail their Shadow Test are daunted and cannot spend Hope for the rest of the fight.the plan aheadWhat do the Player-heroes decide to do next? To answer this question, the players must first ask themselves what are their goals and tactics at this point. Do they focus on their mission of destruction, and try to get close enough to the Kathuphazgân to blow it up with Saruman’s powder? Do they explore the Admiral’s Tomb, in the hopes of thwarting whatever the Corsairs are planning? Do they try to create a diversion to divide the enemies’ forces?Usaphton


There Let Them Lie Until the End89The following elements can help the Loremaster to evaluate the course of action chosen by the players:♦ If the Player-heroes succeeded at the Skill Endeavour to search for the Black Ship, they arrive before the Corsairs are ready. If they failed, then the Corsairs are prepared for battle and on guard against intruders.♦ The combination of the ghost forest, the mist that clings to the riverbank, and the thick underbrush make it possible for the Player-heroes to move around unseen with STEALTH rolls — if they are cautious. These rolls lose (1d) if the enemy is on guard (as explained above) and/or if the Ent Lightroot is with them.♦ If the Player-heroes have the Host with them and/or the Ent Lightroot, then they can be asked to engage the marines and Corsair sailors and distract them, while the Player-heroes deal with Usapthon, Zoril and other Key Foes. Chaos and uncertainty are likely the Player-heroes’ best allies. If the Player-heroes do not have the Host or Lightroot with them, then such a diversion is impossible — the Company will have to use stealth and cunning to overcome their foes.The next section details some of the most likely options that the players may choose, providing guidance on possible strategies and their implications.DISTRACTING THE ENEMYThe best use of the Host is to send it to sow chaos in the Númenórean camp, drawing enemies away from either the ship or the Tomb of the Admiral. The aim here is not to defeat the forces of Umbar, but to draw their attention away from the Company.While the battle in the camp is ongoing, the Player-heroes do not need to make STEALTH tests to move around. However, without the Player-heroes’ help, the Host—despite inflicting heavy losses on the enemy forces—is doomed not to survive the battle.ATTACKING THE ENEMYA Host of two or three dozen warriors might be a roughly equal match for any one of the three Númenórean detachments present (one group on the ship, one at the camp, one on the hill). Fighting two such detachments likely means bloody defeat; against all three, the chances are even slimmer. If the Player-heroes do risk a direct confrontation, the Loremaster must roll on the Battle Outcome table once for each engagement. If the Host survives the first engagement, the following rolls on the Battle Outcome table become Illfavoured, and the result must be moved one step towards for each previous confrontation. If the Player-heroes have Lightroot with them, they can move a single result on the Battle Outcome table one step towards , but the Ent will be so bruised and battered afterwards that he will leave.In each engagement, the Player-heroes face one or more Key Foes and a supporting group of enemy sailors or soldiers, while in the background the warriors of the Host fight against the bulk of the lesser enemy forces:♦ If the Company uses the Host to attack the detachment on the ship, each Player-hero must fight two sailors, plus Captain Nerek (and Usapthon, if she’s still on board the ship).♦ If the Company uses the Host to attack the detachment at the camp, each Player-hero must fight two soldiers. This is also where Zoril is most likely to be found, in which case she will join the battle.♦ If the Company uses the Host to attack the detachment excavating the Admiral’s Tomb, each Player-hero must fight one soldier and one sailor, plus Lug (and Usapthon, if she has moved here).For the soldiers, use the stats of the Sea-prince Guards on page 51, while the sailors are Southerner Raiders.BLOWING UP THE SHIPThe river is too deep to wade, so the Player-heroes will have to swim out or steal a boat. Swimming out is not especially difficult, but it requires an ATHLETICS roll to prevent Saruman’s blasting powder from getting wet, temporarily losing its effectiveness. There are always boats going back and forth, and one more might go unnoticed — if the Company can steal it undetected.SARUMAN’S DEVILRYWhat if the devilry of Saruman works even better than expected? A ship that took years of work of skilled craftsmen to build, and weathered many storms, is destroyed in a deafening explosion, and everyone onboard dies a horrific death, so much that the Player-heroes must ask themselves: “Are we the villains?” The blasting powder is, after all, a wicked weapon which escalated the damage of war. Perhaps it should even be considered a major Misdeed to kill so many people with it…If the ship is destroyed, most of the surviving enemy forces flee in terror, leaving only any surviving Key Foes and a small retinue of guards for the Player-heroes to deal with.


CHAPTER 490Second, Saruman’s blasting powder explodes when ignited. A CRAFT roll lets a Player-hero make a crude fuse, like a candle burning down — but where to plant the bomb? The Player-heroes could try setting the charge on a rowboat and sneaking away, but there are lots of ways that could go wrong — a breath of wind could snuff out the fuse, or it might be spotted by a sentry.A more reliable option is to get onboard and leave the explosive in some sheltered corner, but if they leave the explosives on the upper decks of the warship, they might succeed only in damaging the Kathuphazgân, not destroying it. The Kathuphazgân has weathered fires and storms before, and her crew are adept at repairing her if she’s merely wounded.The best option (but most perilous for the Player-heroes) is to get onboard the ship, sneak down to the lower decks, and plant the charge below the waterline.EXPLORING THE BLACK SHIPThe Kathuphazgân is a massive ship, a floating fortress — although, given the shallowness of the water here, she is only really floating on a good day. She has four decks, as well as a forecastle. With most of her crew and cargo unloaded onto the shore, she’s eerily cavernous and deserted.Moving around the ship requires STEALTH rolls; these rolls lose (2d) if the Ent Lightroot is with the Player-heroes. While there are plenty of places to hide, the quarters are so close that strangers are easily noticed unless they are heavily disguised. If the Player-heroes are spotted, the sentries alert the nearest Key Foe (see page 86) to investigate the intrusion.Key locations on board include:♦ Usapthon’s Temple: Located on the topmost deck, this chamber is where Usapthon worships Morgoth and practises her dark rites. It is a dreadful place — those who enter gain 3 Shadow points (Dread). Those who fail their Shadow test or who are Miserable are unable to cross the threshold.♦ The Armoury: While most of the equipment and war gear have been removed to the shore, the ship’s armoury still holds Corsair mail and swords — if the Player-heroes wish to disguise themselves as armed members of the crew, they can do so here.♦ The Map Room: This cramped room holds copies of ancient Gondorian maps of Eriador — and a more recent map, describing the explorations of the Kathuphazgân. There are copies of old books, including histories of the Admiral (see below). There is lore here that has been locked away in the archives of Umbar since the Kin-strife (lore that Saruman covets — if the Player-heroes are able to salvage any of it, the Wizard will reward them.)♦ The Treasury: Located in the bowels of the ship, locked away behind doors of steel — is a vast fortune. It is a Greater Hoard, with lots of Precious Objects.♦ The Lowest Hold: This is the best place to place Saruman’s blasting powder — right next to a storeroom containing barrels of potent alcoholic spirits.MORE MISCHIEFThese are some of the things the Player-heroes might try (and their potential consequences):♦ Spying on the Corsairs: As long as the Player-heroes stick to the edge of the woods, they can move about unseen. Stealthy heroes could even creep up to eavesdrop on gossip around the campfires. Most of the talk is grumbling about the cold weather, but it’s also clear that the Corsairs are worried about their situation — between the forest of ghosts, the possibly-haunted tomb, and the fact that they’re half-stranded in the middle of Enedwaith, everyone’s on edge. Rumours about what the tomb is run rife, but it is commonly guessed that they are here for some sorcerous purpose of Usapthon’s. Something Elvish, no doubt. Maybe Rivendell’s hidden here under the ground.♦ Stealing Corsair Garbs: As the Southerners find the weather cold and damp, everyone is wrapped in heavy hooded cloaks. The Player-heroes can therefore steal cloaks to move about without attracting immediate attention (the cloaks count as Useful Items here, and Player-heroes wearing them gain [1d] on STEALTHrolls while on board).♦ Using the Powder in Battle: While the powder is designed to blow up stationary targets, it can be used to dismay and distract enemies and gain advantage in battle. It can also be used to break bones and blast flesh too, but to do so is to sink to the level of goblins who delight in such mischief...♦ Turning Usapthon’s Spell Back on Her: With a Magical Success on a SONG roll, a Player-hero could awaken the ghost trees of Usapthon’s forest, and remind them that they were cut down by ancestors of the Corsairs with a subsequent PERSUADE or RIDDLE roll. If the Ent Lightroot is present, the latter roll gains (2d). If the Player-heroes are inside Usapthon’s temple on board the ship, a Magical Success on a SONG roll can be obtained even if none of them would have the means to do so, at the cost of spending 1 Hope and gaining 3 Shadow points (Sorcery). If successful, the ghost forest sweeps down to the banks of the river, driving the Corsairs into the water, where they drown. A roll of INSIGHT or LORE senses the power of the temple and its connection to the ghost forest.


There Let Them Lie Until the End91part 5: the tomb of the admiralRUMOURThis is a tale they tell in Tharbad. If you go down the river Greyflood, then in time you’ll see a great spire of stone on the south bank. This is the stone of Eärendil, for it was from that spot that the evening star took flight when he sailed west to summon aid from the King of the West in the old stories. It’s said that if a deserving soul stands atop that rock and calls for aid, the Sea will answer.I don’t know if the tale’s untrue, or if this Age has brought a dearth of deserving souls, but no aid will come to us over the Sea.OLD LOREIn the annals of the North-kingdom, it is written that there was once a monument built by the Sea-kings of old. It was ancient even when Elendil the Tall landed on the shores of Middle-earth. The annals describe it as a pillar of marble, topped with a sphere of gold — but surely this is confusion, for that describes the White Pillar of Umbar that commemorates the humbling of Sauron, and that was thrown down long ago. The annals further claim that there was a castle or vault at this spot, but no sign of it remains. What that monument might have recorded, what that vault held, they are lost in time.backgroundThe Corsairs have sailed up the river in search of a truly ancient monument — and the object of Sauron’s hatred, for it marks one of his great defeats. Long, long ago, Sauron attempted to seize control of the Rings of Power through the One Ring. When the Elves saw through his treachery and took off their rings, he turned to force to dominate Middle-earth. His armies of Orcs and evil Men swept through Eregion, destroying the city of Ost-in-Edhil. The great smith Celebrimbor was slain, his body hung from a pole as a ghastly banner. The remainder of the Elves retreated to Imladris, where they were besieged.As it ever had, help came from over the Sea — not from the Powers of the West, the Valar, but from mortal Men. For in those days Númenor was mighty, but not consumed by pride. When the Elves called for aid, their allies answered. Tar-Minastir, the Eleventh King of Númenor, sent a fleet to the shores of Middle-earth, under the command of a great Admiral. This mortal hero outwitted Sauron; by dividing his forces and landing a diversionary force at Lindon, he was able to bring the remainder of his fleet up the Greyflood from Vinyalondë (which in later days would be called Lond Daer) and caught Sauron’s armies unawares.Great was the victory. Sauron — even though he possessed not only the One, but many others of the Great Rings! — was defeated and forced to flee through the Gap of Rohan to the land of Mordor, where he took refuge.The Númenórean Admiral returned home, and was received as a hero. His name was eclipsed by the title he bore, and most knew him only as the Admiral. He lived for many more years, but when he felt the hour of his death approaching, he declared he wished to go on one last seavoyage. His kinsfolk sailed with him to Middle-earth, and he was entombed near the site of his great victory over the Enemy.All that was many thousands of years ago. Númenor withdrew from the lands of Eregion, and the tomb was left to stand as a silent monument to past glories. When Sauron corrupted Ar-Pharazôn, he further tarnished the name of the Admiral, and by the time the Realms in Exile of Arnor and Gondor arose, the tomb was forgotten by all save a few scholars — and Sauron, who ever nursed hatred and resentment.


CHAPTER 492locations1. THE CORSAIR CAMPThe sailors and the marines disembarked from the Kathuphazgân, along with crates and sacks of cargo removed to lighten the ship, and set up a large camp of tents.2. THE BLACK SHIPThe Kathuphazgân is anchored in the deepest part of the river bend.3. THE FOOT OF THE ROCKTo reach the Rock, the Player-heroes need to sneak past or distract the Corsair sentries stationed here. There is one Black Númenórean sailor and one soldier for each Player-hero.4. THE PATHThousands of years ago, a stone staircase ascended from the foot of the rock to the pillar at the top. The stair is now mostly lost beneath earth and weeds, but the rough outline of it is still visible, and the Corsairs have cleared the lower section so the steps are visible again.Notably, an EXPLORE or SCAN roll discovers the path splits in two — one path twines around the hill up to the summit, but the other branch leads off towards the river and the Window on the West.5. THE CORSAIR WORK-CAMPTents and camps set up in the shelter of the rock. Umbar is much warmer and sunnier than these grim, dank northern climes, where every day seems to bring grey skies and a chilly drizzle, and the Corsairs retreat to the warmth of their tents when not working.12THE TOMB OF THE ADMIRAL – EXTERIOR345678


There Let Them Lie Until the End936. THE EXCAVATIONHere, under the encouragement of the Lord of the Lash, the Corsairs labour to excavate the entrance to the tomb. When the Player-heroes arrive, they have partially uncovered the long-buried doors and are labouring to force them open. The doors were once decorated with images of the Númenórean fleet at sea, and the Battle of the Gwathló — images of mighty ships at sea, similar to the Kathuphazgân but even larger, and images of a host of Númenórean soldiers charging into battle against Sauron and his servants.7. THE FALLEN PILLARAt the summit of the hill is a pile of fallen stones, long since overgrown with bracken. If one knows what to look for, though, it is possible to see those fallen stones for what they are — the weathered remnants of a once-great monument. A pillar once stood here, a shining beacon topped with a sphere of gold, gleaming so bright it was visible from the towers of Tharbad.8. THE WINDOW ON THE WESTOn the western side of the hill is a steep cliff. Atop the cliff is a paved semi-circle; there was a west-facing bench here, once, and a memorial to fallen heroes. A close examination (CRAFT or SCAN roll) spots a small circular opening cut into the stone cliff directly below the paved section. It is mostly overgrown, and there is no way down to it apart from climbing. This carved opening leads to a shaft that runs into the tomb below (#11). When the sun sets, the light shines down the shaft; on Mid-year’s day, the light touches the Admiral’s tomb.9. THE HALL OF TROPHIESHere the Númenóreans stored trophies — armour, weapons, and the like — taken from the foes they defeated in the Battle of the Gwathló. And what foes they were! Sauron’s personal guard of Orcs and Trolls! Mortal kings, seduced into the service of the Enemy when he was guised as Annatar Lordof-Gifts! And more, these foes were laden with treasure after the sack of Eregion, where they stole the works of the mightiest craftsmen of the Eldar in the Second Age of the world.The greater part of those wonders and weapons lies enshrined in a chamber beneath the Hall of Trophies itself, its access hidden behind stone and spells of concealment that only a Magical Success with a SCAN roll will reveal. What still amounts to a Marvellous Hoard worthy of a Dragon is instead laid out in chests, on shelves, and even simply scattered across the floor, lying in wait for anyone daring to enter the tomb.THE TOMB OF THE ADMIRAL – INTERIOR10119


CHAPTER 494However, if anyone begins collecting the treasure, the ceiling starts to creak ominously. Cracks spider across the chamber’s walls, and loose rocks begin to slide from above. As the vault begins to shift and buckle, tons of debris threaten to bury everyone under a crushing avalanche. If the searchers stop looting and step back, the trembling subsides; the collapse halts as if by magic, yet it resumes catastrophically if anyone steals but one point worth of Treasure. Each Player-hero must make an ATHLETICS roll to avoid suffering a grievous Endurance loss from falling; anyone who is knocked down to zero Endurance is buried beneath the rubble and becomes Dying.10. THE HALL OF TORCHESAs the name suggests, torches line the walls of this hallway. The walls are decorated with panels of beaten gold, engraved with images chronicling the Admiral’s deeds, and the deeds of other heroes. When an Elf or Dúnadan enters, then the torches burst into flame, all at once, and their dancing light seems to make the engravings come to life! There is Túrin fighting the dragon, and Beren watching Lúthien dance when the world was young! There is Tuor at the Fall of Gondolin, and Eärendil before the thrones of the Valar! The sight of all those mortal legends stirs the soul, and those who behold them in their glory may regain 1 point of Hope.The enchanted torches also ward off evil and protect the Admiral’s tomb from malicious spirits. When the torches are burning, their light burns 1 Hate away each round from any servants of the Enemy. The magic of the torches lasts only a few minutes if they are removed from their sconces in the tomb.11. THE ADMIRAL’S SHIPAt the heart of the complex is the tomb itself. It is a mighty sepulchre of stone, carved to resemble a Númenórean ship. A fast-flowing channel of river water guards the tomb, so would-be tomb robbers must leap across the gulf.Within the ship’s burial, the Admiral was laid to rest in a shroud of sailcloth, and treasures and tokens were laid there by his followers. That was more than four thousand years ago, and in those years sailcloth and silk alike have perished, flesh has shrivelled, bone rotted, and even iron and steel turned to dust by the damp air — but the Admiral’s sword and helm were forged of Mithril, and are untouched by time.The Admiral’s sword is a Long Sword made to be the Bane of Evil Men and Orcs, with the Cleaving, Grievous, and Superior Fell rewards. It additionally has a Load rating of 0. The Admiral’s helm is a Close-fitting Helm with a Load rating of 0.


There Let Them Lie Until the End95schemes and troublesBelow are some of the challenges that could arise as the Player-heroes enter the Tomb of the Admiral.BREAKING DOWN THE DOORSTo enter the Landmark, the Corsairs must excavate and then break down the doors of the Admiral’s Tomb. If the Skill Endeavour to search for the Black Ship failed, then the Corsairs have already torn down the doors by the time the Playerheroes arrive. Saruman’s blasting powder is also efficacious at opening the doorway.LOOTING THE HALL OF TROPHIESThe Hall of Trophies gleams with the promise of treasure. As soon as the Corsair rowers see this, they fall to their knees and start grabbing handfuls of coins and other trophies. Smelling trouble, the Lord of the Lash cracks his whip and restores order, in time to avoid the collapse. In the confusion, a disguised Player-hero or two could (with a STEALTH roll) slip by into the tomb beyond.USAPTHON SNUFFS THE TORCHESThe magical flames of the Hall of Torches bar the Corsairs from penetrating deeper into the tomb. When the Lord of the Lash realises that there is a power here opposed to that of Sauron, he hastily sends runners down to the shore to summon the sorceress Usapthon from the Kathuphazgân. She leaves her temple on the ship, takes a rowboat to the shore, and climbs up to the tomb entrance. There, she chants prayers and makes offerings to Sauron (including the sacrifice of any captured Player-heroes or allies), then snuffs out the torches, allowing her forces to access the innermost chamber.THE TOMB IS DEFILEDIf the Player-heroes don’t stop Usapthon and the Corsairs, then their final act is to defile the Admiral’s Tomb. The stone tomb is smashed with hammers, the Admiral’s Sword and Helm are taken as trophies back to Mordor, and — most important of all — any images that depict the Admiral’s victory over Sauron’s forces are taken down and destroyed. No record of Sauron’s defeat can survive!part 6: aftermathDid the Player-heroes fulfil their mission and destroy the Kathuphazgân, as Saruman commanded? What is the state of the Black Ship and its crew? Do the corpses of the Corsairs lie at the bottom of the Greyflood, many leagues from their home in Umbar? Did they recover the treasures from the Admiral’s Tomb?If the Company did thwart the Black Númenóreans, then Saruman is satisfied. “We have shown the Enemy that there is still strength to resist him in unexpected places. He knows he shall soon have enough might to destroy the foes he knows, the foes he has already seen. It is the unknown that he dreads. He fears that some hitherto overlooked power might arise to challenge him. This victory has bought us valuable time.” Insightful Player-heroes note that Saruman seems more pleased to have thwarted Sauron’s schemes than anything else; he barely mentions the fact that the Player-heroes have helped protect Rivendell or saved Númenórean relics.THE CHOICES OF SARUMAN, PART IV♦ 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 one or both of Usapthon or Zoril survive, raise Saruman’s Shadow by 1.♦ If the Kathuphazgân survives, raise Saruman’s Shadow by 2.♦ If the Ents learn of Saruman’s blasting powder, raise the Wizard’s Shadow by 1.


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