MERP - Adventure] Fire and Ice 2 - The Watcher of Carndum

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    Fire and Ice - Part II

    The Watcher of Carn DmA scenario for Middle-earth Role-playing

    By Craig Pay 2000

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    INDEXINDEX..................... ..................... ..................... ................. 1

    BACKGROUND................... ..................... ..................... ...... 2

    INTRODUCTION................... ..................... ..................... .. 2HISTORY..................... ..................... ..................... .......... 23013, THEPRESENTDAY................................................ 2GMSINTRODUCTION ..................................................... 2

    THEJOURNEY..................... ..................... ..................... .. 2PLAYERS INTRODUCTION................................................ 2

    LOCATIONS AROUND CARN DM ..................................... 3

    THERANGERS RUINS..................................................... 3CARNDM, THETOWN.................................................... 3

    DUMFAS TEMPLE INN ............................................... 4KARLS SOOTHS YOU!............................................. 4HALGAR THE SMITHY................................................. 4TOLRIC THE FARRIER................................................. 4DERNOR THE HANDYMAN ..........................................4MOR THE LEATHERWORKER....................................... 4ROSAMUNDA THE SEAMSTRESS ..................................4EBRIC THE STOREKEEPER........................................... 5FREAWYNS BROTHEL................................................ 5

    LEODULF THE BAKER................................................. 5RODGAR THE BUTCHER.............................................. 5THE SQUATTERS SHACKS..........................................5MAIN GATE ................... ..................... ..................... .. 5MAIN WALL................... ..................... ..................... .. 5LOWERGATE .................... ..................... .................... 5LOWERWALL ................... ..................... .................... 5MIDDLE GATE................... ..................... .................... 5MIDDLE WALL.................. ..................... .................... 5INNERGATE................... ..................... ..................... .. 5INNERWALL ..................... ..................... .................... 5HAUNTED MIDDLE RUINS ..........................................6

    CARNDM, THEFORTRESS............................................ 6THE UPPERFORTRESS ENTRANCE .............................. 6

    THE BACKDOOR.................... ..................... ................ 6THE WARRENS.................. ..................... .................... 6THE FORTRESS LEVELS .............................................. 6LEVEL ONE .................... ..................... ..................... .. 7LEVEL TWO ................... ..................... ..................... .. 7LEVEL THREE ................... ..................... .................... 7LEVEL FOUR..................... ..................... .................... 7LEVEL FIVE.................... ..................... ..................... .. 8TRAPS .................... ..................... ..................... .......... 8

    RUMOURS ..................... ..................... ..................... .......... 8

    EVENTS .................. ..................... ..................... ................. 9

    THEDWARVISHMASONS..................................................9A LONG LOST FRIEND................................................ 9A FRIEND IS LOST AGAIN........................................... 9

    PUG THEPITIFUL ......................................................... 10BASTARDS!..................... ..................... ..................... ..... 10THEDARKSTRANGER .................................................... 10

    BACKGROUND................... .................... ................... 10WHAT THE SPYS KNOWS......................................... 10SHOO!...................................................................... 10THE STRANGER.................... ..................... ............... 11

    THERANGERS.................... ..................... .................... .. 11IN THE RUINS.................... .................... ................... 11IN TOWN .................... ..................... ..................... .... 11

    INTO THEFORTRESS! ..................................................... 11HEAVY WEATHER.................................................... 11A LITTLE B & E ...................................................... 11

    THESUMMONING OFELOEKLO ...................................... 12

    GMS BACKGROUND................................................ 12PLAYERS DESCRIPTION ...........................................12ELOEKLO IS HERE ................................................ 12ELOEKLO UNLEASHED! ............................................ 13

    SCRUM DOWN!.........................................................1 3AFTERMATH.............................................................13

    THE END? ...................................................................13

    A SURPRISEMEETING ....................................................1 3

    NPC DESCRIPTIONS .......................................................15

    THENEWMOR-SEREG ...................................................1 5CAMTHALION ...........................................................1 5DGLROG ..............................................................1 5EBERVERHT..............................................................1 5RODRIC ....................................................................1 5SARKAR...................................................................1 5CARMIL....................................................................1 5FARRENAR, THE VENGEFUL CULT MEMBER.............15NUDAN.....................................................................1 6AKONID....................................................................1 6

    FORTRESSBAD GUYS.....................................................1 6GUARDS ...................................................................1 6INNERGATE TROLLS ................................................1 6UNDEAD...................................................................1 6ELOEKLO, DEMON OF THENORTH WIND ..................16

    ORCS............................................................................1 6BOSS ORC ................................................................1 6ORC .........................................................................1 6

    ORC SLAVES.............................................................1 6ORC MINERS ............................................................1 6

    MISCELLANEOUSNPCS.................................................1 7DUMFA THE INNKEEPER...........................................1 7KONIHRABN THE FURTRAPPER .............................17THE DWARVISH MASONS..........................................1 7THE WATCHFUL RANGERS .......................................1 7DMRA THE CRUEL EASTERLING .............................1 7PUG THE PITIFUL ORCISH SLAVE ..............................1 7

    APPENDIX A - CARN DM TOWN MAP & KEY...............18

    LOCATIONKEY..............................................................1 8

    APPENDIX B NPC STATS .............................................1 9

    TOWNSPEOPLE..........................................................1 9

    THE DWARVISH MASONS..........................................1 9THE WATCHFUL RANGERS .......................................19

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    BACKGROUND

    INTRODUCTIONThis scenario requires the Angmar sourcebook1.

    The events take place in the winter at the end of the year3013 and follow the events that took place in Fire and IcePart I The Horn of Nimraug.

    HISTORYThe Great Northern Wars of 1975 signified not only theend of the Dunedain Kingdom of Arthedain in Arnor, butalso that of the Witch Kings Realm of Angmar. With thefall of the Angmars capital at Carn Dm came thewithdrawal of the Nine members of the dark cult of Mor-sereg (Q. Black Blood) away from ancient Angmar andSouth towards Mordor: all that is, save one soul,Camthalion the immortal Avari who moved only a shortdistance East to the town of Litash-Ishi-Durbaz.

    A thousand years later and Sauron sent word to his loyalservants to search for that which was lost, the One Ring.For the Nine nights after Camthalion received the message

    he repeatedly dreamed of his ancient home, Carn Dm,and of a green lidless eye surrounded by blood soakedleaves. Taking this as a sign, on the tenth day Camthaliongathered together eight of his loyal followers to form anew Mor-sereg, his very own Cult of the Black Blood andtogether they set out for Carn Dm.

    At Carn Dm Camthalion and his followers immediatelyran afoul of a small resident tribe of Orcs. After manyskirmishes Camthalion and the Orcs come to anagreement, the Orcs would have the Back Door and lowertunnels, while Camthalion and his Mor-sereg would havethe upper caverns and safe passage through the lowertunnels to the Inner Gate. Over the next few yearsCamthalion gradually became Master of this Orcish tribe

    and they in turn prospered and grew in size under theirnew Masters watchful eye.

    3013, THEPRESENTDAYIt is now several score years later and Camthalion, callinghimself The Watcher of Carn Dm, has established hisown spy network across Northern Ardor and the Southernend of the Northern Wastes, his desperation for qualityemployees creating a mish-mash of all sorts of differentraces from Lossoth to meandering spirits. Like Saruman,Camthalion imagines finding the One Ring for himself andruling Middle Earth as Lord of the Rings!

    Meanwhile Mrazr, the Witch King and Leader of the Nazgl, receives a waking dream in which he hears a

    voice telling him that an artefact once lost has now beenfound, in the frozen lands to the North he once ruled.Could this be the One Ring? A powerful local contact ofhis, Camthalion, has reported nothing to him. However,Mrazr has been unsure of Camthalions loyalties forsome time now, so decides to send in one of his moreloyal servants, Konihrabn, to spy on Camthalion.

    So the three-way intrigue begins. Camthalion the Big-Bad-Guy and the Mor-sereg cult, the PCs as the outnumberedGood-Guys and Konihrabn the lone Dark Spy versuspretty much everyone else.

    1Editor's Note: All material relating to the Angmar sourcebook isfrom 2nd Edition Angmar, 1995, and is copyright GrahamStaplehurst and Heike Kubasch.

    GMSINTRODUCTIONThe PCs are now chasing after Kylmyyskala (Lo. ColdFish) who, having stolen the smaller of the two palantri(that of Amon Sl) from Nimraugs cave, is now riding asfast as she can on her White Warg towards her master, TheWatcher of Carn Dm.

    Along with her flies Dndae the spirit wraith to act as bothguide and protector. Due to Dndaes vulnerability tosunlight, and not to mention Kylmyyskalas wish to stay

    as hidden as possible, they travel at night, the Wargs keeneyes guiding them through the treacherous lands ofAngmar.

    Kylmyyskala suspects that she may be followed andwishes to get to Carn Dm as soon as possible. Shebelieves her master, the Watcher, may be able to use the palantr to reveal whether she is pursued and if so mayeven be willing to help ambush her pursuers.

    As they near Carn Dm, Dndae flies on ahead toannounce Kylmyyskalas presence to its master, theWatcher. Arriving at the main gate to Carn Dm,Kylmyyskala is welcomed by the Watchers guards andescorted into the fortress.

    Granted an immediate audience with Camthalion,Kylmyyskala presents the palantr to him. Immensely pleased with the gift, Camthalion immediately grantsKylmyyskala a place within his newly formed Mor-sereg.As the cult only ever has Nine members he has to ejectone of the other members, a Black Ranger named Farrenarwho has not been performing his duties as well as heshould recently. Camthalion orders Dglrog his BlackTroll bodyguard to beat the miscreant and eject him fromthe Middle Gate.

    Camthalion then takes the palantr away to study.

    THEJOURNEYIt is 250 miles East from Mulkan to Carn Dm. With the

    freshly fallen snow much of the terrain is treacherous andis considered Rough for movement rates.

    For Kylmyyskala and her Warg tirelessly travelling up to16 hours every night this journey takes only 7 days. TheWarg travels at a Fast Ride rate over Rough ground for arate of 10 miles per 4-hour period for a total of 40 milesper day.

    Travelling at a steady but more careful rate the PCs makethe journey in 12 days. The PCs travel at Jog/Walk rateover Rough ground for a rate of 7 miles per 4-hour period,for 12 hours per day this gives a total of 21 miles per day.

    Thus, the PCs arrive in Carn Dm 5 days afterKylmyyskala still yet safe from the prying sight of the

    palantr whose powers still remain untapped byCamthalion.

    PLAYERS INTRODUCTIONRead the following introduction to the players

    It is 12 days since you watched Kylmyyskala, theDark Lossoth henkinimittj or spirit namer, fleeinto the snowy Wastes on her White Warg with the stolen palantr hidden beneath her furred robes.Leaving the village of Mulkan, you set out acrossthe barren snowy landscape following the Wargtracks, which head off in an Easterly direction.The tracks are easy to follow in the freshly fallensnow, but each day you seem to get left further and

    further behind the fast running Warg. After a few days a red mountain becomes visibleon the horizon to the East. This is Carn Dm, tip

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    of the most Northern of the Misty Mountains, onceproud and mighty capital of Angmar, Kingdom ofthe Witch King!

    And the tracks do indeed lead to the very front gate of Carn Dm. As you approach around themountainside you get an excellent view of theancient fortress. The outer wall seems mainlyintact with some evidence of recent repair andthree further walls step up the mountainside. The

    main gates stand slightly open and you are greetedby two watchmen, who look you over carefully.One then steps forward and holding out his handsays in Westron

    Alf a silver per man and another alf per orse.Youll find the Inn up the main street. Dont begoin in th ruins specially after sundown.

    If asked about bearing arms and armour within thewatchman just grins and says,

    You aint in sunny Bree now. You just go aheadand do whatever takes yer fancy now. Hur hur.

    LOCATIONS AROUND CARN DM

    THERANGERS RUINSLocated outside the Lower Walls, in the ruins 1500 to theSouth West of the Lower Gate. See The WatchfulRangers NPCs for other encounter locations and stats.

    The base for a dozen or so Rangers allied with the FreePeoples, though there are only ever D6 + 3 here at any onetime, the others being out scouting or wandering aroundwithin the town itself.

    Two granite stone buildings stand adjacent to each otherand lay well hidden behind a tangle of brush and a largeoak tree, requiring a Medium (+0) Perception roll to noticeup to 100 away or a Very Hard (-20) Perception roll beyond that. Even up close both buildings look

    abandoned. A secret path winds through the tall 5 brushand though horses are led along here on a regular basis,the Rangers have made such a good job of covering thetracks that the path requires a Very Hard (-20) Perceptionroll to be found, reduced to a Medium (+0) Perception rollif a Very Hard (-20) Track roll is made first.

    The smaller 40 by 40 window-less building is used tostable the Rangers few D3 + 1 horses, it has a rough flatsloping roof and a large single hinging wooden doorbarred from the outside. The larger 50 x 50 building hasa single thin window on each of the North, West andSouthern walls, shuttered on the inside. The interior is asingle great hall, with cloaks and blankets hung to formprivacy screens. The roof is pitched and though it looks on

    the verge of collapse, is structurally sound and completelyweatherproof. A series of covered slits run along thelength of the roof ridge to allow the Rangers fairlyinvisible smoke to drift away unseen on the breeze.

    If anyone gets too close to their encampment, D6+1 of theRangers will confront the trespassers and warn them away,half of them hiding in the bushes bows with drawn andarrows notched. Only Elves or other exceedinglytrustworthy souls would be invited in.

    The Rangers also keep an eye on who is entering CarnDms Main Gate. If anyone suspicious is noticed a partyof D3+1 Rangers will usually set off to town to spy on thenew arrival.

    CARNDM, THETOWNUntil recently Carn Dm was completely ruined andabandoned, occupied only by the Spirits of the long since

    dead, a few passing Orc patrols and the occasional Trollgang. The regular appearance of spirits and other undeadwas so common as to keep away all living creatures, eitherallied with the Enemy or the Free Peoples alike.

    When Camthalion arrived several years ago his first basebefore exploring the Orc infested fortress was the ruinedtown and he used his abilities to control the undead to ridmost of the town of these malevolent entities.

    A thousand years ago Carn Dm was a thriving town,

    surrounded by Easterling camps and home to manythousands of townspeople and troops. It is now a paleshadow of it former self. The only occupied buildings runalong either side of the main street (see Appendix A -Carn Dm Town Map), all the other buildings in townare ruined and unoccupied. There are no purely residentialdwellings; each occupied building runs some form of tradewith the owners living on the premises, usually in a dingyback room.

    Ownership of a building in town happens pretty much byoccupation. Then a few days later the new occupier gets avisit from one of the Watchers Guards to inform them oftheir new tax rate. Such taxes are rather informal andusually assessed based more on what can be afforded than

    any logical rule.So, Carn Dm is still a ghost town, with a few unfortunateoccupants. But it is slowly growing in size. Think of afantasy version of one of those nearly deserted Wild Westfrontier towns.

    Daytime Encounters: Roll once per hour.

    D10 Daytime Encounters

    1-2 D3+1 of the Watchers Guards,patrolling town and maybe pestering someof the shopkeepers for their monthly tax.Most likely to be either at Temple Inntaking in a free refreshment or leavingthe brothel

    3-4 D6+1 Farmers, in from The Countrywandering around, bartering goods withshops, usually food for tools and metalgoods. Most likely to be selling their waresto either Leodulf the Baker (flour or grain)or Rodgar the Butcher (livestock).

    5 D3+1 Lossoth, down from Up Northbartering wares with shops, usually saltedfish for tools and weapons.

    6 A Merchant and D3 guards, up fromDown South selling wares to any whowill buy, and most likely to be selling hiswares to Ebric the Storekeeper.

    7-8 D6+1 Easterlings, in from The Countryor from further East, hanging around townprobably bartering horses for tools or morelikely weapons. They are also likely to begetting drunk at Temple Inn and generallycausing trouble around town.

    9-0 Town NPC, choose one of the townsNPCs at random.

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    Nighttime Encounters: 10% per hour.

    D10 Night-time Encounters

    1-5 D3+1 Guards on a brisk patrol.6 D6+1 Easterlings, possibly up to no good or

    maybe just about to pitch a tent in a ruinedbuilding.

    7 Town NPC, choose one of the towns NPCsat random. Probably in a hurry to get home.

    8 Prostitute, one of Freawyns ladies out

    touting for business.9 Victim, unconscious or dead and lying in a

    pool of their own blood. Could be one ofFreawyns ladies or maybe an innocentFarmer.

    0 Possible Undead, roll again on the MiddleRuins nighttime encounters table.

    Entry to the town is via the Main Gate - see below.

    DUMFAS TEMPLE INN

    Based in the old Dark Temple, hence the name and run byDumfa the friendly Dunlending, see NPCs. The onlyoccupied two storey building in town; the upper level has

    a dozen or so double occupancy rooms and an openlanding and staircase a little like a Western style saloon.Downstairs and below the open landing is the lounge area,which contains several tables, an almost permanently litfire and a long bar. Through a door to the back is thekitchen area and through a second door a large bathing tubwhich can be booked for an hour at a time.

    Sensitive souls with even a trace of Elvish blood stayinghere stand an increasing chance per night of a bad dreamor nightmare. Such dreams typical involve sacrifice ofeither the dreamer or some other innocent such as a childor young women. Roll an open-ended D100 each night,+25% the second night, +50% the third night and so on. Aroll above 100 is a bad dream and anything above 150 is

    such a severe nightmare as to give the PC 20% to anysocial interaction, spell casting and resistance rolls thefollowing day.

    The prices are rather over the odds at half a silver pieceper night but as this is the only Inn in town, visitors havelittle other choice. However, the price does includelodging for the night in a shared room of only two, a warmbath, an evening meal including beers, breakfast the nextmorning, stabling for a horse and insurance against theft.Stabling is included in the price and Dumfa has anarrangement with Tolric, the local Farrier to keep visitorshorses in his paddock. Dumfa will openly discuss thepricing and explain that the insurance goes straight intothe Watchers coffers, which in fact it does.

    KARLS SOOTHS YOU!

    Located on the main street through Carn Dm this strangelittle shop is run by Karl, a giant 6 tall beardedDunlending who sells sooths for 1sp each. Karl is nocharlatan he is actually gifted with The Sight.

    If a sooth is purchased make an open-ended D100 rolladding the PC's IT stat bonus. Sooths with a result lessthan 50 are spurious or even downright untruths. Thoseabove 50 contain some truth though this may be hiddenwithin a riddle or some other mysterious statement. Thosesooths with a result above 100 contain a valuable truth ofsome future event important to that PC.

    The actual wording of this sooth is up to the GM. It may

    well be used as an aid to help the PCs towards a goal inthe scenario.

    Karl also sells lucky charms in the form of various potions, bundles of herbs and special 'lucky twigs'. All

    such charms have one use only, using them involvesdrinking or spilling the potion, throwing the herbs into theair or snapping a twig. Each costs 1sp and adds either +5to a primary skill, +10 to a secondary skill or +20 to aspecific use of a skill, for example a love potion, or anherb for making horses jump higher. Again the choice isup to the GM.

    These charms are Karls main source of income, but heonly makes just enough to make staying in Carn Dm

    worthwhile. However, he has foreseen a time of greaterprosperity, which is why hes staying put.

    His residence consists of one big room with a single greatdoor out onto the main street. This room is littered withcushions for seating, tools and various bits and pieces formaking up his charms. To the back of the room is a roughfireplace, bed pallet and cooking utensils.

    HALGAR THE SMITHY

    Halgar is the towns weapon smith, armourer andtoolmaker. He is a small but stocky chap with the look ofsomeone youd never trust. The locals joke that his bloodline has some Petty-Dwarf in there somewhere,though few would actually know what a Petty-Dwarf truly

    is.His goods are of average to good quality (+0 to +10 non-magical) and at normal prices (x1 to x50). He gets cheapore from the Warren Orcs and makes an evening trip to theBackdoor every 10 days or so. The Rangers know of theseoutings and are helping spread occasional rumours in townthat he's not to be trusted.

    TOLRIC THE FARRIER

    The town's only supplier of horseshoes, Tolric does brisk business with the many Easterlings that pass throughtown. Buys raw metal from Halgar the Smithy and wouldlike to know where he gets his cheap ore.

    Adjacent and behind his building is a large paddock.Tolric has an amicable deal with Dumfa the Innkeeper tostable horses for any of Dumfas customers horses whilethey are staying at the Inn.

    He has Light, Medium and Heavy Horses for sale, D3+1of each type at any one time.

    DERNOR THE HANDYMAN

    A carpenter, mason and general handyman, Dernor is aquiet and, some would say, rather simple Angmarean man.He is actually a good solid craftsman who takes adetermined pride in his work.

    MOR THE LEATHERWORKER

    Mor makes and sells everything from boots to armour. Heis the archetypal Carn Dm resident, he has no family andlives here because he has little prospects elsewhere. Hishome and business is at the furthest point away from therest of town, due to the terrible smell that drifts out whenhe is curing leather.

    ROSAMUNDA THE SEAMSTRESS

    The poor widow Rosamunda and her seven childrenmoved to town after their farmstead was raised to theground by an Orc raiding party while all the menfolk dieddefending it. Her eldest child, a young lad called Gundrichas just turned 17 and is eager to seek the revenge of his

    fathers and uncles deaths by getting out of town andhunting down as many Orcs as he can find.

    Their abode is split into two large rooms to the front andback of the building. The main door from the street leads

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    into their front room that serves as a living space out ofshop hours and becomes the shop during daylighthours. From this room a heavy curtained doorway leadsthrough into a grubby living space that serves as kitchenand sleeping area. At night curtains hung from the raftersserve as privacy screens.

    EBRIC THE STOREKEEPER

    Think of the archetypal Wild West general store. Sells

    anything and everything that's not sold elsewhere in town.Ebric is an elderly gentleman with no immediate family.Hes been here longer than anyone else in town and is agood source of general knowledge and rumours.

    His building is tidy and one of the best kept in town. Afairly heavy and well-locked front door leads into a largebut cramped room full of shelves stacked with anything ashopper could want (even an assortment of various +5 or+10 weapons, arrows and armour at normal prices [x10 for+5 and x50 for +10]). From this room a further heavy doorleads to a small hallway with doors off to two bedrooms, akitchen, storeroom, bathing room and a small dining room.

    This place feels empty, like it needs filling with a bustlingfamily. Indeed this is something that Ebric has always

    wanted but he has never managed to find a partner. He isnow looking for an heir to fill his shoes. Hes notlooking to sell the business, he realises its not worth thatmuch and he has enough savings to retire on.

    Farmers from out of town visit him on a weekly basis tosell him grain or already ground floor. Merchantsinfrequently visit to sell him herbs, spices and anyhardware that cannot be made in town by either Halgar theSmithy or Mor the Leatherworker.

    FREAWYNS BROTHEL

    Freawyn is a big, bold Northwoman. She runs a cleanhouse of D6+1 ladies with strict rules, backed up by her

    two bouncers.The Brothel is a frequent haunt of the Watchers Guards.

    LEODULF THE BAKER

    Run by Leodulf a tall thin man of mixed Easterling andAngmarean blood. He bakes good quality and well-spicedfood. Leodulf regularly buys from Rodgar the Butcher(meat for his pies) and Ebric the Storekeeper (for flour andspices).

    Four of the Watchers Guards call in every afternoon forsupplies for the Fortress.

    RODGAR THE BUTCHER

    A typical portly towns butcher. Farmers from out of towncall in every day or two to sell him their produce, mainlychickens and goat, but some sheep and the odd young bull.

    THE SQUATTERS SHACKS

    Squatters have claimed these half-ruined buildings. TheD3+1 residents per shack change on a weekly basis.

    MAIN GATE

    Two of the Watchers Guards stand watch here, openingand closing the gates at sunrise and sunset. They make acharge of half a silver piece per person or horse, some ofwhich actually makes its way into the Watchers coffers.

    In the case of emergency they bar the gates and sound theemergency using a horn.

    MAIN WALL

    The outer Main Wall has had much repair work done and because of this is Very Hard (-20) to Climb. Howevermost people would be allowed entry through the MainGate so this should be unnecessary.

    LOWERGATE

    Two of the Watchers Guards bar entry through this gateto anyone theyve not been told about from the Fortress.This large gate is closed at all times with a smaller in-builtpersonal door opened upon knocking. Only persons with apre-arranged invite to the Watcher are allowed entry.

    Forcing an entry through this gate would not actually bethat difficult, the guards have to actually open the door alittle to see who is calling. If trouble happens the guardswill stand and fight until one goes down then the otherwill attempt to run for it and sound his horn if possible.

    LOWERWALL

    The Lower Wall is in such a state of severe disrepair that itis a Routine (+30) Climb.

    MIDDLE GATEFour of the Watchers Guards bar entry through this gateto anyone theyve not been told about from the Fortress.This large gate remains closed at all times and again entryis by pre-arranged invite only. Within this gate is built asmaller personal door with a face-hole, which is openedupon knocking.

    Forcing entry through this gate is more difficult as theguards can use the face-hole to look over visitors. Conningor bribing the guards might work.

    MIDDLE WALL

    The Middle Wall has had some repair work carried out

    and as such is a Medium (+0) Climb. However, there arestill some sections in disrepair, which can be found with asuccessful Hard (-10) Perception roll, these sections are aneasy Routine (+30) Climb.

    INNERGATE

    As with the Backdoor this entrance has been damaged byseismic activity and is now nothing more than a hole in theground surrounded by huge chucks of stone rubble. Thishole delves 30' down a Hard (-10) Climb until iteventually becomes a rough 5' wide tunnel whichmeanders to and fro for about 200' in a generally Easterlydirection until it straightens out and becomes the WestEntrance in the Orc Warrens.

    Two of the Watchers trolls hide just inside the caveentrance. From the outside it looks deserted and anyoneapproaching from the outside must make a Perception rollversus the Trolls Stalk/Hide 50 skills to notice them.Conversely if the PCs are sneaking around, the Trolls mustroll their Perception 45.

    The Trolls have been told to allow entry only to thoseaccompanied by at least two of the guards from the Middleor Lower gates. However, they are rather stupid and theirability to tell the difference between a guard and someoneelse dressed as one of the guards is rather poor. Theycould also be bluffed rather easily.

    INNERWALL

    As well repaired as the outer Main Wall making it a VeryHard (-20) Climb.

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    HAUNTED MIDDLE RUINS

    The ruined remains of the Main Barracks - roll D100 foreach building to reveal how much % of each remains.

    Daytime encounters: Mainly guard encounters and thevery occasional walking dead victim. 50% chance perhour.

    D10 Day-time Ruins Encounters

    1-4 1 Guard on route and not paying attention

    5-7 2 Guards on general patrol8-9 3 Guards searching around0 1 Lesser Ghoul - initially looks like

    someone wounded and lying in theshadows calling for help

    Nighttime encounters: Frequent encounters mainly withspirits, and other undead. The Orcs and guards keep clearof this spooky and dangerous place at night. Roll once inthe first hour and then 50% per hour thereafter.

    D10 Night-time Ruins Encounter

    1-3 2 Guards on a very brisk patrol4-6 1 Lesser Ghost7-8 D10 Lesser Ghouls

    9 D10 Skeletons0 1 Minor WightUndead stats as per p. 152 Angmar sourcebook.

    CARNDM, THEFORTRESSFor a description of this area you must use the Angmarsourcebook.

    THE UPPERFORTRESS ENTRANCE

    There is an entrance up the side of the mountain that leadsdirectly into The Hall of the Fell Beasts on High(Location No. 19, Level 5 Angmar sourcebook). However,it requires five rather tricky Sheer Folly (-50) Climb rolls

    from inside the Middle Wall.THE BACKDOOR

    This once impressive entrance has been ruined bynumerous seismic events and has now been reduced to athin vertical cave surrounded by rubble. The cave isguarded by D6+1 Orcs at any time that make little effort tostay hidden from view, though they stick to the shade ofthe cave entrance during the day. If attacked the ratherover-confident Orcs will fight until half of their numberare down, then they will suddenly panic and flee eitherinto the Warrens or away from the mountain, whicheverpresents the easiest route of escape.

    The Orcs have no real means of raising the alarm other

    than at least one of their number running off to find therest of their tribe within the Warrens, by which time anattacker could have easily gained access to the Fortress. Not many people know about the Backdoor and it isbecause of this that the Orcs have never had to defend itfrom any attacker since theyve lived here, which is over100 years. The Watcher is completely unaware of thisslack attitude from the Orcs and would be horrified if heknew what potential risk this offers to the security of theFortress.

    The cave is full of Orcish excrement and contains nothingof value; it is approximately 40 tall and 10 wide at theentrance tapering back 50 to a thin 3 wide by 8 talltunnel at the rear. This tunnel meanders for a further 100

    where it then forks in two, the exit to the right straightensout and eventually leads to the East Entrance in theWarrens. The fork to the left ascends and eventuallybecomes a set of broken stone steps leading to the entrance

    on Level 1. A Perception roll (Medium +0) reveals thatthere are many tracks using the right-hand exit but not theleft and a further Tracking roll (Medium +0) reveals thatthese tracks all belong to the Orcs.

    THE WARRENS

    The lowest Warrens level is controlled by the Orcs.

    Encounters: 50% chance per half hour when travellingthrough this area.

    D10 Warrens Encounters

    1-2 Orc tribal family unit, 2D6 as OrcSlaves, 1D6 as Orcs and one Boss Orc.Slaves will not fight unless provoked,will run away if possible or huddle into acorner. The others will all fight to thedeath to protect their family.

    3-4 Single Orc Miner at work, clearing atunnel of rubble, hunting rats or collectingmushrooms. Will run off if confronted.

    5-7 D6+1 Orc Miners at workwill confrontand attack the PCs. 50% chance of turningand running each time one of them goesdown. Last one standing will automaticallyturn and run when all his comrades aredown.

    8-9 D3+1 Orc Patrol will confront and attackthe PCs. 25% chance of turning andrunning each time one of them goes down.Last one standing will automatically turnand run when all his comrades are down.

    10+ Tough Patrol with D6+1 Orcs and oneOrc Boss will confront and attack thePCs. Will stand and fight as long as theirBoss stays standing. 50% chance that allwill turn and run if their Boss goes downand 25% chance each time one of theircomrades goes down after that.

    Modifiers: Orcs that manage to run away will warn theothers, however as they are not very organised it takestime for word to spread and be taken seriously. For everyOrc that escapes from an encounter with the PCs add a +1to the Encounter table roll above. This represents Patrols being doubled and family units being moved to morehidden areas. Once this gets to +9 the PCs will constantlybe able to hear the shouts and screams of the Orcs in thedistance, the Warrens are on full alert and everyconfrontation will be a tough one.

    Note that although Orcs can see very well at night, theycan only see 10 in the absolute darkness that exists in thecaverns of Carn Dm. Therefore one of their party always

    carries a lit torch of lantern for the others to see by.

    THE FORTRESS LEVELS

    The Orcs are forbidden from entering any of the FortressLevels, a rule which most of them obey. Therefore theFortress Levels are much less busy than the Warrens.

    Unless noted otherwise all rooms are empty and unused,with a thick layer of dust on the floor. There is possiblysome indication of old decoration and what the room mayhave been used for all those years ago. It is highly unlikelythat the players will find anything of any value as therooms have been swept clean years ago by previousresidents and ignore any references within the Angmarsourcebook to guards being at specific locations.

    Finally, if the PCs are spending too much time wanderingaround feel free to block off various areas with prior cave-ins.

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    Encounters: 50% per hour when travelling up throughLevels 1 through 4. There are no encounters on Level 5,other than the ritual taking place in the Council Chamber.

    D10 Fortress Room Contents

    1-3 Orcish encounter, roll again on theWarrens Encounter table. Although theOrcs shouldnt be on these levels, somecant resist the temptation.

    4-5 Possible Undead/Guards, roll on theMiddle Ruins Night-time encounter table.Although Camthalion has cleared most ofthe Fortress of undead, some still existusually on the lower Fortress Levels.

    6 An Interesting Find. Any PC that makesa Sheer Folly (-50) Perception roll noticessomething strange about a crack in thewall or floor which turns out to containsomething of interest. Make a single rollon the MERP Money & Gems TreasureSize table, and then roll on the NormalRelative Richness table. Then make afurther roll on the Normal Magic ItemsRelative Richness table.

    7-10+ D3+1 Guards, maybe theyre avoidingwork or maybe they think this room mightcontain something of value, which iscertainly doesnt. They will stand and fightany intruders until only one of theirnumber is standing. This last one will runto try and sound the alarm.

    Modifiers: Add the Level No. to the D10 roll on thistable. i.e. +4 for Level 4, +2 for Level 2 etc.

    LEVEL ONE

    This Level was originally the first line of defence for theFortress. The three steel portcullises that used to block the

    central corridor have long since rusted apart. This level issilent and unused. It is a no-mans land between the OrcsWarrens and the Watchers Upper Levels. The Orcs knowthat they shouldnt come here, but rumours are constantlycirculating that this Level is empty (True) and full ofcenturies old treasure (False).

    LEVEL TWO

    This level used to house Carn Dms craftsmen. None ofthe fabled treasure or books that used to be housed herestill remain. The underground lake and baths are both stillintact, though the baths are no longer warm. However,both are now choked with thick green and foul smellingalgae, which would make swimming a Hard (-10) anddisgusting task. Boats that used to be here rotted awaycenturies before.

    The guards use the Kitchen (3) and Dining Hall (5) areasfor eating, as well as the Assembly Hall (14) and adjacentrooms for sleeping. There are D6+1 Guards in this area onthe night of the ritual. As the PCs will probably beapproaching via the stairway (1) they will have to defeatthese guards to pass by. Normally there would be moreguards, but the others are either patrolling elsewhere in theFortress or have sloped off into town to enjoy themselveswhile their Masters are not looking.

    LEVEL THREE

    This level used to hold Carn Dms supplies of food,weapons, armour and anything that might be needed in theevent of a siege. Camthalion has again used this level forthat same purpose, however a cave-in has blocked the

    corridors (34 and 35) that used to lead to the mainstorerooms, so the Meeting Hall and Stage (14 and 15)have now been used instead. Stacked along the walls aresacks of grain, barrels full of water or salted meats, bundles of arrows as well as a few rather ordinarybroadswords, hatchets, helmets and shields.

    Three rooms on this level (26, 27 and 28) are used to holdand torture any captives that are currently being kept.

    None of the other rooms on this level are used.

    LEVEL FOUR

    This once well-furnished level used to house Carn Dmsconjurers. Rooms used to include a fabulous library,magical forges and a harem. All that may havedisappeared centuries ago, but Camthalion has had many acraftsman working hard here to restore most of the roomson this level to a normal clean living environment. Allrooms are now clean, though empty.

    All members of the Mor-sereg, except Camthalion andDglrog live on this level.

    The corridors leading East (37) and South (21, blocked at15) were blocked off centuries ago by a cave-in too large

    to ever clear again. Here is a brief description of rooms inuse:

    Foyer (5 and 6). The axanaw vine is long gone, but thefountain in the center of this room has been recently fixedby the Dwarvish Masons.

    Forges (13). Again the Dwarvish Masons have recentlyfixed these, though little work has been done with them.

    Holy Fountains (14). These no longer flow, the Dwarveswere unable to mend them.

    Runes (22 and 23). These deadly Runes were partiallyscrubbed away years ago and no longer function. Enoughof a pattern remains to reveal some indication of a sign,but not its purpose.

    Great Hall of the Eye (24). The black marble columnsand the depiction of the lidless eye have now been almostcompletely repaired. This is where Camthalion leads theothers to worship his Lord Sauron. The ritual to summonEloeklo is definitely not to take place in this area, lestSauron somehow spy on it.

    Halls and Holy Stores (26, 27 and 28). These areas are asdescribed in the Angmar sourcebook, though only threebooks exist on the shelves written in Black Speech.

    Mor-Sereg Quarters (45, 46, 47, 48, 49, 54 and 55).These are the rooms occupied by the seven members ofthe Mor-Sereg that reside on this level. What used to bethe Essence Forge (47) has had the wide entrance blockedin to become a normal doorway. What was once the

    hidden Treasury (55) has had a hole knocked through toserve as a doorway. These rooms have surprisinglynothing of value. The members of the Mor-sereg take theirvaluables with them; they do not yet trust the guards not tosteal something.

    Kitchens (51). Behind the Dining Hall are the Kitchens,occupied by three unfortunate slaves brought all the wayfrom Litash who cook for the Mor-sereg. Their loyaltycomes from severe religious brainwashing received inLitash and they would never try to escape. If released theywould wander around aimlessly, perhaps starving to deathor maybe turn to scavenging for the rest of their dark lives.

    Dining Hall (52). The Mor-sereg and sometimes evenCamthalion himself come to eat here. The room is simply

    set up with a large long table, basic chairs and little else ofvalue.

    Stores (53). On a regular basis Camthalion has a guardbring up a small selection of the best of the stores from the

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    level below to fill this room. Sometimes he has specialorders brought in from town or even further afield,something that the guards quietly complain about.

    LEVEL FIVE

    Camthalion trusts no one to enter this level without hisconstant company, so little work has been done here. Hehad a few slaves clean the place, who were then sacrificed.

    This ritual is the first time that the entire Mor-sereg have

    been allowed on to this level at once, usually only one ortwo are escorted here by Dglrog.

    Camthalion eats and sleeps little nowadays, turning morelike his wraith-like Master each year. When he does eat hehas Dglrog bring his food to the Inner Dining Hall (3)where he sits alone in the darkness, the silver lamps thatonce lit this room having disappeared centuries ago. Againwhen he infrequently sleeps he does so on a thick pile ofanimals skins in the Witch Kings Hall (21), a room nowscattered with the broken stone remnants of the strangefish-like statues that used to fill this room.

    The most important room on this level is what used to bethe Council Chamber (11). Camthalion had his slavesrepaint this room with a huge green lidless eye,surrounded in blood soaked vines.

    TRAPS

    Over the years many of the traps in Carn Dm have eitherfallen into disrepair or been disarmed by a variety ofvisitors and residents.

    Some are even now being repaired by Dwarves in pay ofthe Watcher (see the Dwarvish Masons NPCs andEvent).

    Roll D10 for each trap the PCs encounter:

    D10 Description

    1-2 Warning and roll D6: 1-2 Disarmed or

    Seized, 3-4 Intermittent, 5-6 Working.3-4 Dismantled5-6 Disarmed or Seized7 Locked8-9 Intermittent10+ OK

    Modifiers

    +0 Warrens and Levels 1, 2 and 5

    +1 for Levels 3 and 4

    Warning: Roll D6, Written in either Orcish (1-2) orWestron (3-4) is the word for trap and a big arrow pointsstraight to the trap. Kurth is the Orcish word for trap. Ona 5-6 there is just a symbol such as a skull or maybe just

    an arrow.Disarmed or Seized: Hidden as usual but no longerworks. At the most there is a click or a grinding noise asthe mechanism attempts to work. Such a trap could bereactivated with a Disarm Trap roll.

    Dismantled: Obviously visible, for example a pit trapcould just be a hole in the ground and a flame trap exposedpiping. No longer works and would take considerable timeto repair.

    Locked: The trap doesnt go off and may remaincompletely unnoticed. The key is probably long lost, butcould be unlocked with a Pick Lock roll equal to theDisarm Trap roll normally required.

    Intermittent: Hidden as usual but only goes off 25% ofthe time. Each time the trap would normally go off aPerception roll may reveal a clicking or grinding noise asin Disarmed or Seized above.

    RUMOURSBy listening to different peoples rumours the PCs get tofigure out where Kylmyyskala has taken the palantr andhow they will then get into the fortress.

    Some of these rumours are True and others not so. Usethem to answer the PCs questions to NPCs, or offer themas hints to either help or hinder. Roll 1-25 (D100 dividedby 4) or just pick a rumour to suit a situation.

    1. The Lord of Carn Dm is called The Watcher andhas lived here longer than anyone else.No one knowswho the Watcher is. True, nobody in Carn Dm townknows of the Watchers true identity. Only Dglrogknows of Camthalions true history.

    2. The Watcher lives in splendid ancient chambers,within and near the top of the mountain that used to be used by the Witch King himself. The walls arepainted with gold and he sits on piles of jewels andcoin worthy of a dragons hoard. False, theres notone scrap of cash left.

    3. People only go into the fortress and never come out.Not entirely true, see the Bastards! Event.

    4. Carn Dm used to be ruined, but people startedcoming back about fifty years ago. No-one canremembers whether the Watcher came with the firstor whether he was already here. Partially True, theWatcher was the first to come here other than theOrcs.

    5. The only way into the fortress is via the Inner Gateand you have to get past all three walls up themountainside. Not entirely true, there are other waysin. See the Wall and Gate Locations.

    6. The lower parts of the mountain caves are full ofOrcs and the Watcher has some sort of deal withthem. True.

    7. The lowest level in the mountain is called theWarrens and rightfully so. They say that many haveentered and after getting lost have starved to deathtrying to find their way out. True-ish, the PCs couldeasily get themselves lost in the Warrens. Which iswhy they need a map from the Dwarves or to takePug along with them.

    8. A few days ago a stranger appeared at the Main Gate,a Northern barbarian woman riding a huge whitewolf! She was escorted through town and up to theFortress by some of the Watchers guards. True, thisis Kylmyyskala.

    9. Theres some kind of religious ceremony taking placein 3 days time (or 2 days or 1, or that night dependingupon which day this rumour heard on). True, seeThe Summoning of Eloeklo! Event.

    10. Hundreds of years ago there used to be a secondentrance to the fortress on the other side of themountain. Then it was guarded by legions of Orcs.True, this is The Backdoor Location.

    11. Some of Saurons spies are living in the ruins to theSouthwest of town. False, this is the WatchfulRangers. Many in town are suspicious of these folk.

    12. An encampment of Rangers is hiding amongst theruins Southwest of the town. But dont poke yournose in there; they ruthlessly kill anyone who disturbsthem. True and False, there is a Rangerencampment, but only Orcs and bandits get killed on

    sight. Others are politely escorted away.13. The Watcher of Carn Dm is actually Sauron

    himself! False, good grief!

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    14. The Watcher of Carn Dm is the Witch King, comeback to his ancient ruin! Also False.

    15. The Watcher of Carn Dm is a powerful ally of eitherthe Witch King or Sauron. True.

    16. The Watcher of Carn Dm is nothing more than aconman, some petty local warlord who has sethimself up as the Lord. Anyone busting in past hislackeys would find easy pickings in the fortress.False.

    17. The dead walk the Middle Ruins at night. True, seethe Haunted Middle Ruins Location.

    18. Anyone wishing to get to the Inner Gate would find iteasy enough or so Ive heard. Firstly, theres anancient gateway to the North of town through theLower Wall, which the guards dont know about.Then the Middle Wall is dead easy to climb over.True and False, there is no gateway it was found and blocked up some time ago, but the Middle Wall iseasy to climb. See The Middle Wall Location.

    19. High on the mountain is an entrance into the fortressand the climb up there is fairly easy going. True andFalse. There may be an entrance but the climb is ahard one, see The Upper Entrance Location.

    20. Life may be a little hard up here, but its about to getmuch worse down South, theres War brewing again!True.

    21. Dont go trusting Karl the Soothsayer, hes a spy inpay of the Watcher. False.

    22. Karl the Soothsayer has a secret stash of money inthat shop of his, how else do you think he manages tofeed himself, selling a few naff charms? False,Karlmakes just enough to feed himself, hes waiting forthings to get better.

    23. Why do you think the Temple Inn is called what it is?Because thats where all the dark sacrifices used tohappen! There was this Ranger stayed there once,

    nearly went mad and had to leave, said it was of badmemories or something? True, see The Temple InnLocation.

    24. Its said by some that Halgar the Smithy is oncerelated to them devious little Petty Dwarves. MaybeTrue once, but so long ago its of little importancenow.

    25. People say that when Leodulf the Baker gets short onfilling he nips along to one of them Shanty Shacks atthe end of town, knocks one of them poor souls onthe ead and pops em in a pie! False, far too SweenyTodd.

    EVENTS

    THEDWARVISHMASONS

    A LONG LOST FRIEND

    This event can occur any evening in Temple Inn.

    On entering the Inn the PCs notice a group of fourDwarves huddled in one corner, sat around a table suppingat their ale with their hoods pulled down low over theirheads. Although Dwarves are not as rare a sight as Elvesthey are normally uncommon enough to turn at least a fewheads in any Inn. However no one seems to be taking anynotice of them at all and if anyone, such as Dumfa theInnkeeper, is asked

    Thems workin for the Watcher, doin stonerepair and such like. Mostly keeps emselves toemselves.

    If any of the PCs is a Dwarf one of the Dwarves thenstands and with a look of surprise on his face, calls out tothe PC in Khuzdul

    Cousin! Been a long time. Come sit with us and

    share a tale or two.It would appear that they are stonemasons and Jari theirleader is a cousin, perhaps once or twice removed, of theDwarven PC. The Dwarves do not take warmly to anyother non-Dwarven PCs, but will allow them to sit next tothem, though they will continue to talk to their Dwarvencousin in Khuzdul.

    This is their story

    We have travelled here from the Blue Mountainsto the West on a contract to carry out masonry andmechanical works for this so called Lord who callshimself the Watcher. Never actually met himthough, his lackeys take us blindfolded from the Inner Gate to wherever in the Fortress worksneeded, mainly stone masonry and mechanicalworks fixing locks, traps and door mechanismsand so on. And look here

    With that Jari pulls out a silver coin from a pouch aroundhis middle.

    A solid Mithril coin. Theres three more of theseas payment when were done, thats one each,worth as much as 100 gold nowadays. A smallfortune indeed!

    The Dwarves know that there are Orcs in the lowerWarrens, which they are disgusted about but theyreconvinced that the Watcher has nothing to do with themand that theyre treated more as pests to be kept under

    control. Perhaps their greed has blinded them somewhat.Most useful, even though they have been takeneverywhere blindfolded within the Fortress, Mim is giftedwith a keen sense of direction which means that they could be persuaded to sketch out a fairly accurate map of thelowest Warrens, 1st and 2nd Levels of the Fortress.

    Talk continues for the rest of that evening with theDwarves perhaps even warming to the other non-DwarvenPCs and talking to them in Westron.

    A FRIEND IS LOST AGAIN

    This event can occur anytime after the A Long LostFriend Event. Preferably on the day of the ritual see The

    Summoning of Eloeklo.If any of the PCs happen to be anywhere near the MiddleGate on the third day, they notice a small disturbance nearthe front of the gate. Mim, Nothri and Farin are standing

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    there in an obvious state of distress. When asked theyexplain that Jari has been taken to the fortress alone andthat theyve all been sacked, without pay! The guards saidsomething about breach of confidence.

    The Watcher has heard a rumour that the Dwarves havebeen talking to someone in town, perhaps even about thelayout of the fortress, and his punishment is to take the Jaricaptive. He needed a live sacrifice for the ritual anywayand it means he no longer has to pay the rest of them.

    If one of the PCs is a Dwarf related to Jari, these eventsmay well distress them and serve as a push to get the PCsinto the Fortress.

    PUGTHEPITIFULThis event can occur any night just outside Temple Inn.

    Tied up outside the Inn and under the window of the PC orplayer most likely to be suckered in for a good cause isthe feeble figure of a small Orc called Pug. Starting everyevening just as the PC is about to drift off to sleep, Pugstarts whinging and crying about how sorry his life is andcarries on pretty much all night. See Pugs NPCdescription for sample quotes.

    Pugs owner, Dmra, is also staying in Temple Inn. If anyof the PCs complain to him about Pugs noise he will goout and spend several minutes beating Pug until he isquiet. Occasionally Dmra staggers out from the Inn afteran unprofitable gambling session and again beats Pug intonear unconsciousness.

    Hopefully the PCs will take pity on this poor wretch and atthe very least release him. Pug originally comes from CarnDm and if the PCs think of it he may be a useful guidethrough the Orc warrens. Pug is bright and might evenlend his services as a guide to the PCs if they dont seemsure about releasing him. He knows that the Backdoor isnot guarded very well, though he wouldnt want any of hisOrcish tribe members harmed by the PCs. He might evenintervene and persuade the Orcs to let him and the PCspass through.

    However, if Dmra even gets a sniff of any plan to releasePug or if he suspects that any of the PCs have hadanything to do with such a plan, he will immediatelylaunch into threatening behaviour and violence, onlystopping if badly wounded or outnumbered.

    Pug will attempt to escape at any opportunity, but anythreat of violence will send him into a foetal positioncrying and whinging.

    BASTARDS!This event can occur at anytime in Temple Inn.

    Staggering into the Inn comes the sorry figure of Farrenar(see the NPC descriptions). One of his arms is in a slingand he has a grubby bandage around his head. Afterbuying two pints of ale from the bar and fumbling aroundfor several minutes trying to pick up both with one hand,he resorts to making two trips back to a table near the firewhere he sits down and starts mumbling into his pint.Several double trips later Farrenar becomes quite loudpointing at different people in the Inn and shouting

    Bastards they all Bastards!

    And then going back to drinking his ale.

    If approached Farrenar is sullen but looking the PCs upand down holds out an empty pint glass

    Ale for a poor cripple?

    Hes obviously no cripple, looking more like a ranger, justbadly beaten up. But a few more pints will persuade himto part with his story

    I was one uv thur group shee Watchers innercircle Mor-sereg like the old days he says. Butdis short smelly chick shows up with this pretty biggem and He says I aint been doin so well latelylettin them farmers kids go n all so He gets isbig stupid furkin troll D Dgl glrogwhatsis name to beats be up furkin urt! Did!Be gettin anuvva job now

    After failing to extract full payment from a local farmer

    Farrenar was ordered to put the farmers children to hissword, but unable to go through with this request he letthem go and told the Watcher that they escaped. Correct innot believing him the Watcher was just waiting for thefirst opportunity to get rid of Farrenar without disruptingthe nine required members for his Mor-sereg. TheWatcher had Dglrog his troll bodyguard beat Farrenarand thrown out of the Middle Gate. The only reason hedidnt have him killed outright was the possibility that hemight have to resort to using him on some errand again inthe future.

    THEDARKSTRANGERThis event can occur anytime around town or in Temple

    Inn soon after the PCs have arrived in town.BACKGROUND

    A few years ago Sauron passed word to all his servantsthat the One Ring was no longer lost and must be found.His dark servants started a search which was to last manyyears.

    As the palantri are uncovered in the events that took placein The Horn of Nimraug, Mrazr the Witch King andLeader of the Nazgl receives a waking dream in whichhe hears a voice telling him that an artefact once lost hasnow been found, in the frozen lands North he once ruled.Could this be the One Ring?

    Mrazr has a supposedly loyal servant, Camthalion, inCarn Dm. Why has Camthalion not sent word of this?Has he heard nothing? Or is he hiding something? Overthe last few hundred years Mrazr has becomeincreasingly distrustful of his once loyal servantCamthalion, but has remained undecided how to act,preferring to wait and observe from distant Mordor.

    At Saurons instruction the Nine will soon be travelling North to the lands that used to be ancient Arthedain insearch of the Ring. While there he can travel to Carn Dmfor a one-to-one discussion with Camthalion. Meanwhilehe sends word to a more loyal servant, a spy by the nameof Konihrabn, to travel to Carn Dm and find out what isgoing on.

    WHAT THE SPYS KNOWSSoon after Konihrabn arrives in town, a strange lookingLossoth woman arrives riding a White Warg and is thenescorted into the Fortress by Camthalions guards. Soonafter the PCs arrive, apparently in hot pursuit and lookingto follow the Lossoth woman into the Fortress. What isgoing on? He will start by watching the PCs

    SHOO!

    One of the tools of Konihrabns trade is the use of smallanimals and birds for spying on others.

    Konihrabn grabs the attention of a local Magpie andinstructs it to follow the PCs and keep an eye on them.

    Have the PCs make Hard (-10) Perception rolls to noticethat a curious looking black and white bird seems to befollowing them around. If the PCs make it obvious that

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    they have noticed they are being spied on, the Magpie fliesaway and does not return.

    THE STRANGER

    After using the Magpie to rather unsuccessfully observethe PCs, Konihrabn decides to act more in person.

    Have the PCs make Hard (-10) Perception rolls to noticethat Konihrabn appears to be watching them. He carefullywatches the PCs from a dark corner in Temple Inn.

    Sometimes even following them at a distance when theyleave. Repeat this event until the PCs decide what to do.

    If the PCs approach Konihrabn, he will slip into his coverstory that he is a travelling fur trapper. Then, if pressured,he will do a very good job of convincing them that he isactually a bit of a rogue and maybe adventurer, with someskills that the PCs might find rather useful. He says henoticed them arriving the other day and that they seemedto have been following the strange Northern woman whoarrived some days before. He might even then start to persuade the PCs towards going into the fortress torecover whatever it is they are looking for, with himalong to help, of course!

    Once in the fortress with the PCs he will back them upuntil they recover the palantr in the final scene. Then atthe first opportunity he will attempt to steal it for himselfand make an escape, to later rendezvous with his Master,Mrazr who he knows is travelling north to meet him.However, if there is any chance of risking his own life hewill simply escape and supply Mrazr with theinformation that the PCs have a palantr. He is intelligent,very loyal and cannot be dissuaded from his task. He seeksonly the prestige from his Master of recovering such afabulous item.

    THERANGERSSee the Watchful Rangers NPC descriptions. TheRangers are a good source of True rumours and couldeven be persuaded to accompany the PCs into the Fortress.

    The Rangers did observe Kylmyyskala entering the MainGate with her White Wolf. A party of Rangers set offimmediately but by the time they arrived in town she hadentered the Middle Gate bound for the Fortress interior.

    IN THE RUINS

    If the PCs decide to investigate the Ranger Ruins (see theRangers Ruins Location) they may well be confronted byD6+1 of the Watchful Rangers, half of them hiding innearby bushes with bows drawn and arrows notched. Ifany of the PCs are openly wearing an eresselen, from theprevious Horn of Nimraug scenario, the Rangers will take

    a serious interest. Only their leader Flamgar wears such a badge of authority and they will question the PCs untilthey are convinced of their sincerity and how they came inpossession of such a valuable item.

    IN TOWN

    In town the PCs may find themselves being observed by asmall D3+1 group of the rather shady looking Rangers,until the Rangers are sure that the PCs are not agents ofthe Enemy. If any of the PCs is wearing an eresselenopenly the Rangers will continue to follow them until theyleave Carn Dm, waiting for an opportunity, such as adark alleyway, to approach them and question them as tohow they came across such an item.

    INTO THEFORTRESS!The PCs should eventually figure out that they must maketheir way into the Fortress to recover the palantr. Thereare a number of pushes to get the PCs to realise that theymust go into the fortress:

    Konihrabn could intervene and persuade the PCs togo in and get whatever it is they are after.

    The Dwarven Masons might be asking them for help

    to rescue their friend. The Rangers will not be enthusiastic about going into

    the Fortress, unless the PCs have persuaded them thatthere really is a palantri in there (in which case theywill tool up to go in there anyway and the PCs cancome along if they want).

    Pug the Pitiful might even catch on to what the PCsare after and try persuading them to go in. All hereally wants though is to get in so he can escape andrejoin his tribe.

    Perhaps Gundric (see Rosamunda the Seamstress)starts hanging around the PCs and encouraging themto go in and kill the evil Orcs!.

    HEAVY WEATHERBefore the PCs set off for the Fortress they will notice thatthe weather seems to be getting a little worse, with cloudstarting to gather around the summit of Carn Dm.

    Have any PC with a Weather Watching skill make aMedium (+0) roll. A success indicates that this weather isa little unusual and not predicted.

    This is the start of the Summoning of Eloeklo, the mostpowerful Maiar storm spirit in the entire North.

    A LITTLE B & E

    Quite how the PCs get in is up to them. They could enter

    via the Front Gate, Back Door or even try the upperentrance, though this is fraught with danger.

    Let them wander around the Warrens levels perhapsguided by either Pug the Orc or the Dwarves. Then letthem navigate up through the levels, making randomencounter rolls, until they reach the levels inhabited by theMor-sereg (see The Fortress, The Upper Levels).

    As they approach the uppermost Level have them makePerception rolls starting at Very Hard (-20) and gettingprogressively easier to hear the following

    From the depths of the mountain itself comes arhythmic beating, like the sound of a distantmighty heartbeat

    A while later and further Perception rolls reveal

    The sound is clearer now and is no greatheartbeat, but the sound of a drum being slowlybeaten and along with this a steady chant in someunknown Dark language.

    And

    Outside there must be a terrible storm brewing foreven within the depths of the mountain you canhear the distant howling of the wind.

    These are the sounds of a ritual that Camthalion is leadingto summon Eleoklo. As Eloeklos Fana starts tomaterialise a storm is forming around the summit of CarnDm.

    As the PCs climb up through the Fortress levels the soundof the ritual gets gradually louder and louder.

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    THESUMMONING OFELOEKLO

    GMS BACKGROUND

    Camthalion knows what a palantr is when he sees one andknows that it is capable of seeing anywhere the viewerwishes. He knows that Sauron has his own and suspectsthat Saruman does also. His immediate thought is to use itto seek out the One Ring for himself. However, now thathe has his own, he still doesnt know how to actually use

    it. After a few days study Camthalion realises that learningto control the palantr will require much further study in alibrary away from Carn Dm, such as exists at Litash.Time is something he does not have, his master Mrazrthe Witch King or even worse Sauron himself may findout at any time. He needs to learn how to use the palantrnow.

    So he decides to summon an ally that he has only usedoccasionally in the distant past that he thinks may be ableto help him.

    That ally is the most powerful storm spirit in the whole ofthe North, an immortal and evil Maiar spirit by the nameof Eloeklo.

    Any PC who has lived in the North who sees Eleoklo willinstantly know it for what it is: the stuff of childhoodnightmares. Other PCs can feel the power of this Maiar.Imagine a similar feeling to seeing a Balrog, on a slightlylesser scale.

    PLAYERS DESCRIPTION

    The PCs can follow the sounds of the ritual towards theirfinal goal, what used to be the Council Chamber (room11, Level 5) of the Fortress.

    As the PCs near the final chamber the sound of the drumbeating, the chanting and the howling wind has risen to analmost unbearable level, making it difficult for them totalk to each other.

    A Routine (+30) Stalk/Hide roll is likely to succeed andthe view that meets the PCs may surprise them

    You round the corner and look into a strangecircular chamber illuminated by candlelight. Painted on the floor is a great green lidless eye, surrounded with blood soaked vines. The air isthick with a pungent herbal smoke that makes yourhead feel light.

    PCs with either Foraging or Herb lore skill can make aMedium (+0) roll to identify that the smoke smells likeBreldiar. Normally this is a flower found in volcanic areaswhich can be eaten picked straight from the stem, butwould appear to have been made into incense sticks that

    are burning all around the chamber. These incense stickswere actually made in Litash, to the east of Carn Dm,from flowers picked on the slopes of the volcanicGundalok pass at the very Eastern end of Angmar.

    Name Codes Form/Prep Cost

    Breldiar m-V-4 Flower/Ingest 25gp

    Effects: AF7. Subtracts 30 from maneuver andmelee. Adds 50 to spells and missile attacks.Euphoria. Lasts 1 hour.

    In case the PCs decide to take some of the incense sticksaway with them, note that this herb has an AddictionFactor of 7%. Each subsequent use after the first in anyweek gives a 7% chance of addiction, doubling with every

    subsequent use after the 2nd

    in that week. Addiction willresult in a -50 when not using the herb, a loss of thebeneficial effects of the herb, a lack of ability to resist theherb when under stress and unpleasant, possibly violent

    withdrawal symptoms without usage. There are bunches ofNine incense sticks burning equally spaced at Nine pointsaround the room, for a total of 81 sticks. Each stick isequivalent of one dose and burns for one hour. The sticksare all about half burnt when the PCs enter the chamber.

    Camthalion keeps this herb for use in only the mostdifficult summoning rituals to aid the casting of all thegroups magic. All of the Nine Mor-sereg have inhaledenough of the herb to be full under its effect. This could

    well be an advantage for PCs wishing to close and usemelee, but a disadvantage if they decide to stand back anduse magic or missile attacks. If they think of it, PCs cancover their mouths with a cloth and remain unaffected forseveral minutes.

    Around the chamber stand nine individuals. It isthese Nine that are chanting and one of theirnumber, a huge black skinned and plate armouredtroll is striking a drum in rhythm with thechanting.

    The others are a varied bunch indeed, mostly Men,local and one an Easterling. But there are twomore that stand out. The first is the familiar figureof the small Lossoth woman you have been

    chasing for the last two weeks and behind her sitsher great White Warg.

    If the spirit wraith Dndae survived from the last scenariohave the PCs make a Hard (-10) Perception roll to notice itskulking around near Kylmyyskalas feet. It is immune tothe effects of the Breldiar smoke.

    However, standing in between her and the greatblack troll is the most unusual figure of all. Thetall gaunt figure of what must be an Elf, but astrange looking one indeed with slanted eyes as if from the East and wearing a resplendent green- scaled cloak! He seems to be leading this ritualand lying prone on the floor in front of him is thefigure of Jari, the missing Dwarven mason.

    And on a stone pedestal in the centre of all theNine sits the palantr!

    ELOEKLO IS HERE

    Suddenly, the chanting and drum beat stops. All that canbe heard is the distant sound of the howling wind, which ifthe PCs make a Perception roll now seems to be gettingcloser Then a blast of frigid air blows in from theoutside via the Hall of the Fell Beasts on High (room 19,Level 5) and straight along the corridor leading directly tothe Council Chamber. Any PCs standing in the way andwith the option of diving out of the corridor must make aHard (-10) MM roll to get out of the way or take an ACold critical. Any caught in the blast must make a furtherVery Hard (-20) MM roll or be blown over.

    This blast of cold air is focused on the centre of theCouncil Chamber just above the palantr on its stone pedestal. Above this it starts to form a dense whirlingcloud.

    What happens next is now up to the PCs; they may wellhave already reacted.

    From the folds of his green-scaled cloak Camthalion takesout a long thin knife and bending down to Jari holds theknife at his throat. Looking up at the cloud Camthalionspeaks in Quenya

    Eloeklo Demon of the North Wind, Master of theWind-horde and immortal tyrant of the Northern

    Waste I am unworthy to have called you andhave not done so for many centuries. In exchangefor this small offering and my continuing loyalty Iask of you only to show me what the palantr

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    knows. Give me the knowledge to control it so Imay find that which my Master once lost andwhich has now been found again.

    In this invocation when Camthalion refers to the findingof that which was lost he is referring to using the palantrto find the One Ring.

    The shape of a huge figure then starts to form within thecloud and the howling wind seems to intensify. On itspedestal a dull glow starts to appear from the very centre

    of the palantr as if an image is starting to form.

    ELOEKLO UNLEASHED!

    At some point the PCs should intervene or Camthalionwill slit Jaris throat and learn how to control the palantr.If they need a push perhaps the spirit wraith Dndae spotsthe PCs and launches to the attack. Perhaps one of theother Mor-sereg notices the PCs and loses theirconcentration. Whatever the event, the ritual is disrupted.

    The stability of the ritual is extremely important inkeeping Eloeklo bound and under control. Any disruptionis likely to lose Camthalions control of Eloeklo. As soonas any interference in the ritual occurs Eloeklo, extremelyangry at being forcibly summoned, appears in its fullydemonic form a semi-transparent horned and fangeddemon some three times larger than a Man surrounded bya whirling frigid cyclone. Eloeklo then lashes out at itssummoner, Camthalion.

    The battle is a mighty one indeed! Camthalion hurls darktendrils of raw power Channelled straight from his DarkGod Morgoth at the Maiar with seemingly little effect,while Eloeklo strikes again and again with his mightywhip at Dglrog who bravely stands in between Eloekloand his Master.

    Meanwhile, a stray blow from Eloeklo clips the stone pedestal bearing the palantr and it crashes to the floor,sending the palantr, still glowing, rolling across the floor

    to come to rest exactly halfway between Kylmyyskala andthe PCs!

    SCRUM DOWN!

    Kylmyyskala immediately drops her concentration andrushes to grab the palantr before the PCs get it first.Camthalion and Dglrog are busy defending themselvesfrom Eloeklo. The other members of the Mor-sereg startattacking the PCs using whatever method they favourmost.

    If the PCs have any sense they should get in, grab thepalantr and run for it.

    Dglrog falls a few rounds later, how many is up to theGM - either pick an appropriate moment or roll 2D10.Eloeklo then turns and starts picking off other randomtargets. At some point Eloeklo, satisfied with stealingseveral souls and feeling his Fana beginning to weaken,leaves the same way he came in, knocking anyone over asbefore. Again when this occurs is up to the GM. Eloeklousually waits around for 2D10 rounds after the last preyhas presented itself, then leaves. The PCs and/or membersof the Mor-sereg could simply be hiding during this timewith Eloeklo drifting around the chamber, sniffing andlistening for any sound. A second 10th Level Fear rollmight be required to avoid making a noise.

    If the PCs decide to hang around and tackle Camthalion,he starts making his way towards an exit, blasting anyonestupid enough to get in his way. In the PCs try, dont be

    afraid to kill or maim any that get in his way. Likewise alucky strike could take Camthalion out and award that PCwith some serious bonus Experience Points. Escaping tothe side of the mountain Camthalion makes good his

    escape in some imaginative way, such as on the back of aFell Beast that appears out of the night sky.

    If the PCs look like they are getting a beating and needhelp, the Watchful Rangers could appear at the lastminute.

    AFTERMATH

    The PCs may fight until all have been defeated or theymay leave early on, hopefully with the palantr intact.

    Leaving the Council Chamber they are free to navigatetheir way out of the Fortress with little or no hindrance.Word has spread amongst the Orcs and Guards of a greatarmy laying waste to the entire Fortress and most havefled! A few remain, wandering the halls in a daze or insearch of something valuable perhaps. Such folk run ordrop to the floor in fear as the PCs approach bearing theglowing palantr.

    At some opportune moment read the following to thebearer of the palantr

    You feel your eyes drawn to the palantr, even ifyou resist, like some great force is pulling you inand you see a vision

    A green land, to the South of here, rolling hillsand strange mound-like dwellings. Little peoplewander around, not Dwarves but Hobbits. Andon into one of the strange little homes atop a hill. In to a parlour where one of the little folk sits infront of a fire, looking at something in his handa ring. A gold ring. Even from your viewpoint youcan see strange writing as if etched in pure lightabout the inside of the ring. And the little personlooks over his shoulder, straight into your eyeswith a look of pure fear

    Then the vision is no more and the light fades fromthe palantr.

    This is a vision of Frodo holding the One Ring and though

    the PCs will not be aware of the importance of this vision,the players will be.

    During the ritual Camthalion requested Eloeklo to instructhim how to use the palantr to find that which was oncelost, the One Ring. Somehow, call it either Luck or Fate,Eloeklo has called forth an image to the palantr of theexact location of the One Ring with Frodo in the Shire,something that Sauron and his palantr will never achieve.Perhaps there is some ancient link between this Palantr ofAmon Sl and the One Ring, this was after all called theChief Stone of the North, indicating that it was the mostimportant of all the Northern palantri.

    Make note of which PC saw this vision. They will not beaware of it but they have learned something of how thepalantr works. In effect they have earned a single rank ofUse Palantr skill (an Intuition based Lore skill).

    THE END?The PCs will eventually leave the Fortress and possiblyeven return to Carn Dm. If they do they find the town rifewith rumours about what events have happened within theFortress, but life is continuing as it did before. Some of theWatchers guards are even in town negotiating with thetownspeople to offer their services as towns guards inreturn for food and lodging.

    A SURPRISEMEETING

    In The Horn of Nimraug, Gandalf sent Alaric up Northto investigate some strange possible future event about tounfold. Having not heard from Alaric for some time, andhearing whispers on the wind that an ancient artefact has

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    been discovered up North, Gandalf decides to visit inperson to see just what is going on.

    Gandalf arrives in Carn Dm just as the PCs have left theFortress with the palantr, perhaps while they are back atTemple Inn and deciding what to do next.

    If the PCs are out in the wilderness instead, have themmake a Very Hard (-20) Perception roll to see the shape ofan Eagle high in the sky. A couple of hours later, Gandalfcomes trudging through the snow into their camp, perhaps

    causing quite a stir until they realise who he is.Either way, Gandalf introduces himself and enquires aboutAlarics whereabouts, appearing visibly upset when thePCs talk of Alarics death. If the PCs are wondering howhe knew who they were, they are carrying much ofAlarics equipment, which Gandalf immediatelyrecognised, especially Alarics staff. And again if they askhow Gandalf knew that they were here in Carn Dm heanswers

    Well youve not really been that, ahh, quiet nowhave you? And whenever theres something to beheard, you can always guarantee that theressomeone, or something, there to hear it which isnever really a good thing.

    He will then persuade the PCs to show him what they andAlaric were chasing after. As soon as Gandalf sees thepalantr he exclaims

    My, my! Well Ive not seen this old thing forsome time. Not since that weak willed Arvedui ranoff with it mmph, anyway, enough of that.

    Realising he has spoken out loud, he quickly shuts up. Heis, after all, talking about events that took place over athousand years ago. In fact Gandalf himself was grantedthe use of this very same palantr by the ArthedainDunedain when it sat in the watchtower at Amon Sl.

    The players may even recall Alaric telling them the tale ofArveduis fateful journey North to escape from the

    invading Witch Kings forces and his death in the icywaters of the Bay of Forochel. Gandalf talks of weakwilled Arvedui as if he knew him, which of course he didbut will deny.

    He then turns to the PC who saw the vision of the Shire inthe palantr

    And now we will find somewhere a little moreprivate to talk and you will tell me what you saw inthe palantr.

    If this event is happening at Temple Inn he will adjourn toa room upstairs, making sure that windows are shutteredtight, if out in the wilderness a tent will have to do. Thenhe will question the PC until all is revealed about whatwas seen in the palantr even if Gandalf has to shoo awaythe others so they can discuss the matter privately. If askedhow he knew that the PC has seen something

    When you look into something that old, it foreverreflects in your eyes. I have used this very stonebefore and I have met those who have used otherslike it [he pauses with a quiet, almost sorrowfullook in his eyes] Those that know how to lookfor such things can see it.

    Then Gandalf asks for the palantr to be given to him andif the others are elsewhere, he calls them around to watch.He places the stone on a convenient surface, then moves itthis way and that, sitting back every now and then as ifmaking sure it is the correct way up. The PC who saw the

    vision before can now make out the small sign of theinvisible upper and nether poles on the surface of the palantr which Gandalf seems to be lining up to point

    straight up and down. None of the other PCs can see thesepoints.

    Seeming finally satisfied with the position of the palantr, Gandalf settles back to watch and a steady glow appears in the centre of the stone,then an image begins to form

    flying South away from Carn Dm, the flat plains of Angmar, scattered settlements, ruinedancient towns and fortresses. Gentle rolling hills

    now, North-East Arthedain, and then woodlands,the infamous Trollshaws. Somewhere near lieshidden the legendary vale of Rivendell and to theWest, Bree. Then a flat grassland plain and in thedistance a group of horse riders, all dressed inBlack and heading North-West towards Bree. Onebreaks off from the rest and heads North, youknow heading straight for Carn Dm.

    Then he has changed, not cast off his black cloak,but changed. Now he wears armour as if made ofsilver under long grey robes and upon his head acrown He looks up, his eyes shining as if with alight of their own and a shrill cry emerges fromthin barely parted lips that makes your blood run

    coldWith that Gandalf knocks the stone to the floor and thevision vanishes. Taking out his pipe and lighting it fromthe fire, he walks away silently to ponder what he has seenand blow a few smoke rings into the air. Minutes later, orwhen a PC asks, he replies

    What you just saw is something that may behappening now, or in the past, or perhaps soonor maybe never will. There is no way to tell.

    What is certain however, is that this rider is oneof the Enemy. Who or what, is of no concern to you, but I believe he comes to find the palantr. Alarics advice to seek a Haven was wise, but Rivendell would be foolhardy. The Rider is

    perhaps not far from there now.But there are others [then mumbling tohimself] the Havens, mmm a long way, opencountry across the North and trouble from theothers perhaps. Lothlorien, but to cross theMountains [looks at the PCs] mmm [again along pause].

    Ah hah! I have it! My old memory nearly lets medown. You will travel north, to Evermist! Fewlegends even tell of it, none will suspect.

    Perfect! You must leave at once! Travelnorthwest from here to a village called RuskeaVene. Be careful who you talk to there, but hire

    someone trustworthy to guide you around the Bayto an inlet which the Lossoth call Pitkvesi. At thehead of this inlet lies a hidden valley that may bedifficult to find. This is Evermist; you will knowwhen you are there. Give the palantr to theMaster of this place, Nestador, and it will be safe.Your job will then be done.

    If the PCs need persuasion to complete this missionGandalf will remind them that the Enemy will seek themout whether they keep the palantr or not, if only to silencethem. They are now unfortunately involved. Anyway, theywill have the silent thanks of all the Free Peoples ofMiddle Earth, and the Noldor of Evermist have bountifulwealth to grant in exchange for such a fabulous gift.

    The events now continue with the third and final scenarioin the Fire and Ice campaign, Escape to Evermist.

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    NPC DESCRIPTIONSIn addition to descriptions in the Locations sections, hereare some additional descriptions of the more importantNPCs. Stats are listed separately.

    THENEWMOR-SEREGThree Masters of the Art (Magic-users), three Masters ofthe Dark Paths (Black Rangers) and three Masters at Arms

    (Warriors, including Dglrog the Troll).

    CAMTHALION

    29th Level Avari Elf Evil Cleric

    Stats: See Angmar sourcebook, description on p. 49 andstats on p. 146. Note that this NPC uses Rolemaster spelllists.

    Description: The Watcher of Carn Dm, immortal Avari,Dark Cleric and former member of the original Mor-sereg.

    Favoured attack: Camthalion has a vast and lethal arrayof spells to 29th Level that he can use to easily kill any onetarget of his choice per round. His favourites include:

    Absolution Pure (20

    th

    Level RM Evil Cleric spell thatremoves soul from target, range as usual, i.e. 300+,rather expensive to cast requiring 20 of his 87 PPs).

    Black Channels I Tauric Finger (10th Level RMEvil Cleric spell which blinds target for 1-10 days,range 50, this cheaper spells costing only 10 PPs).

    Black Channel II Finger of Sart (15th Level EvilCleric spell which permanently paralyses foe andwould require the attention of a high level Animistfor a cure, range 75, still fairly expensive at 15 PPs ashot).

    Black Channel III Desert Curse (25th Level EvilCleric spell which boils the targets blood, range 50,extremely expensive at 25 PPs a shot, so kept forspecial occasions!).

    His Jo is also a Daily II Sleep X item, which he tendsto keep for an emergency once his PPs have run out,casting at his pursuers as he makes an escape.

    Camthalion also has some much cheaper options for whenhes running out of PPs:

    Dark Stunning (2nd Level Evil Cleric DarkChannels, equivalent of MERP Open Channelling Calm Spirits Stunning, 1 round of stun per 10% ofresistance roll failure).

    Shock Bolt (7th Level Open Channelling Sound/Light Ways, rather expensive on PPsconsidering the limitations).

    Earthwall (7th Level Animist Creations, good forblocking an escape).

    Camthalions chance of success against anyone of Level19 or less, even with 0 rounds prep