GC 2005 03 MythOfTheTeregond

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MERP adventure published in Guild Companion

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    The Myth of the Teregond An Ready to Run adventure set in J.R.R.Tolkiens Middle Earth

    Author: John MacDonald Lead Edit/Concept Contributor: Gabrielle Quaglia Lead Edit/Mapping: Steve Landers Second Edit/Concept Contributor Eric Dubourg Cover Art: Jose Enrique Vacas, Direct Contributions & Ideas: Sampsa Rydman, Thomas Morwinsky, George Photopolis, Keith Frye, Other Contributions Members of MERP Fan Modules

    Part I The Myth of the Teregond

    Part II Aervellons Dilemma

    Part III The Battle of Three Armies

    This free Roleplaying Game adventure is primarily the work of the author with selected contributions from the others noted. The author has no relationship with Iron Crown Enterprises (ICE), Decipher Games, Hasboro or any of the game systems noted. Further the author has no relationship with Tolkien Enterprises, New Line Cinema or any holder of any copyright or intellectual property rights on the Lord of The Rings or any of J.R.R. Tolkiens writings. This Adventure was not created for the purpose of economic profit and should not be copied, sold, or distributed for sale without express permission of the author and all contributors.

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    1.0 GUIDELINES The Middle-Earth Ready-to-Run Series is designed for Game-masters who want adventures which can be set up in a few minutes and played in a few hours. The adventures require little or no preparation. The Myth of the Teregond has five parts. Sections 1.1 and 1.2 deal with guidelines regarding the use of the module. Section 2.0 provides pre-generated characters for the players (which can be used as non player characters if so desired). Section 3.0 provides the first standalone adventure. Sections 4.0 and 5.0 contain the follow up Adventures. Each adventure stands on its own, although a common theme unites the stories. Section 6.0 consists of the Non Player Characters, Encounter and Beast tables. 1.1 HANDLING PLAY The GM should skim each section of an adventure before beginning play. Then he can have the players pick pre-designed characters from those provided in Section 2.0, or he can permit the players to design their own PCs. (Of course, the GM can assign PCs.) Once play ensues, the GM should refer to the NPC charts found in the adventure sections and to the Beast Table (Section 6.0) at the back of the module. They cover the Beasts and NPCs found in each adventure. 1.2 ADAPTING THIS MODULE Like the rest of the series, this module is designed for use with the Middle-earth Role Playing game (MERP) or the more advanced Rolemaster (RM) system, but is adaptable to most other major FRP games. Statistics are

    expressed on a closed or open-ended scale, using a 1-100 base and percentile dice (D100). No other dice are required . 1.21 CONVERTING HITS AND BONUSES Bonuses: When converting percentile values to a 1-20 system a simple rule is: for every +5 on a D100 scale you get a +1 on a D20. Hits: This concussion hit numbers found in this module only represent general pain and system shock. They cover bruises and small cuts rather than wounds. Critical strike damage is used to describe serious wounds. The hit figures shown here are less important than those used in game systems where death occurs as a result of exceeding ones available hits. Should you use a game system that employs no specific critical strike results (e.g., TSR Inc.s Dungeons and Dragons), simply double the number of hits your character take or halve the hit values found in this module. 1.22 CONVERSION CHART If you play something other than MERP or Rolemaster and you do not use a percentile system, use the following chart to convert 1-100 numbers to figures suited for your game.+

    1-100 Stat

    D100 Bonus

    D20 Bonus

    3-18 Stat

    2-12 Stat

    102+ 101 100

    98-99 95-97 90-94 85-89 75-84 60-74 40-59 25-39 15-24 10-14 5-9 3-4 2 1

    +35 +30 +25 +20 +15 +10 +5 +5 0 0 0 -5 -5 -10 -15 -20 -25

    +7 +6 +5 +4 +3 +2 +1 +1 0 0 0 -1 -1 -2 -3 -4 -4

    20+ 19 18 17 16 15 14 13 12

    10-11 9 8 7 6 5 4 4

    17+ 15-16 13-14

    12 --- 11 10 9 8 7 6 5 4 3 --- 2 2

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    2.0 PLAYER CHARACTERS The following chart provides the statistics for Player Characters that can be used in each of the three adventures. Statistics are given for MERP. The GM may wish to assign his players a character or allow them to select from the list. Of course, the GM can utilize the unused PCs as non-player characters. After all, the players may design their own characters or employ characters already in use. The GM should remember, however, that regardless of how the players acquire their characters, each adventure is geared for a different difficulty level (see Section 1.1). We suggest PCs tough enough to meet the challenge. Codes: See the NPC stats (page) for an explanation of the basic codes. The following is a list of other codes and abbreviations which might be ambiguous. Power Points: The number (if any) given in parenthesis indicates the possession of a bonus spell item and its bonuses (see MERP, Section 4.56). Skill Bonuses: NA, SL, RL, Ch, Maneuver and Movement in No Armor, Soft Leather, Rigid Leather, and Chain: 1HE OB, 1HC OB, 2H OB, Thrown OB, Missile OB, Polearm OB = Offensive Bonuses for 1-H Edged, 1-H Concussion, 2-Handed, Thrown, Missile, and Pole-arms; Dir. Spell=Directed Spells; Secon. Skill= Secondary Skills. Languages: Languages are abbreviated by using their first three letters (see MERP, ST-1); exceptions: BS=Black Speech and Bet=Silvan (Bethteur). The rank for each language is given following the abbreviation. Spell Lists: Spell lists are abbreviated by using the first few letters in each word of the spell list name; for example, S/L Ways refers to the Sound/Light Ways spell list. Norin Blackcloak A 3rd level Dwarf Warrior of Duneriador. Norin is a Dwarf of the Broadbeard clan from the Blue Mountains. He has opted to travel rather than work the iron mines near flooded Belegost. Norin is noted for wearing a black

    cloak and he considers himself to be a stylish dresser. Valadir Valacirion A 4th level Dunedain Warrior (Developed from Corsair DPs). Valadir is a lesser Dnadan (Tergil) from Annon Baran. He is the son of a small fishing fleet owner that has no desire to follow his family business. Valadir longed instead to journey to the South Seas being an accomplished sailor. Balagorn Mablungion A 3rd level lesser Dnadan Mage (Developed from Corsair DPs) from Annon Baran. Balagorn is the son of a lesser Roquan of the Baron of Girithlin. Balagorn has an unspecified dispute with his family and will not take an oath of fealty to the Barons family. Instead he pursued studies with the Seers of Fornost, against his fathers wishes. He forsook his language studies in favour of arms skills, however. Culimornir A 2nd level Silvan Elf Animist. Culimornir hails from the Tower Hills in the Siragal and is 1600 years old. His traditional homelands are being settled by Hobbits and atypically Culimornir has taken up a wandering life with Mortals to see the lands of Middle Earth; before finally sailing to the utter west. He is considered somewhat of a prankster even by Silvan standards. Berondur Faramirion a 3rd level lesser Dunedain Ranger. Berondur hails from Iach Sarn and received his adolescent training from the Royal Rangers. He is a fierce Arthadan patriot and wears a 7 pointed star (Elendriss) broach proudly. Eolir (the) Helmoar a 3rd level Riverman Rogue (Developed from Woodman DPs); he has left his clan to explore the world. Eolir is tall for his kind with salt and pepper red hair and is an expert canoe handler. Eolir never fit in with his culture as he befriended Elves, Dwarves, and even a Dunadan.

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    PC1 Dwarf Warrior PC2 Lsr

    Dunadan Warrior PC3 Lsr

    Dunadan Mage PC4 Silvan

    Animist PC5 Dunadan

    Ranger

    PC6 Northron

    Rogue Strength 95 95 68 76 100 95 Dexterity 98 98 97 95 80 96

    Constitution 96 89 83 86 95 82 Intelligence 63 48 95 68 64 51

    Intuition 46 89 54 95 75 62 Presence 90 55 86 100 75 71

    Appearance 76 67 55 60 67 90 No Armor 20 25 15 30 15 25

    Soft Leather 10 15 0 20 -30 15 Rigid Leather 0 5 -15 -5 0 5

    Chain -5 -5 -40 -40 -15 -20 Plate -70 -35 -65 -55 -60 -65

    1 Handed Edged 4 84 35 15 41 36

    1 Handed Concussion 81 32 -20 -20 6 1

    2 Handed 4 32 -20 -20 76 1 Thrown 44 47 20 0 -9 26 Missile 44 47 20 60 26 36

    Pole Arms 4 32 -20 -20 36 91 Climb 28 34 20 37 29 41 Ride 8 24 15 37 29 21 Swim -27 49 45 42 29 36 Track 13 14 25 7 41 11

    Ambush 2 3 0 1 0 4 Stalk/Hide 15 20 -15 60 21 31 Pick Lock 10 5 -10 -25 -25 11

    Disarm Trap 5 5 -25 30 -20 11 Read Rune -25 -25 41 12 5 5 Use Items -30 -25 29 37 10 5

    Directed Spells -10 -5 45 34 -15 20 Perception 8 -20 20 42 30 5

    Body Development 86 pts 98 pts 45 pts 35 pts 60 pts 66 pts

    Base Spells 0 0 8 4 1 0 Shield Y Y N Y N Y

    Defensive Bonus 45 45 15 40 40 40

    Essence RR 40 0 15 0 0 0 Channeling

    RR -5 0 0 25 5 0

    Power Points 0 0 6 6 3 0 Secondary

    Skill 1 Caving +20 Sailing +25 Sailing +25 Fletching+ 25 Foraging +25 Canoe

    Handling +25

    Secondary Skill 2

    Semi precious stone

    Assessment +20 Acting +25 Weather Watch +50 Trickery +35

    Rope Mastery +25 Cooking +25

    Special/Racial Heat/Cold +30 Swim -50 Resist Pain

    Perception +10

    Dir Spell +5 Weather

    Watching +25

    Stalk +10 Bardic +10 Tracking +10 +5 Polearms

    Special Items None None None None Elenriss - Star of Dunedain

    +10DB

    +10 Pike Non Magical

    Spell Lists None None Spirit Mastery Calm Spirits Natures Ways None Essence Hand Surface Ways Light Law

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    This adventure can follow the low level adventures in the Rast Vorn. Additionally, an Open Town such as nearby Annon Baran is a unique in Arda as a starting place to gather Players. It lends itself to mixing Dwarves, Elves, Dunedain, into one typical party. Finally the Gamemaster may simply adjust the complexity of the adventure (s) up or down to suit his party upon their arrival in Caranthel. 3.0 - Caranthel circa 1640 T.A. Caranthel is an important urban center in the Barony of Girithlin a mere 5 miles north east of Minas Girithlin. The town sits on the south shore of the Baranduin River but has never been a large port. The town is too close to Annon Baran to attract much in the way of shipping. The local economy consists of Rivermen traders peddling wares up and down the Baranduin, fishing, agriculture, and a copper mine 20 miles to the east by southeast. Copper jewellery such as bracelets, neck collars, and greaves are favoured decorations of the Rivermen culture. Copper prices are a mere 75% of prices in locales as close as Metraith, or Tharbad, offering some economic opportunity for entrepreneurs. The town has an independent charter from the Barons of Girithlin. A council of all freemen property owners lead the town and are headed by an elected Theyn. Typically only complex matters of justice are escalated to the Baron for governance purposes. The Town pays an annual tithe in Copper ore, Silver pennies, and foods to the Baron. The town and near by area is home to some 1200 Eriadorian folk with mixed Dunedan and Eriadorian heritage. The village is walled with mortared stone, which is not typical of all Cardolandrim villages and towns. However, the towns relative importance to the Barons of Minas Girithlin has rewarded it.

    The town is more sedate than the open city of Annon Baran. The local Militia is 20 men strong and all 3rd level. The militia is a duty performed by aspiring men at arms in fealty to the Baron Girithlin and is commanded by a Roquen (Knight) of the Barons household. Caranthel presents the picture of a secure, affluent, and peaceful urban dwelling; unusually so for a small urban area in Cardolan in the 1640s.

    The Map of Caranthel 1. The town walls are rough motored grey

    stone. The walls are 20 feet high and 5 feet thick lacking ramparts. The wall shows evident need of repair in a number of spots. They stand straight at a 90-degree angle, but are Easy (+10) to climb.

    2. The Gatehouse. The Gatehouse is 2 stories tall. The upper level is the barracks of the town militia. The gatehouse is made of the same mortared stone as the walls, but is in better condition having been maintained over the years. Two sets of Iron rimmed wooden doors protect the entry into the town, and each has a large iron bar that can be dropped to secure them. A thin, iron grate can be dropped down from the second level to further secure the outer gate. The passage below the gatehouse second floor is open to a number of trap

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    doors from above; which can be used to hurtle missiles and boiling oil upon attackers. The pass under also serves the town as a makeshift prison from time to time as it gives the militia a space to hold rowdy drunkards, and hose them down.

    3. The Flopping Trout Inn. The only Inn in the town; it has a stone foundation and wooden walls and roof. The Inn is two stories tall. The ground floor is a large common room with a double-sided hearth that connects to the kitchens. The second floor is a large common room and two private rooms that sleep 4 persons each. Immediately east of the Inn is a privy, and bathhouse for use of the guests. The Innkeepers name is Durlac. Durlac is a retired soldier of the Baron of Girithlin and has no family. His staff is a collection of the townsfolk.

    4. Community Barn. The community maintains its prize flock of Goral sheep and small herd of kine in the community barn to protect the animals from wandering wolves and Orcs. Horses can be stabled here for a nominal fee. A large Chicken coop is in the northwest corner of the Barn. The smell is rather sharp at this end of town. ALL activity is 5 due to the difficulty breathing the fumes.

    5. Community herb gardens and orchard. The town maintains a small orchard and herbal garden within the town walls. This is an important source of dietary supplements, and important trade commodity for wandering Dwarven caravans. The gardens are maintained by the Town Greengrocer at 8 although locals receive the distributed food and herbs for free, in exchange for work in the gardens.

    6. The Merchant Square. All the towns Merchants are centered in this square including...

    7. Ferc the Duns Tanner shop and Dry goods. Leather, canvas, and dried foodstuffs. Fercs tanning workshop is (thankfully) outside the town a mile east.

    8. Yuric Riverkin the Greengrocer and Butcher; vegetables, fruits, and herbs.

    9. Berethir the Westernesse; Carpenter and Cooper. The only pure blooded Dunedain in town. Berethir is thinking of moving his family to Fornost Erain in the next 20 years.

    10. Warehouse. The community stores its harvest and merchant goods here.

    11. Theyns home and town hall. The elected Theyn resides on the second floor of the town hall.

    12. The town pier into the Baranduin. 13. The Daen village. The new home of a

    clan of 60 Daen immigrants. The Croichrir hail from Dunland and have resided here for 2 years. They have become peasant workers in the fields nearby. The town having no room (and no desire) to allow them into the walled community has allowed them to build a traditional earthen walled village near the main gate. The Clan leader Oyen Croichrir is a distant cousin of Ferc from 7.

    3.1 - The Prologue The Characters begin at the Flopping Trout Inn in Caranthel1. The Inn is in an uproar of local politics. Aeldir the Theyn has dismissed an important town council meeting without calling for a vote on a Town issue. The local village Tanner and owner of the dry goods merchant house is Ferc the Dun. He has come into the possession of a scroll that describes the dedication of a stone known as Teregond (Troll-Stone). The stone was a legacy of the Eldar of Lindon in the 2nd age. The first Edain in Eriador established the village of Buhr Ruasul, in the midst of the Tyrn Gorthad, near the stone with the blessing of Gil-galad. The Towns history in records dated back to the 2nd age and the rule of Carlesic the Wise. The town

    1 Refer to the Map 1

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    became an important Eriadorian Settlement in the early third age, and was friendly to the Dunedain rulers. Eothraim immigrants sponsored by the Barons of Faerdor reinvigorated it during the three Kingdoms petty wars. The Teregond is rumoured to cause Trolls to turn to stone; day or night. Ferc proposes that the town sponsor an expedition to relocate the stone to Caranthel. Aeldir the Theyn, thinks the scroll and the stone are a fools errand. He has been pressing the Baron of Girithlin to help rebuild the town walls. The Player Characters should be able to gather the details of the dispute rather easily, as locals are vocal about their support of both sides of the issue; and the locals are split evenly. Ferc has resided in the town for 7 years and has been at odds with the Theyn many times. Ferc is also well known as the sponsor of the Daen immigration to the edge of the town, and is distantly related to the Daen clan that resides there. Ferc, in reality, is an Angmarim sympathizer; he gathers Arnorian artefacts to be destroyed, or locked away forever from enemies of the Angmarim under instructions from Carn Dum. A study of the scroll by Lore masters in Sindarian will reveal that this ancient stone was an Eldar artefact that shared properties with other Stones found in Eriador. The Three Fools Stone south of Amon Sul, the Fimond (Dead-bane-stone) in the Pinnath Cerin and the 3 Farthing stone in the Siragale were related artefacts that were granted to communities for strategic purposes. Stats for Ferc the Dun and Aeldir the Theyn are contained in section 6.0. Gamemaster Note

    The Teregond is a white holy stone of the Eldar. It casts a constant 1st level Bless (Channeling) in a 5 Mile radius and a 10th Level Cancel Evil Channeling in a 2 mile radius. Additionally there are Runes of Power inscribed upon the stone - in Tengwar that cast a 20th level (Channeling) Sign of Fear and Warding against Trolls in a 50 Mile radius. All Trolls who fail a RR must flee back to the Trollshaws. Evil PCs, NPCs and Orcs must save the same signs, but only at 3rd level. The presence of this stone is a major reason that Trolls never infested the downs of Tyrn Gorthad (Hothad) and is a further reason that The Warlord moved his Troll army to Creb Durga. The stones presence has prevented migrations of further Trolls to Creb Durga and explains why Orcish hosts act as the beasts of burden of meagre supplies from Angmar. Ferc the Dun will enter the Inn and loudly protest the Town hall decision. He will vocally proclaim that the Theyn is misguided and that the town should seek men and funds from the Baron Girithlin to support an expedition to find the mythical stone the Teregond. The people deserve the protection, and it is their inherited right being good citizens of the kingdom of the North. The opposition townsfolk attempt to shout down Ferc. Many will try to interrupt Fercs speech supporting the Theyns position; money and taxes should be allocated to rebuilding the town walls. Especially since the migration of Trolls and Orcs into the Creb Durga a mere 3 days ride south and east. The stone is merely a fools errand! Ferc will loudly proclaim that if the Theyn and his supporters are not interested in spending money to save the townsfolk he will, from his own resources to the loud cheers of many supporters.

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    Gamemaster Note At this point the Innkeeper will quietly approach the Players. He will suggest that he suspects that they are professional Treasure seekers by their ironmongry and being one himself many years ago. He claims he ... supports the Theyn, but Ferc is well intentioned and gives often to the community. He asks the Players if he could arrange an introduction to Ferc. Ferc is a bit of a nuisance at times, and there is no denying he wears his heart on his sleeve. I can understand the Theyns position, but .. if Ferc as got the true goods theres no reason our town should go a wanting. If Ferc is prepared to fund a party I can support him in so far as setting up a meeting with men of the world. The Innkeeper does not know of Fercs role with the Angmarim. He can offer - if questioned knowledge of Fercs distant relationship with the Daen villagers. He cannot offer an opinion as to why the Townsfolk are not prepared to go themselves, other than to suggest that people have lives to live and no one wants to brave the wilds when he has a family to feed. 3.2 - Meeting Ferc the Dun Ferc will meet the Players in his Dry good shop the next morning. The shop is located at 7 on the Map and is distinguished by a portrait of a largish Black Bird atop a tanned sheepskin. Ferc will offer 1 Silver Piece per-player per-day for a journey to the Ruins of Buhr Ruasul. The journey should take approximately 12 days (24 return) being 300 miles (plus or minus) as the crow flies. This assumes the Players will average 30 miles per day in a slow ride on trails and across the downs. The trip can be as little as 6-8 days if the Players push. Ferc will offer half up front on the basis of a pledge and the remainder upon return with information

    about the properties of the stone (size, weight, location). The maximum amount Ferc will offer up front will be 75 silver pieces. Ferc will offer 25 Gold Pieces for the successful relocation of the Teregond stone to the village of Caranthel. In order to do this he strongly suggests the Players will have to be equipped with a team of horses and a wagon. Ferc will not volunteer to provide this but he will arrange a down payment against the sale to the Players for 60 silver pieces from a local farmer (which is the upper limit of what he is prepared to advance them in the first place). The total expense will be about 160 silver pieces; however it will be agreed that it can be sold back at a nominal loss. The wagon is fairly old is just capable of hauling 600 Lbs with any certainty that it wont break apart at the joints. The light horses are not in much better condition and the Players may have to dip into their own resources to purchase a good supply of nutritious feed for the horses (about 10 silver pieces for a 2 week supply). If the Players opt to forgo the wagon and horses, Ferc will question their commitment to see the good people of Caranthel get their due. The Players will have to make an Extremely Hard (-30) Interaction and Influence roll to convince Ferc otherwise. He will consider looking for other adventurers. If the Players question Ferc, or other locals, about his ability to absorb this expense, they will be reassured. Ferc has profitable relationships with Dwarves of Duneriador, and most of the Barons men at arms. He has previously given this amount to the town annually in community service. Ferc even hints that he is able to recover some of his expenses from my friend on the hill; inferring the Regent Baron Girithlin. The majority of his funds are in fact from the Angmarim.

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    Ferc will also offer them the following supplies: 2 weeks trail rations (preserved) at no

    cost. Rope, packs if necessary The Map with the approximate location

    of Buhr Ruasul and the scroll that describes the dedication.

    Gamemaster Note: The Map with the location of the town of Buhr Ruasul contains a potent Rune. Hidden within the text. The Rune is Sheer Folly (-50) to detect without using a Detect Essence spell; and even with the Detect Essence it is Very Hard (-20). It casts a 5th level Sign of Evil Deception upon the reader of the map. Unlike a spell upon Rune paper, the Sign does not disappear. The Spell should be treated as the 5th level spell Suggestion from the MERP Spell list Spirit Mastery (appendix A4.1 MERP rules). The duration is perminant. Players should be asked to roll a resistance verses a 5th level Essence attack, but they should not be told the results. Alternately the Gamemaster could conduct the resistance rolls in secret. The Runes effect is to cloud the judgement of the Players when they finally find and confront the Teregond. Instead of seeing the stone in the holy and preserved condition as it exists, the Players will see a burnt and desecrated stone in the manner and desire of the Angmarim. The Players who check on the map with any regularity should be forced to re-roll if they passed in the first instance when reviewing it in Fercs company. The Gamemaster should carefully note which player has custody of the map, who navigates for the party, and how often they refer back to the scroll and map. Ferc will wish the Players success and hopes to see them in a fortnight.

    Gamemaster Note Once Ferc is done with the Players he will immediately arrange a meeting with the Daen clan chief outside the walled town. Ferc will arrange for a equal number of Daen Scouts lead by the Clan Leader (a Bard) to follow the Players on their journey. He will provide the Daen Bard with a lodestone specifically attuned to the Rune on the Map and Scroll. This lodestone will act as a true finding stone of direction so long as the Players are within 30 miles and carrying the scroll. He will also provide the Bard with one further scroll that casts a spell to try to neutralize the stone. This scroll was also once in the possession of a renegade Seer of Arthedain and this is how Ferc came to learn of the existence of the Teregond. The Daen party will shadow Players all the way to Buhr Ruasul. Statistics for the Bards are located in Section 6.0 The Bard (and Scouts) instructions are to follow the Players until they locate the Teregond. Then the Bard is to eliminate the Players and cast the scroll spell against the Teregond. This indirect approach to the stone leads Ferc to feel confident that the stones properties of warding will not cause the Daen Bard and Scouts to flee. They plan to further assist an Angmarim Priest complete a complex ritual of desecration of the stone to permanently neutralize it, and then proceed to raise a Barrow Wight in the ruins of the Village. 3.3 -The Road to Buhr Ruasul The road to Buhr Ruasul is largely northeast across the northern downs of Cardolan. The Girithlin downs are a bleak landscape with few noticeable features. It is reminiscent of a dessert in a northern climate. The eroded hills, tors, crags, and bleak grass blends into a monotonous journey. Once per day the Gamemaster may

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    request a resistance roll against a 1st level stun for 1d20 rounds, as the players might suffer horizon hypnosis. The Players may opt to head northerly towards Iach Sarn, or southerly to Metraith. The southerly route is not recommended as it takes the Players close to Creb Durga, and even Ferc would suggest this is sheer folly. In either case the properties of the map and scroll will allow the Daen Party to follow the Players. The Daen will camp and try to maintain a 15-mile distance from the Players party as a general rule. During the journey to Buhr Ruasul the Gamemaster should check for random encounters along the way. The Charts from the Iron Crown supplements or those in this adventure in section 6.0 can be used. Every second day the Players should receive a Perception role to detect if they are being followed. The Roles should start at Absurd the first check, and get progressively one category easier (Sheer Folly, Extremely Hard, Very Hard, etc,). They should be further modified by Weather Conditions; generally for the negative unless it is a clear calm day. If the Players have a Ranger or Elves with them, the roles for this character should start one category better; i.e. Sheer Folly. If any of the Players were able to detect the mysterious properties of the map earlier their roles should start as Very Hard, and become progressively easier. The Gamemaster can communicate this as the feeling of being followed or the consistent dust cloud behind the Players party clues them into the fact that they are being pursued at a moderate pace. If the Daen party is detected, stalked, or attacked, they will maintain discipline and flee the fight. Being on average some 15 miles back, the Daen party will not worry about loosing the Players and can comfortably drop back as far as 30 miles a days journey. The Daen party should get Routine (+30) Perception roles to detect the

    possibility of being stalked/attacked given the advantage of the lodestone. Their Movement and Manoeuvre roles to avoid traps and ambush should be Routine (+30) as well. If the Players are successful in ambushing the trailing party, the combat scenario described in section 3.5 can be moved up. The Daen leader will attempt to utilize the scroll for protection, and they will fight to eliminate the Players party. Aflith (section 3.5) will react to the players at half the suggested bonuses being able to perceive the battle from afar. Generally, given the level of the players they will be very hard pressed to surprise the Daen party unless they role extremely well.

    3.4 The Ruins of Buhr Ruasul Buhr Ruasul is an ancient Eriadorian village now in ruins in the Barony of Tyrn Hothad (Gorthad). The Village is located some -100 miles south of Amon Sul on the river Nen-I-Sul. The name Ruasul literally means ford of Sul in old Eriadorian. This village was the one place in all of Northern Cardolan where

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    the river Sul could be easily forded south of the Menatar Romen. In the 2nd age the village was home to an Eriadorian folk hero Carlesic the Wise. Carlesic and his people fought with the Elves of Lindon against the Sauronic invasion of Eriador. The clan was also related to the Eriadorians of Nothva Rhaglaw to the North. The Legends of Carlesic is common folklore of the Pinnath Cerin. It is also a common tale in Cardolan and is retold as the Death of the Owl (a fable almost as famous as Camelot or the Akallabth the downfall). The Players of Cardolandrim culture would have a 75% chance of knowing it. Elvish Players with any History Lore skills would

    also know the legend; Carlesic was a friend and ally of the Noldor of Eregion, as well as a client king of Gil-galad. . If the Players are unfamiliar with the legends merely mentioning their destination to anyone on the road will trigger a response. In any event the Gamemaster should take some efforts to communicate the legend and the name of the hero as a clue for future encounters. The Town is in ruins as indicated on the map. This appears to come from age and abandonment and not from sack and war as there are not usual suspect burn and slash tell-tale signs are missing. Rather this town is simply fading into the landscape. The town ruins map highlights a few important sites:

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    Gamemaster Note: Players affected by the Rune of Deception will perceive the village very differently. They will see a village sacked in war with Flames and smouldering ruins barely standing. Additionally, as they approach the great house they will perceive a large Crebain (Gorcrow) atop the sooty blackened stone staring at them in a very hostile manner. This description should be presented to the players afflicted with the Rune of Deception separately, and discretely from those Players that are not. 1. Two obvious campsites. The ground has

    been trampled and the grass is dead in a 30 Foot radius. Close investigation will yield one obviously Orcish dagger, half buried in the ground in the north most campsite. Ranger Path-Lore Spells, or an Easy (+20) perception roll will determine the campsites are a few days old. The ground has died out cursing the Orcs presence.

    2. The walls of the town have almost disappeared. The timbers are 12 feet tall on average and are bound and mortared together with limestone plaster. Any player touching the limestone will suffer an A heat/burn critical for the Limestone has become chemically active in age and is slowing eating away the town walls.

    3. The remains of a black smithy still nearly intact. The anvil, hammer and tongs are extremely rusted. With a tremendous effort in scrubbing they could be reclaimed and would be worth something. The forge is still usable.

    4. The remains of the White Owl Inn. The Inn is long abandoned; however a female sow (wild boar) has made her home in the ruins of the Inn in the past week. She is very aggressive within the inn and will attack to protect her litter. Stats for the female boar are in section 6.0. The boar may be source of rations if the Players have poorly planned their

    provisions. There are 5 boar piglets that have no fighting ability.

    5. The Clan Great House is built on a small rise in the village. The ceilings are 12 feet tall and the hall is 90 feet long (30 yards). It was rather unusually built in front the barrow of Carlesic. However, the legend of Carlesic suggests that he would arise from the dead to protect his clan. In the very midst of the Great house one can clearly see a large White stone peeking out of the roof and additionally supporting timbers along the side. The Great House was built as a shrine around the Teregond and it is obvious from any distance within a half mile.

    6. The old stone fort which guarded the River Fording. The tower is crumbling apart and there is a cumulative 10% chance per round that a player will take a C Crush Critical from a falling stone. The mortar has weathered beyond repair and a good strong wind will knock it completely over one day soon. The inside of the tower has hallowed out up to the roof level, although a broken 50 foot wooden ladder remains visible under loose rubble. The wood is excellent for kindling wood as it has been sheltered from the elements.

    3.5 - The Teregond The one structure that remains relatively intact is the Great house built around the stone. The Players should be drawn explore given a glance at the map. The magic of the Eldar and the Teregond have preserved this building. Inside at the centre of the Great house is the Teregond! It supports roof timbers, and with a hole dug into the floor, is a 15-feet tall, smooth, and tapering White Rock. It closely resembles an Iceberg afloat at sea. The stone is some 18 feet tall, with slightly less than one third of it buried into the ground. The stone weighs 2 tons 4000 pounds (or more) and cannot be removed by the Players

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    with the equipment at hand. This should be made obvious to the Players. Atop the stone is perched a While Owl. The Owl is awake and blinks at the Players. The Owls statistics are contained in Section 6.0 Gamemaster Note: The Owl will only respond if spoken to directly. The Owl will respond in Sindarian firstly, otherwise it will respond to the Players in an ancient Edain Tounge akin to Adunaic. Players who speak Adunaic will understand Aflith at 2 levels lower than their total rank. Aflith only speaks Westron at rank 1. Players who perceive Aflith as a horse and guttural Gorcrow will surprised to hear it suggest the Players should touch the sooty darkened Teregond. The Teregonds holiness has the power to suspend the Rune of Deception so long as the players are touching the Teregond. It does not have the power to dispel the affliction as it is sourced in Channelling not Essence. While the Rune of Deception only applies to perception of Buhr Ruasul, it will take a 6th level Remove Curse (MERP - Spell Defence) to completely be rid of the affliction. Greetings wanderers. I am Aflith, heir of the wardens of the house of Carlesic. What is your purpose coming to the home of good and noble heroes? The Players can try a Medium (+0) Influence and Interaction role with the Owl to introduce themselves as good or heroic adventurers. The Gamemaster should not necessarily remind them of the game mechanics or Presence Bonus. Aflith may be convinced (success) or may desire further proof (partial success). If the result is an Absolute Failure, Aflith will fly away and perch in a nearby tree to observe the Players and the oncoming events. The

    Players may attempt to Influence the Owl again after 8 hours, or the conclusion of the battle (if appropriate). For anything but an Absolute Failure result Aflith will attempt to test the awareness of the Players regarding three items: Firstly, are the ... Players aware they are being followed by a war party bearing a scroll of great power? Secondly, are the Players aware of the attempts of Dark Priests to desecrate the holy stone, and raise a Wight in the barrow of Carlesic? The stones magic has so far prevented this from happening. Finally, have they come to claim the weapons of Carlesic to battle the forces of darkness for the Free Peoples of the Land? Aflith is the 30th generation warden of Carlesics Kin. Since Carlesics kin no longer exists here, Aflith is looking to transfer his loyalties to someone alive and fighting for pure and noble reasons. During this interactive conversation, the plot will be more apparent to the quick-witted Players. They are pawns in a plot of dark forces. The stone is immoveable and a following war party has a powerful scroll. There may be a dark priest with them, or cooperating with them, trying to raise a barrow Wight. There may be Orcs nearby. The tales of Death of the Owl should be clear given the type of warden. The Players should also pick up on the clue of the barrow of Carlesic. Gamemaster Note

    The Dark Priest has unsuccessfully tried to raise a Wight in Carlesics barrow. Therefore, ALL the possessions may be

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    claimed with out fear that the Wight will re-incorporate around the items now in the Players possession. DO NOT tell this to the Players. Experienced Tolkien readers may be tempted to leave behind valuable baubles. During the next few hours game time, the Daen party will move to the offensive. They will attack the party in an attempt to eliminate them. They are armed in Soft Leather Armour with wooden shields and short swords. If possible, half will volley with short bows for two rounds before rushing to attack; others will throw daggers for two rounds. The Daen Party is made of NPCs of similar levels to the Players. They are not overly effective as a fighting party especially if the Players have 3 or more Warrior types. The one trick they have is the scroll. The scroll casts a 4th level Cancel Essence and Channeling spell in a 1-mile radius. The scroll was designed to affect the stone, however, the stone resists at 20th level (and the Gamemaster should check). The skittish leader of the Bards will cast the Scroll spell as soon as the Party responds to the attack rather than wait to contact the Dark Priest, and this may reduce the fire power of Mages and Animists in the Players party. All spells will be affected by the scroll for a 48-hour period and must save verses 4th level attack or be cancelled. Any Player still afflicted with the Rune of Deception may also have the curse neutralized by this same scroll. The affliction is 5th level and the attack is 4th. The Daen party is unlikely to kill the Players, but will likely deplete the Players abilities with a few roles. The Daen party has little of value to the Players. They collectively have 12 Silver Pieces. The Rune paper scroll is blanked

    when the spell is cast. They also have the Lodestone attuned to the Players map. This could be valuable depending upon the Players intentions. The lodestone is corrupt although it does not cause Corruption points for the Players. It will cause Corruption if the Players use the Lodestone in conjunction with the map in the manner it was used upon them. Refer to MERP Rules on Corruption on page 71. The leader of the Daen Party does have an Arnorian sword Arnorian Eket Short sword. Runes name the Blade Caraneket red sword

    +10 Non Magical Forged in Fornost Long ago. 50% light.

    Defeating the Daen war party is paramount. If the Players loose they will be eliminated. Capturing one of the Daen party alive may also strongly aid the Players. See section 3.7 3.6 The Barrow of Carlesic At the conclusion of the Melee the astute Players should follow up on the clues hinted at by Aflith. While Aflith will not aid the Players in battle, he will watch the melee closely. If the Players defeat and kill the war party, all future interaction roles will be +50. Aflith will become an active ally of the Players with any absolute success result. If the Players absolutely failed previously, the owl will be receptive to another attempt after the battle at +30. If no battle occurs (i.e. the Players had previously eliminated the Daen), Aflith will be receptive to another approach after 8 hours at +25. With any success, Aflith will endeavour to enlist them in slaying a Dark Priest in the area vainly trying to raise the Barrow Wight. Aflith is prepared to cede to the Players the

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    treasure of Carlesic, contained in the Barrow. Players that express no intention of doing this will cause Aflith to simply leave the area (future Influence rolls at 100). The barrow of Carlesic is located in the small rise immediately behind the Great house. The only method of entry is through a trap door 5 feet beyond the Teregond. It is Very Hard (-20) to detect. The Players must crawl through a 15-yard long tunnel that is 2.5 feet by 2.5 feet in size, to eventually enter the crypt. There is a trap at the end of the tunnel that is activated by 50 Lbs of pressure. However, it no longer works due to age and simply makes a loud click when stepped upon. Refer to the above Map for the barrow.

    The barrow is a simple stone lined cell. The air in the barrow is very poor will snuff out torches if lit. Characters immediately entering the Barrow will faint and collapse in 5 rounds due to a lack of oxygen, unless they allow 10 game rounds for the fresh air to circulate. The air inflicts no permanent damage as it becomes fully breathable in 15 rounds (150 seconds). Besides a time worn sealed casket the Barrow contains the following items:

    Broadsword named Carlsboc in runes upon the Blade. Forged in Eregion in the 2nd age.

    +5 Magical +15 vs. Trolls and Orcs. Delivers a secondary Electrical Critical no higher than A against all opponents C against Trolls and Orcs.

    Chain armour suitable for a man 511-62 tall Crafted by the Elves of Eregion.

    +10 DB 50% light.

    Metal shield Crafted by the Elves of Eregion. It is halved in Brown below Black with a White Owl in flight embossed upon the surface.

    +15DB

    Fine Linen Surcoat with a Fishing Fly upon the breast and Fishing poll.

    The Fishing Fly casts Fish Find True once per day. It attracts a fish no larger than 8 Lbs in any fresh water stream, river, or lake.

    A gold ring with an Elfstone

    X2 PowerPoint multiplier for Channeling spell users. +10 Channeling spell roles.

    Robe woven in Lothlorien

    Protects the wearer as Rigid Leather Armour, does not interfere with Spell casting. Adds +30 to stalk and hide manoeuvres.

    A locked chest Contains 189 Silver pieces, 212 Copper pieces.

    A gilt mirror and combs

    Worth about 50 Silver pieces.

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    3.7 - The Dark Priest There is a secondary mission for the Players assuming they have secured the treasures of the Barrow, and defeated the shadow party of NPCs. The Players may choose to await the arrival of the Dark Priest, or hunt him in the near wilds. He is a 5th level Evil Animist and he will be accompanied by a lurg of 10 lesser Orcs. He is scheduled to rendezvous with the Daen in 1 night. Refer to section 6.0. This battle will be no stroll through the park with all Magic potentially still nullified by the scroll. However, the Evil Animist will operate at 25 in all combat and spells due to the stones influence, and the Orcs will fight at 15. The evil Channeler will unlikely be effective in spell use as he is not strong enough to over power the stones influence. The Dark Priest is dazed by 2 previous spell failures, and the Orcs are just about ready to cut his throat and head back to Angmar with his head. If the Orcs take 30% casualties the remainder will flee. The players may not be fully recovered from the wounds of the first battle, but with the additional barrow treasure they have the chance to dispatch the Priests party. The stats for this war party are contained in Section 6.0 3.8 - There and Back Again The plot is laid bare and Ferc the Dun is revealed to be far less a humanitarian than at first appearance. With the evidence of: (1) A member of the Daen war party alive, (2) or the bodies and possession of the Daen war party dead, and (3) the Lodestone and the map the Party should desire to return to Caranthel and prove Fercs evil ways. The Theyn will be convinced of Fercs duplicity with a Routine (+30) Influence

    role given any of the above evidence to support the players tale. Players who travel back to Caranthel with dead bodies must also be checked for disease resistance roles along the way. It is unlikely this would be a pleasant trip. Once back to Caranthel, the Players will have to submit their claim for the Silver due to them for completion of the mission. These funds will come from the confiscation of Ferc the Duns property and the players will have to make an Easy (+10) Influence roll to convince the town council of the legitimacy of their claim. Additionally, the players will have to pay off the debt owed for the horses and wagon. The local farmer will be glad to have the beasts and wagon returned to him in good condition with a partial settlement of the down payment given the notoriety of Ferc the Dun. Any claim for a portion or share of the total confiscation will be Hard (-30). A number of consequences fall from Fercs arrest and subsequent hanging by retainers of the Baron of Girithlin. The Daen town is up rooted and forced to move away due to their complicity. This clan, the Croichrir, will swear a Blood oath of vengeance against the Players. Aervellon - Regent of the Baron of Girithlin will call upon the Players to give an account of themselves and the stone. He will likely offer them money to service his own project. Refer to section 4.0, the second adventure. The adventure can be considered a success if the players are able report on the Teregond, and to detect Fercs treachery. Experience should be awarded consummate with the exposure of Ferc and the subsequent action. The mission can be considered doubly successful if the players are able to defeat the Dark Priest and/or claim the potent artefacts of Carlesic. These two actions are tied to one another and it is likely the Players would accomplish both if one at all.

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    Experience should be award with this consummate success in mind. A special note regarding Aflith. The Owl can become a NPC Guardian; an ally of the Players (likely with the highest Presence stat). Refer to MERP rules on Page 61. Aflith and the Player can arrange a limited summoning protocol vis a vis the gift of a white owl feather, if a Familiar spell is cast. Aflith is not powerful but has an important role in latter adventures. 4.0 Introduction This second adventure is designed to dovetail with the successful completion of the first adventure. The Pre-generated player party outlined in section 1.0 can be used as the players in this scenario; however, the Gamemaster should consider increasing the respective levels by one or two per player; or the players have gained 1-2 levels of experience from the successful completion of the Teregond adventure. Alternatively, this adventure can be run as a stand-alone scenario with or without the pre generated characters. This second adventure is geared to Player Characters averaging 5th level. 4.1 Prologue: Aervellons Dilemma Aervellon is the Regent Baron of Girithlin, in favour of his nephew Echorion

    GIRITHLIN2 Heraldry: circa 1560 T.A.

    5 Goral rampant upon a Black field

    2 1 goral ram under 7 Stars a variant.

    GIRITHLIN War Banner under Arthedain

    Aervellon has plotted his entire life trying to further the Barony and his personal position in the cauldron of Cardolandrim politics. Recent events have conspired to stress Aervellons ambitions to the breaking point. His plots have been hampered by a hereditary pledge of fealty to the crown of Arthedain. The Barons of Girithlin in

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    generations past supported the claims of Arthedain as the high king of the Dunedain of the North. The Arthedain desired to increase the size and importance of Annon Baran, to rival Tharbad. Aervellon has played the role of reluctant vassal to Argeleb the 2nd of Fornost Erain for many years. Aervellons plots often run counter to Arthedain aims and intentions in Cardolan. The establishment of the Kingdom of Creb Durga the Realm of the Warlord Dagorhir has stretched he resources of the barony. Girithlin has been among the strongest of areas militarily. However, sheer fear, extortion, and the brutality of the Troll hordes have forced Aervellon to increasingly rely upon hired mercenary companies to build defences and protect the Girithlin lands. The Warlord has successfully extracted tribute from towns such as Angoth and Cithiel, along the south shore of the Baranduin, that owe fealty to Girithlin. Many of these towns are not walled, or the walls are in need of repair. They need quality mercenary troops to man those walls. Additionally, the Amber beds at the mouth of the Baranduin River have begun to play out. For many years the Amber beds were the primary source of wealth and trade for the barony. Recently deposits that had run for years have been mined out. New deposits are harder to find. Aervellon has spent Girithlins meagre subsidy from Fornost, and his depleted Amber revenue. Firstly in agitating riots in Tharbad, and secondly in agitating events in Oblys revolt in the Saralainn. This has used up the treasury and much of the family gold and silver plate Aervellon in desperation for money has had to mortgage lands with Dulin the 1st Dwarven King of Duneriador and the Blue Mountain dwarrows. Through contacts at the Dwarven trading house of Dulthor in Caras

    Celarinen, Aervellon intends to finalize the mortgage. Aervellon intends to use this money to hire a mercenary company to rebuild the defences of a number of towns and villages in Girithlin. 4.2 Meeting the Regent Baron of Girithlin 9 guardsmen of the Lord Aervellon of Girithlin in Caranthel will invite and summon the Players to a meeting. All 9 are members of the militia of Caranthel and are 3rd level. They will be armed with large flour sacks and cudgels/coshes. The leader of the party of the Guardsmen will make one simple offer His lordship desires to see you immediately and I am not to take no as an answer. The summons will come in the very middle of the night in the Players rooms, especially if the Players have rooms with any privacy. If the Players Party is staying in a common room, the 9 Guardsmen will selectively isolate one of the players when the person goes to relieve himself/herself at the Inns Bathhouse, asking this player to communicate the invitation via a scribbled note. They will then await the players at the gates of Minas Girithlin. The Guardsmen will try to be discrete and avoid a loud confrontation if at all possible; they have been so instructed. Should the Player (s) be successful in besting the implied threat of the invitation, the Guardsmen will persist with Diplomacy. Returning empty handed is not an option for them. Once inside Minas Girithlin, the players will be presented to Rhovanhen, the Castellan of the Regent Aervellon. Rhovanhen is a lesser Dunedain 65 years old, hale and in tremendous shape. Rhovanhen inherited his position from his father and is at least as conniving as the Lord Aervellon is. He is bound to Aervellon by personal loyalty and

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    a long history of treacherous deeds in Cardolandrim politics. The Players will be offered fine wine and refreshments in contrast to the method of summoning. Rhovanhen will point out the contrast to highlight the mellifluous and the callous rewards that newly found persons of notoriety can expect in Cardolan; as you have earned recent notoriety from your exploits. Rhovanhen will gauge the players interest in performing a task for the Regent Aervellon, while the Aervellon himself eavesdrops on the conversation from a nearby room. Rhovanhen will ask at least 3 questions: Are you interested in undertaking a mission for substantial reward? Are you able to remain discreet for this handsome fee? Are you oath beholden to enemies of Girithlin, or rivals in a similar way? Gamemaster Note: The pre-generated Player Characters come with some attachment to Girithlin. At least one of the characters has refused to become Oath sworn to Aervellon through an unspecified disagreement with his father. The Baron or Castellan may play upon this hoping that this task will at least remove the estrangement that has sadden us all. Two or more of the pre-generated characters are oath sworn to Arthedain. This might be a reason for their caution. If the party is not from the pre-generated

    group, the Gamemaster should carefully consider the backgrounds of the players and how this might affect the conflicting loyalties/perceptions of the Regent Baron. Refer to Politics and Power in Arnor: The Realm Section 7.2.1 page 84.

    Cardolandrim politics are ruthless and so long as the Regent feels confident the Players will stay bought, he will offer them a contract opportunity.

    The recent notoriety assumes the Players have completed the Quest for the Teregond. The Gamemaster could substitute other exploits of the players. Aervellon will enter the conversation at this point. He will simply pick up the thread of the discussion as if he had heard it all (he has). The Gamemaster should have the Players to roll a Light (+10) Perception Roll to come to this realization. Aervellon will begin: I have in mind a delicate task that requires men of discretion and the ability of a group of strong swordsmen. I have arranged a certain financial transaction with the King of the Mountain Folk of Duneriador the Dwarven Lords. I must present my official seal for surety in undertaking certain obligations in the next fortnight. This must be completed at Caras Celairnen bordering the Faerie Lands of Lindon, some 70 leagues north of here. I intend to send my trusted Castellan Rhovanhen as my representative. However, he will have to cross many lands and may be seen by many persons whom I do not wish to know my business. To send him with an escort of my household retainers may precipitate issues and attentions that I shall not delve into here. Needless to say, I want you to ride with my Castellan acting under his orders and on my behalf, and return with the Dwarven

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    voucher granted in exchange. You must do this thing for me and none other; and must not surrender either my personal seal, the person of my Castellan, nor the Dwarven token to any other hands than my alone. Do me this deed and I am prepared to reward you with these tokens of fallen Numenor; tokens of my heritage. They are worth much to me or others of Numenorean heritage could a buyer be found but you must never sell them, and admit only they were ceded to you for services to Girithlin. In the past all the Roquen of Girithlin were so armoured. Since the fall of Cardolan they now adorn the honoured dead. The price of them is beyond what many a man would see pass through his fingers in a lifetime. Aervellon is prepared to offer the following items in return of the successful completion of the mission. This is largely all he has left to offer having no wealth in coinage, and having pawned the family Gold plate long ago on other schemes. Aervellon will stress their value and Numenorean properties. 3 flasks of Cardolandrim brass in scripted with Sindarian letters that say the word pure. The Girithlin war banner sans stars engraved.

    Purifies all contents put into the flask. Poisons and potions must save verses a 10th level purification spell.

    3 Dunedain High Steel filets/headbands bearing the symbol of Girithlin a mountain Goral (sheep).

    + 10 DB Act as a full Helm Non-encumbering as armour. Do not interfere with spell casting.

    Having successfully bought their loyalty, Aervellon will leave Rhovanhen the Castellan to plan the journey during the evening, ensuring the Players return to the Inn before first mornings light to escape notice.

    4.3 Crossing the Baranduin The Players first obstacle is to cross the Baranduin with horses. The nearest true river crossing is to travel to Sarn Ford or to make to Annon Baran and hire passage of the river by ship. The Castellan of Girithlin will veto both proposals, as they require an inordinate amount of time and risk jeopardizing the secrecy of the mission. He will prefer to swim the river and would prefer to do so out of sight from prying eyes during the early evening hours.

    The Castellans Proposed Route:

    A number of small fishing ships and Riverman canoes exist within Caranthel to assist a human crossing, but none the size that could ferry a horse. The players could choose to cross the river in armour with

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    goods, allowing the horses to swim free, by purchase of a fishing boat or raft. The Castellan will agree to this if the Players can arrange it quickly, discretely, and without his involvement. The Baranduin, at this point in its winding route is a broad river some 200-300 yards across. At it centre the River plunges to a depth of 15 feet but is at least 4 feet deep off of both shores. The water continues to have a slow current for river of its size. The banks are not too steep (about a 20% slope), rising six to ten feet above the river level. The banks themselves are full of loose silty dirt whose structure and shape is maintained by extensive scrub brush and crab grass roots. The Bank extends about 5 yards into the river providing a loose and shallow dirt shelf. The shelf is full of the same weeds and grass, which are not tall, and do not present a navigation hazard. Rhovanhen will lead his horse down the bank succeeding in a Light (+10) Riding manoeuvres. Riding down the embankment requires a Medium (+0) Riding Manoeuvre. Rhovanhen will strip off his Rigid Leather armour and tie it with all his possessions into a leather watertight gunnysack, and then attach the sack to the pommel of the saddle with a 10-foot rope. He will lead his horse into the river proper swimming beside the horse, while the horse swims with saddle, tack, pack bags, and towing his possessions. If the Players do not think of it, the Castellan will suggest that the river crossing be done in relays with men armed with bows covering a pair of swimmers at a time from the shore. Once established on the next bank the next pair can come. He will be a little amazed by the lack of the Players experience. Gamemaster Note:

    The Players may have never had the opportunity to swim a river with a Horse.

    According to the MERP rules, Manoeuvres when handling a Horse are considered Riding manoeuvres; MERP 2nd Edition rules page 33. All personal manoeuvres for crossing the river are (logically) Swimming Manoeuvres.

    The Chart below details the Riding Manoeuvres rolls required each round for the 2 rounds it takes the Horse to swim between the shallows on the south bank to the shallows on the North bank where the horse will regain its footing.

    The Player Characters should also roll at least two personal Swimming (or boating if so arranged) Moving Manoeuvres while crossing the river. The level of difficulty assigned should be determined by the amount of clothing the Players keep on as per the MERP Rule suggestions. If the players attempt to ride/swim atop the horse across the river, then the Players have to make 2 Personal Riding Manoeuvre to not fall of the saddle and/or break the horses swimming gait. If successful a swimming manoeuvre is not required. Any type of percentage Success > 100 means the Players succeed in that round while crossing. A percentage success < 100% result indicates the need to make Riding (and more swimming) rolls as the Player and Horse have not coordinated their movements. Once the player has reached a cumulative 200% they have crossed the Baranduin. An absolute failure result means the Horse and player take in a large mouthful of water making the roll the next round at least one category more difficult (i.e. medium becomes hard ). The players have to rope to successfully to pull the horse and rider out of the river if two consecutive failures occur. **The Gamemaster should also note which if any player posses the Magical Fishing Lure outlined in Adventure 1 Myth of the Teregond. This character will have a minimum of 8 32 (D4X 8) small fish attack the location of the Magic lure,

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    spilling the contents to the river bottom. Light Horse/Medium Horse with no encumbrance

    Light (+10) manoeuvre

    War Horse with no encumbrance/Light or Medium Horse with only a saddle & tack

    Medium (+0)

    Light or Medium Horse with full tack and saddle bags/Heavy Horse with saddle & tack

    Hard (-10)

    Light or Medium Horse with full tack, saddle packs, towing buoyant personal belongings/War horse with full tack and saddle packs

    Very hard (-20)

    Light or Medium Horse with tack and non buoyant (i.e. Chain armour, shields and swords) personal belongings/War Horse (one level less)

    Extremely Hard ( 30)

    Light or Medium Horse swimming with heavy man and his full belonging upon its back/War Horse (one level less)

    Sheer Folly (-50)

    Light or Medium horse swimming with an armoured man and belongs upon his back/War Horse (all further levels)

    Absurd (-70)

    From the North bank, the Castellan will lead them a short way to a defensible campsite; light a fire and allow their personal belongs to dry out. Metal Armour, shields and buckle straps (magical or not) should be carefully wiped down to prevent rusting/water damage. This type of routine maintenance can be suggested once or twice by a GM before penalties should be applied. Any random encounters throughout the night are likely to portion of the group un-armoured; especially those in Chain or plate armour. The Gamemaster should note the hour of an encounter with an open-ended roll; low being early in the evening and high being early the next morning. 4.4 North through the White Downs The next stage of the journey encompasses a fast 220 mile ride north towards Caras Celairnen. The western portion of the Siragle (or Shire) is composed of rolling green hills dotted with farmsteads and small knots of trees. Visibility is no more than 1-2 miles at any given time due to the nature of the valleys and tree lines obstructing the view. The Castellan will be most anxious and nervous during this phase of the journey. He will wish to avoid settlements and will push to travel through the lands and mostly away from the main trails/roads in a Fast Ride as outlined in the Strategic Movement Rate table ST9 (page 66). This will require Light (+10) Riding Manoeuvre rolls every 4 hours. Encounter rolls are also required every 4 hours because of the haste. Rhovanhen will desire to travel 12 hours per day covering approximately 50 - 60 miles per day (MERP - Open Terrain - Table ST9). This makes any camp site poor in quality of defensibility.

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    At the same time he will insist some of the party scout ahead to avoid attention and encounters if at all possible. This tends to round the average distance covered down to less than 60 miles per day. Gamemaster Note: Players who have an avian scout will receive bonus modifiers to scouting and manoeuvre rolls that will help offset the negatives caused by the need for haste. If the players completed adventure 1 Aflith the Owl is a perfect companion in this regard. Aflith the White Owl will add a +30 to scouting and avoidance manoeuvre rolls during dusk and night time encounters. Being an owl Afliths bonus will only add +5 during daylight hours largely because of his magical perception abilities. Other bird familiars (crows. ravens. Etc) should add bonuses during daylight hours but unlikely are aligned to sensitivity of people and magic: +10 to +15 maximum is recommended. Rhovanhen will relate the history of these lands to the Players as they journey northwards. These are the lands of the Kirinkiya a Numenorean family of long history. They take their name from a Red Song Bird, but we know only the dirges of their battle hymns. They raise their horses in this area of Arthedain. For many years the Kirinkiya have been rivals of the Girithlin heirs and at times it has even come to grievous blows. In the time of Ecthilion Girithlin (1559 T.A. not quite a 100 years ago) a large force of the Knights of the Kirinkiya and their sponsors the Tarmear -launched raids into Girithlin. They sacked our herds, laid a levy against towns, and carried away valuable livestock and commodities.

    My own grandsire was killed in a tournament with a scion of the Kirinkiya in a melee of champions at Fornost. They know me well and I know them. It is best if we did not meet during this journey. Much water has flowed down the Baranduin since those days, and we serve the same king, but still old mistrusts die a hard death. My Lord now worries about the Trolls of Creb Durga and the Clansmen in the Ethir Gwalatho but would not ask of help of these folk for less than Mordor exploding in flame again. There are a number of settlements along the way to avoid. The river crossing will happen to the west of Cor Wilishar and so not come into that freehold city. There on the north bank of the Baranduin is a trail/road leading northwards that the party can make good time upon. Approximately 40 Miles north-westward brings the Party to the first manor settlement of the Kirinkiya; a fortified manor of their kin. The Castellan will prefer to swing east and pass out of the manors site. Here the road links with a major east west thoroughfare that leads to Cor Wilishar (crossing the River Noriglos). There are a number of people traveling to and from Cor Wilishar so that crossing the road unseen is important in this early stage. Rhovanhen will enlist the party to scout the road to ensure their secrecy. This will require 3-4 medium (+0) manoeuvre rolls to sneak to the roads edge and identify a time (or gap) when no one will see. The Gamemaster should not relate any results as a failure; this will result in the party being seen crossing the road. The players can be allowed a very hard (-20) perception roll to note that they have failed in scouting the road. Riding due north across country, the party will ride to the river fords near the joining of the stream Nimeithel with the stream Noriglos. An old ruined manor stands here and is used as a scouting area by the local

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    lords. The Party will have to scout the manor to ensure they are not seen crossing the ford. This requires 3-4 hard (-10) manoeuvre rolls. A party of 3 Kirinkiya men at arms are camping behind the old manor watching the crossing at the fords. Each is a 4th level warrior. Gamemaster Note: If during this first 120 miles the Players party is spotted by Random encounter with Locals or Local Militia or Patrol there will be pursuit of the Players party. Remember that due to the speed that the Party is traveling, random encounters should be determined more frequently as the Players have difficulties in balancing speed with a capability to scout ahead while using a Fast Ride and traveling 12 hours a day. The pursuit is especially true if the Players do not stop to answer questions such as: By whose leave do you ride through the lands of the Arthedain? The Castellan will be reluctant to allow a confrontation especially carrying his Lords official seal. He may be persuaded to bluff out an encounter with a Very Hard (-20) persuasion roll. The pursuit itself will take 3 hours to organize and will consist of 9 4th level warriors lead by a 6th level Ereter; an Ohtari of the Kirinkiya. They ride light horses and will be armed with Rigid Leather armour, a Lance , Anket, and round shield bearing a Red Bird under 7 white stars on a black field. The Gamemaster should utilize the MERP rules under Direct pursuit and the Hue and Cry pursuit to determine the results. Hue and Cry & Direct Pursuit. MERP 2nd edition Page 66-68 section 14.2. If the Players party fails to elude the direct pursuit they may be able to negotiate their way out of the situation using Very Hard (-20) persuasion and diplomacy. Any player with Diplomacy and/or Rhetoric as a secondary skill may add half his/her bonus to the attempt to Influence the Kirinkiya war party. Characters with obvious ties to

    Arthedain will gain additional bonuses for obvious displays of fealty such as a Rangers star.

    The Roquen of the Kirinkiya Fief will not be well disposed towards any party they have chased for many hours.

    They will react to any influence and interaction roll of less than 100% Success, or Total success; suggesting that at least one of the Castellan or the Players tilt a lance with the Kirinkiya men at arms; before they allow a Castellan of Girithlin be allowed to pass on through Arthedain lands.

    The Castellan Rhovanhen will not personally agree to tilt lances but if it is apparently the only way out of the encounter he will suggest tilt this lance and their arrogance be done. Should one the players win they will be allowed to move along their journey. If the players fail they will be asked to become guests of the Lord of Kirinkiya at his hall. Any combat of jousting will have critical results reduced to an A as per the MERP rules.

    In failure one Player at least will be expected to ride to Minas Girithlin with a polite ransom demand. The Other players may choose to return with the ransom demands, or try to continue the mission with or without Rhovanhen and the seal of the Lords of Girithlin. Should the players return unsuccessful for any reason this scenario comes to an end and the players should be given the experience consummate with the failure. Should the Players succeed in eluding pursuit the pursuit will end at Gamwich in any event. Approximately 40 Miles due north of the ford is the line of ridges known as the Tyrn Haen. Rhovanhen plans to follow the ridges edge and thus bypass Greenholm and Gamwich to the west for the next 80 miles.

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    Once past Gamwich, the players attempt to cross one more important road in secrecy: The Menatar Romen. This will require 3-4 easy (+10) manoeuvre rolls to gain the edge of the road. Depending upon when the party arrives at the Menatar Romen, the players will have to wait for dusk to ensure they cross without being seen. North of Gamwich the Castellan will grow notably more relaxed. After crossing the Menatar Romen, the Players party essentially stay upon the roads and trails north fording two streams and riding close to habitations until they reach the South Bank of the River Lhun. They are out of Kirinkiya lands by this time and Rhovanhen will not seek to flee or evade any encounters with people. 4.4 Meeting A Wandering Company upon the Ferry - optional At the River Lhun a Ferry will cross men and horses for a fee of 5 Silver Pieces each. The service is available by hailing the ferry on the far river bank. The ferry takes about 40 minutes to cross. One important non-random encounter is available at the Game masters discretion. The Party encounters a Wandering Company of Elves upon the ferry to Caras Celairnen. They will be Sindarian Elves lead by Haldor of Lindon. The Players will be confronted by 10 Sindarian warriors; bows at the ready though not drawn and pointed at the party. Haldor will invite the players to sit at the stern of the boat as guests of the Elves for a while. The Castellan of Girithlin will be reluctant but outwardly confident dealing with Elves; claiming to be worried about the horses. He will join if the majority of the players

    accept. A Cordial will be passed around the ship and the Castellan will quickly drop into a deep slumber; though it will not affect the players in this manner. If the party asks Haldor for his advice and council he will lead the following conversation: It is not often that we concern ourselves with the affairs of Mortals for our time is coming to pass to the Utter west. To give advice in the affairs of mortals is not a task undertaken with a light heart. Many deeds have you done on behalf of the free peoples of the west. Your exploits were heard even by us (Insert Exploit)3 and we do not study the ordeals of men. Yet we know that you currently work for the Numenorean Lord of men that styles himself Guardian Prince of Girithlin. Long ago it was foretold that tragedy would come to that line of men. They have a steak of arrogance that will undo them ere the end. Be careful to meddle in their affairs too closely lest it consume all thy good deeds. We will speak of this no more. Relax now and we will ascertain your safety into the city to the place you wish to go. The Elves will lead the party to the Goldsmith House of Dulthor, or an Inn if it is as late as dusk. The Party will be refreshed and energized by the cordial. 4.5 Meeting Dulthor Fairbeard in Caras Celairnen. 3 Assuming the Players successfully completed adventure one Haldor will be familiar the Slaying of the Dark Priest and the Teregond or some other exploit of the players.

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    The Trading House of Dulthor Fairbeard in Caras Celairnen is a well known landmark of this open city. Dulthor is a wealthy Goldsmith who stores the portable riches of many clients with total discretion for a negotiable fee; about 1% per month. He accepts only Gold and Silver deposits, and more rarely Mithril. Dulthor asks no questions of the source of his clients wealth, he merely assays the purity of the coinage and ingots, and agrees to the outstanding sum. For an additional 2% one time fee, Dulthor will provide an ivory and iron rod etched in Khuzdul and Sindarian allowing the bearer to draw upon the stored wealth at certain other Dwarven trading houses in Tharbad, Fornost, Suduri, and Fennas Druinen. Dulthor is also widely reputed to be kin of Dulin, King of the Dwarves of the Blue Mountain dwarrows in 1640. He acts as an informal Minastir of Trade with the Arthedain though he has never been to court at Fornost. More often the Arthedain nobility come to see Dulthor. 4.6 The Trading House of Dulthor The House of Dulthor is a richly decorated house in the very midst of the Market Square. The house is somewhat gothic looking with reliefs of axes carved in an interlocking pattern. The interior is described below corresponding to the diagram: 1. The grand entry hall. The hall is

    protected by to great brass doors with a drop bar to secure them. 3 Dwarven Guardsmen will politely insist that all visitors disarm in room 4.

    2. The Greeting room. Here Dulthors Steward greets all perspective and existing clients from a giant oak desk in the center of the room. A large curved

    stair case leads up to the 2nd level which is a series of bedrooms for the residents.

    3. Guard Room. Dulthor has 7 Dwarven Guardsmen Warriors (optional Rogues) on duty though out the day. They are kin of Dulthor himself. 3 dwarves garrison the entry hall at all times.

    4. The guest guardsmen room. Here in small alcoves visiting guardsmen can disarm. They can choose to stay in this room and play cards laid out on a small oak table in the center of the room.

    5. The office of Dulthor. Here Dulthor will finalize all transactions at a large oak desk in the center of the room. There are sufficient chairs for a party of 12 or so.

    6. West hallway; it leads to the western wing rooms: a den (8) library (10), and guest room. Eventually at the back of the house one finds stairs down to the basement and the vault.

    7. East Hallway it leads to the east wing rooms: a dining room (9), kitchen (10) and privy. Eventually at the back of the house one finds stairs down to the basement and vault.

    The vault in the basement is a brick 50 feet x 50 feet enclosed with Iron Doors. It is absurd (-50) to pick and requires 7 keys to open.

    The upper level contains: a master bedroom with a small vault, 3 guardsmen quarters, a guest room and a common room foyer where visiting guardsmen can stay. They

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    sleep in hard wooden benches along the walls at the top of the staircase. 4.7 Negotiating the Transaction Rhovanhen and the players will meet Dulthor in his office in the Goldsmiths house. The appointment is arranged for late morning just prior to noon. The Dwarven guardsmen will see that the party is disarmed. Attending Dulthor in a business transaction will be Baragund Turmen, the chief advisor of Prince Arvegil of Fornost. The Players should receive an Easy (+10) perception roll to note the obvious discomfort of the Castellan of Girithlin. Where previously Rhovanhen has been confident and poised; he suddenly looses his wind faced with a Royal Official of Arthedain. Rhovanhen stammers and blushes, which has not happened before. Dulthor will welcome Rhovanhen and excuse the entire party including Baragund indicating they have much to talk about and transact. He will offer Baragund and the Players a lunch while: the Girithlin and I complete our business. The Players and Baragund will be escorted to the Dining hall where a table has been laid out. In fact Dulthor, being very intelligent has invited Baragund on some pretext to place the Girithlin ill at ease in negotiation. Dulthor while very discrete, is aware of the reputation of Aervellon of Girithlin, and was seeking an edge in negotiations. He has no intention of telling the Arthedain anything regarding the affair; he merely anticipates that the crowns awareness will pressure Aervellon to play the strait and narrow. Baragund had no previous hint that he would meet the Castellan of Girithlin or what their affairs might be. Being an official of the crown he is now very interested. During the luncheon he will question the players extensively trying to ferret out

    intelligence on affairs in Cardolan. He will ascertain the following at the minimum for the players: Are you oath sworn vassals of Aervellon? I do not recognize you (Baragund may or may note recognize the players based upon previous exploits at the Game masters discretion). Which ship did you arrive in (thereby confirming a trip through Arthedain)? When do you return? How will you journey? (thereby confirming what cargo and provisions are being arranged) After an extended luncheon of an hour, Rhovanhen and Dulthor will join the party having completed their business Rhovanhen will be eager to eat, leave and return to the Inn. A duel of sharp questions and evasions between Baragund and Rhovanhen will characterize the remaining half hour luncheon. At the Inn Rhovanhen will immediately begin to arrange provisions for the return trip home. He will carry one unique item after the meeting. A Rod wrapped in leather and tied by a thong. He will keep this on his person at all times. Baragund will also take leave of Caras Celairnen for Fornost within the next 24 hours. He will advise the Crown Prince and send a note to Prince Minastir at Iach Sarn of the events that transpired. 4.8 There and back Again Rhovanhen will suggest that the party return using the same route. He is no longer worried about the time or the secrecy of the mission. Having been met by a Royal Official and actually completed the transaction he simply wishes to return to Aervellon and advise him of events. Nor are the Rod and the seal of critical importance; though Rhovanhen will not let

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    them escape his personal possession. The Rod is encrypted for a specific purpose, and the seal has completed a critical transaction. His lordship Aervellon can now alter or amend his official seal as he see fit. The ride home will take much longer as Rhovanhen will not push to travel 12 hours a day. He will recommend travelling 8 hours a day in a Normal Ride. He will even seek to stop in places such as Gammich or Greenholm to stay at an Inn as opposed to sleeping on the ground. Passage to Annon Baran could be arranged via ship if the Players are so inclined. The one ship available will be a fishing/whaler named the Far Lhun. It cannot transport horses and will be smelly (-10 to all activity for 3 days until the odour of the ship becomes 2nd nature). Rhovanhen will not be enthusiastic about the ship but may be persuaded with very hard (-20) rolls. The mission should be considered a success if the player successfully escorts Rhovanhen back and forth bearing the seal and the rod. Experience should be rewarded for this success; and travel through moderately dangerous lands. The lands are not dangerous in the sense of lethality, but rather the secrecy and haste of the mission. The mission should be considered doubly successful if the Players escort Rhovanhen with utmost discretion and secrecy. To do so the Players will have had to make a number of successful movement, scouting, and persuasion roles. Therefore the experience reward will be higher. Players who perceive or express suspicions of treachery in Girithlin actions should be awarded additional idea bonus points. There are sufficient clues through out the adventure to note that Aervellon is playing a sharp game. 5.0 Prologue The Battle of 3 Armies

    This third adventure is designed to dovetail with the successful completion of the first and second adventures - the Myth of the Teregond and Aervellons Dilemma. The Pre-generated player party outlined in section 1.0 can be used as the players in this scenario; however, the Gamemaster should consider increasing the respective levels by two or four per player; or the players have gained 2-4 levels of experience from the successful completion of the previous adventures. Alternatively, this adventure can be run as a stand-alone scenario with or without the pre generated characters. This second adventure is geared to Player Characters averaging 5th to 7th level. 5.1 Meeting Aervellon The Players Party is summoned to Minas Girithlin for an audience with Aervellon, the Regent Baron of Girithlin. The invitation will be conveyed with respect and diplomacy. This may be in sharp contrast to previous summons if the players have completed the second adventure.4 Aervellon has nearly exhausted the Baronys treasury in fermenting riots in Tharbad and revolts in the Saralainn. Aervellon has recently mortgaged a number of Amber Bed lands with the Dwarves of Duneriador. These mortgage monies pledge certain revenues from the Amber fields over the next 7 years. Unfortunately, the Amber deposits have begun to play out and new veins are increasingly hard to find. This will certainly be noted in the coming years and Aervellon is playing a complicated game of treachery and politics. However, Dagorhir the Warlord of Creb Durga has ordered forays into Girithlin lands to extract tribute and foods from a number of communities such as Angoth and Cithiel. Communities that lie along the south shore 4 Earnils Dilemma. Section 4.1

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    of the Baranduin and pledge fealty to Girithlin. Other communities, such as the nearby city/town of Carenthel, are petitioning Aervellon for troops and expertise to assist in rebuilding existing walls long neglected. In order to appease the situation Aervellon has crafted a complicated plot that he hopes will mitigate both his problems. The Mortgage monies are being used to hire a Cardolandrim mercenary company noted for have successfully meet the troops of the Warlord in battle. These troops are to shore up the defences of the communities along the southern Baranduin; both rebuilding walls and expelling troll and Orcish raiding parties. At the same time Aervellon has leaked news of his hiring this special mercenary company to numerous peoples he believes may be in sympathy of the Warlord Dagorhir. Dagorhirs hatred for this mercenary company should cause an imminent confrontation. Aervellon believes that the combination of events will relive him of both concerns. The Warlords certain retaliatory attack against the mercenary company will decimate both parties; thereby saving Aervellon from having to pay the bulk of the contract to the mercenaries and limiting the likelihood of further Troll incursions into his lands. All this will occur without the significant risk to Girithlin forces. It is for this purpose Aervellon requires a competent party of swordsmen to take the contract to the mercenaries. Aervellon will

    tell the Players nothing of his overall plans. He wants the party to act as courier and escort with the offer The contract is an encrypted Dwarven rod. It specifies (100men X 1s.p. per day X 300days) 30,000 pieces of silver to be paid in allotments. 10% is to be paid in advance by presenting the rod at the House of the Dwarven Merchant Prince, and Goldsmith, Craier in Tharbad. The remainder is to be paid over time for successful completion of the terms of the contract. This has been agreed upon by Aervellon and the mercenary leader. A further 3000 of the total (10%) is to be paid to the players for successfully escorting the mercenary troops to Girithlin lands. Aervellon must designate the finders in a letter attached with his seal. He will provide one short written note sealed with his official seal to the PCs designating them the finders once he has decided upon their competence for the mission. This too is to be paid in allotments with only 10% in advance; however, Aervellon will not volunteer this information unless specifically asked. Most importantly the Player(s) must be present with the rod when presented at Tharbad to collect their fee. Aervellon will specify this. Gamemaster Note: The Pre generated Characters come with some attachment to Girithlin. At least one of the characters has refused to become Oath sworn to Aervellon through an unspecified disagreement with his father. Two or more of the pre-generated characters are oath sworn to Arthedain. This might be a reason for their caution. If the party is not from the pre-generated group, the Gamemaster should carefully consider the backgrounds of the players and how this might affect the conflicting loyalties/perceptions of the Regent Baron. Refer to Arnor: The Realm Section 7.2.1

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    page 84.

    Above all the Gamemaster should note that Aervellon will not send directly Oath sworn men on this mission. The dubious nature of the mission would be a failing of a lord s oath of faith and loyalty; something which carries a large consequence in Middle Earth. Aervellon also desires to maintain some distance from direct involvement in order that he may be able to belatedly implicate his nave young nephew should the plans go array. Aervellon will conclude the interview with the players party once he has successfully assured himself that the players can be successfully bought off. He will provide the players with provisions, a suggested route to travel, and gear as required for a 14 day ride to the ruins of Ningliras; the last known location of the mercenary company. Aervellon Girithlin has arranged for the journey back; safe conduct through Tyrn Hodath (Tyrn Gorthad) with all road tolls paid so long as the mercenary army does not encamp near Bree, Minas Malloth or Methraith/Thalion. The preferred passage is to travel the south shore of the Baranduin, and to use the gap of Andrath to and from Girithlin Highlands to Tyrn Hothad. 5.3 The Road to Ningliras When leaving Minas Girithlin the players are likely to pass through the town of Carenthel. If the Players have previously completed the Myth of the Teregond adventure, the town populace will know them at sight and treat them as local heroes and celebrities. They will be forth coming with information and extra provisions with little persuasion

    Players should be given an easy (+5) perception roll to note that they are being scrutinized by a number of people in the town. At least one dark and swarthy stranger one will carefully note them and ride away to the south east. None of the townsfolk will be able to positively identify the man; other than to say a number of strangers, t