Valley of The Shadow of Death
Valley of The Shadow of Death
Valley
of the
Shadow of Death
In the Coldfells of Rhudaur
An Adventure Scenario for MERP
for 6 — 8 mid-level PCs
By V. J. Schiavoni
Nan Guruthos, with Amon Ereb and Bar-en-Hendaer, a monastery of the cult of
Sauron, in the Pinnath Aegring of Rhudaur, Middle-earth, TA 1640. Being a fan-
made resource for the Middle-Earth Role-Playing game. By V. J. Schiavoni June 2020.
Table of Contents
1.0 Introduction........................................................4 4.5 The Dwelling.................................................8
1.1 Legal Disclaimer............................................4 4.5.1 The Temple.............................................9
1.2 Setting And Requirements.............................4 4.5.2 The Catacombs/Dungeons.....................9
1.3 Definitions/Terms..........................................4 4.6 Dol Duniath....................................................9
2.0 The Setting..........................................................5 5.0 The Adventure..................................................11
2.1 The Tale.........................................................5 5.1 The Task.......................................................11
2.2 Background for the GM.................................5 5.2 Starting the Players......................................11
3.0 NPCs...................................................................6 5.3 Aids..............................................................11
3.1 Dolgubâr........................................................6 5.4 Obstacles......................................................11
3.2 Shom and the Monk-Priests...........................6 5.5 Rewards.......................................................12
3.3 Krum and the Guards.....................................6 5.6 Afterward.....................................................12
3.4 Other Personnel..............................................6 6.0 Encounters........................................................13
3.5 The Captives..................................................6 6.1 … Along the Way.........................................13
4.0 The Sites.............................................................7 6.2 … In Coldwater Valley................................13
4.1 The Coldfells Area.........................................7 6.3 … At the Monastery.....................................13
4.2 The Coldwater................................................8 6.4 … During Withdrawal.................................13
4.3 Coldwater Valley............................................8 7.0 Tables................................................................14
4.4 Lonely Hill.....................................................8 NPC Summaries.................................................14
Credits:
Author: V. J. Schiavoni
Sponsor: the MERP Fan Modules group
Special Thanks to those who reviewed/commented on the drafts!
Glossary uses Dragon Flame v2.0.
The New Notion Club Archives - Arda Role Playing Wiki and Encyclopedia of Arda were consulted.
Layouts: by author using AutoRealm v2.2.1, GIMP v2.10.18, and Inkarnate.
Image on title page: A painting after the style of Nicholas Roerich, by Ambersky235, CC-BY-NC-SA-2.0.
Image on page 2: Gebirgslandschahft Mit Wasserfall (Landscape with mountains and waterfall), 1886, by August Wilhelm
Leu (1818 – 1897), public domain.
Image on page 6: Evil Wizard, by coalheart on deviantart.com, permission requested.
Clipart gathered from the Web.
©2020 V. J. Schiavoni v0.9196Beta 2020-07-12 Released under Creative Commons Attribution-NonCommercial-ShareAlike
4.0 International (CC BY-NC-SA 4.0)
a
N n u
G ruthos, with Amon r E eb and a
B r-en-Hendaer, a monastery of the cult of
Sauron, in the i
P nnath Aegring of h R udaur, iM ddle-earth, A T 1640. Being a fan-
made resource for the iM ddle-Earth oR le-Playing game. y B V J Schiavoni Page 3 of 15
Nan Guruthos, with Amon Ereb and Bar-en-Hendaer, a monastery of the cult of
Sauron, in the Pinnath Aegring of Rhudaur, Middle-earth, TA 1640. Being a fan-
made resource for the Middle-Earth Role-Playing game. By V. J. Schiavoni June 2020.
1.0 Introduction when choosing details. It is also assumed that the party
is aligned on the side of the Free Peoples (or at least not
opposed to them), and against Darkness.
1.1 LEGAL DISCLAIMER The difficulty level is set for mid-level PCs (6 – 8 PCs
with 30 – 40 combined levels), but can be adjusted for
Valley of the Shadow of Death is a non-commercial, higher- or lower-level parties; suggestions: for lower
fan-created adventure scenario designed for the Middle- level of play, reduce by 1-2 the levels of Dolgubâr,
earth Role Playing (MERP) game by Iron Crown Shom, and Krum, and/or have a Ranger assist the party,
Enterprises (now long out-of-print). This document is and ensure that Dol Duniath is unoccupied; for higher
intended for the personal, private use of role-playing level, simply increase by 1-2 the levels of the three main
game (RPG) players and game-masters (GMs), as an aid antagonists, and/or add four more guards, and add 8 – 12
for their study and role-playing enjoyment. All refer- Hillman Scouts at Dol Duniath. A party focused on
ences to the works of J. R. R. Tolkien are the property of stealth capabilities will probably do best.
Middle-earth Enterprises (M-eE) and/or the Tolkien
Estate; additionally, MERP and all references to that Remember that most adventure scenarios, including
game system are the property of Iron Crown Enterprises this one, are adaptable to any role-playing game system
(ICE). All other material is the property of the author, with some work, and are somewhat flexible as to setting,
and may not be offered for sale, nor altered, without both time and place.
permission. Please note that M-eE has been extremely
aggressive against any perceived infringement of their
1.3 DEFINITIONS/TERMS
intellectual property rights. Ad = Adunaic; Bl = Blarm (Hillman); S = Sindarin
• Coldwater – Ad: Nîn Rinig; Bl: Forishka; S: Siring
1.2 SETTING AND REQUIREMENTS • Coldwater Valley – Ad: Tum Nîn Rinig; Bl: Glin
This adventure scenario assumes that the reader is a-Forishka; S: Nan Siring
familiar with the works of J.R.R. Tolkien and the MERP • Coldwater (Water)Fall – Ad: Nîn Rinig Kallabân;
game system. The GM must have access to the MERP Bl: As Forishka; S: Lanthir Siring
rule-book, and may wish to have the relevant maps/mod-
• Dolgubâr – Ad: "evil dark/night" + "lord"
ules for the adventure area chosen; recommended titles:
• Dome/Temple/Vault [of the] Great Eye – Bl: Kil
• #8040: Hillmen of the Trollshaws (background
na Sul Mor; S: Hendaerond
on Rhudaur and Hillmen)
• Dwelling/House of the Great Eye – Bl: Ot na
• #8070: Goblin-gate and Eagle’s Eyrie (color
Sul Mor; S: Bar-en-Hendaer
area map)
• House of Death-Shadow – Ad: Zadan n'Agannâlu
• #8103: Trolls of the Misty Mountains (details of
(Dolgubâr’s name for both monastery and temple)
Caranduin Vale, Dispar, Elnost, etc.)
• Lone(ly) Hill – Ad: Ambon Îr; Bl: Brin Aner; S:
It also assumes the default date of 1640 T.A. set by
Amon Ereb
ICE, however, almost any Third Age date between ca.
1356 and ca. 1975 should work fine. The physical setting • Valley [of the] Shadow-of-Death (originally
is in the Coldfells (S: Pinnath Aegring) of Rhudaur, Coldwater Valley) – Ad: Tum n'Agannâlu; S:
among the western slopes and foothills of the Misty Nan Guruthos
Mountains – although almost any remote location should
suffice. Some rural areas in Dunland or the Westmarch
of Calenardhon (later Rohan) might work well too, with
appropriate modifications. The antagonists described
herein are primarily Hillmen of Rhudaur, with access to
limited resources, so these points should be considered
a
N n u
G ruthos, with Amon r E eb and a
B r-en-Hendaer, a monastery of the cult of
Sauron, in the i
P nnath Aegring of h R udaur, iM ddle-earth, A T 1640. Being a fan-
made resource for the iM ddle-Earth oR le-Playing game. y B V J Schiavoni Page 4 of 15
Nan Guruthos, with Amon Ereb and Bar-en-Hendaer, a monastery of the cult of
Sauron, in the Pinnath Aegring of Rhudaur, Middle-earth, TA 1640. Being a fan-
made resource for the Middle-Earth Role-Playing game. By V. J. Schiavoni June 2020.
2.0 The Setting High mortality and thus high turnover have necessitated
a steady supply of new captives.
The monastery/seminary is currently headed by a
“Where is Pogo?” shouted Ariel, rushing into the Inn.
Black Númenórean (epithet: Dolgubâr) Mage/Animist
“I’m afraid he’s been taken captive by Hillmen,” said from the far south of Middle-Earth. The rest of the
Grog. “He – and others” monk-priests (6 Animists) are male Easterlings. The
“What? Why? Where did they take him?” Hillmen of Rhudaur have no priestly tradition, so as yet
“We found this,” said the Dwarf, showing her a small there are only four acolytes, all male Animists. The
metal amulet shaped like a stylized eye. facility boasts about a dozen support personnel (all male
“We believe that they have taken them to a temple of Hillmen of Rhudaur) – the place has to be self-sufficient.
the Witch-king in the Coldfells,” said the Ranger. “For Due to it's remoteness, there is minimal security (only 8
what foul purpose, I dare not guess.” guards plus a leader, all male Hillmen). Only males are
allowed in Zadan n'Agannâlu. This is for purely practical
“Well, we must rescue him!” she said. “We must purposes, to reduce distractions.
rescue them all!”
All of the Animists possess a custom-made brooch – a
2.1 THE TALE stylized eye in silver with tiger’s eye iris and jet pupil –
that functions as a Power Point multiplier or Spell Adder.
The Elves of Rivendell and the Dúnedain of the North
The main temple (Hendaerond) of Bar-en-Hendaer is
have long known that the Witch-king of Angmar has also shaped like a stylized eye, with an altar at the center
spread his evil influence into Rhudaur, corrupting the
on a raised chancel (the "pupil"), surrounded by a domed
Hillmen who dominate it. Not long ago they became (with oculus) circular area for worshipers paved in
aware that a secret sanctuary dedicated to Dark Worship
colored tile (the "iris"), and two triangular side areas (the
has been established in the remote Coldfells of Rhudaur, "corners of the eye").
but have thus far discovered little more about it. Recent-
ly there has also been a notable increase in Hillmen raids The valley has the "U" shape typical of glacial troughs:
taking prisoners, which the Elves have tracked to Nan the floor is relatively flat, the sides steep. The valley is
Siring (aka Nan Guruthos), the location of the shrine. about 30 miles long from the mouth to the terminus, and
The time has come for the Free Peoples to take action…. up to 5 miles wide. A 200 foot scarp or step blocks the
mouth of the valley, over which the Siring drops in a
2.2 BACKGROUND FOR THE GM spectacular waterfall. A single large hill dominates the
valley, the remnant of an isolated peak that survived
Nan Guruthos – The Valley of the Shadow of Death glaciation. The tree line at this latitude (approx. 53° N) is
Pinnath Aegring (Coldfells), east-central Rhudaur approx. 7,000 ft., which is slightly higher than the valley
T.A. 1640 floor. Hence, the valley floor is heavily forested (not
Zadan n'Agannâlu (Bar-en-Hendaer) was founded shown on ICE maps), as are the lower hills and lower
slopes, but the higher peaks and steeper slopes are bare,
about a century ago as a clandestine monastery/seminary
for Dark Worship. This facility represents a substantial except for scrub. A clear, wide swath on either side of
the stream provides pasture for cattle and sheep. The
investment for the Witch-king, and is expected to expand
greatly. The main functions of this seminary are to train monastery has four mules, a handful of hogs, a half
dozen cows, a few small flocks of sheep, many chickens,
Hillmen priests in the Dark Religion; and breeding
experiments, which are conducted with wanton and several dogs and cats.
depravity. Subjects are criminals or prisoners taken in Four of the servants are shepherds and live (with their
raids. At any time, there may be 4 – 24 subjects, who are sheepdogs) outside the monastery. They have a cottage
kept in abject misery and forced to work menial jobs – beside the main path at the bottom of Amon Ereb, and a
until they no longer can work and become experiments. handful of other shacks scattered throughout the valley
The captives are being held in cages in the dungeon. in which to shelter.
a
N n u
G ruthos, with Amon r E eb and a
B r-en-Hendaer, a monastery of the cult of
Sauron, in the i
P nnath Aegring of h R udaur, iM ddle-earth, A T 1640. Being a fan-
made resource for the iM ddle-Earth oR le-Playing game. y B V J Schiavoni Page 5 of 15
Nan Guruthos, with Amon Ereb and Bar-en-Hendaer, a monastery of the cult of
Sauron, in the Pinnath Aegring of Rhudaur, Middle-earth, TA 1640. Being a fan-
made resource for the Middle-Earth Role-Playing game. By V. J. Schiavoni June 2020.
a
N n u
G ruthos, with Amon r E eb and a
B r-en-Hendaer, a monastery of the cult of
Sauron, in the i
P nnath Aegring of h R udaur, iM ddle-earth, A T 1640. Being a fan-
made resource for the iM ddle-Earth oR le-Playing game. y B V J Schiavoni Page 6 of 15
Nan Guruthos, with Amon Ereb and Bar-en-Hendaer, a monastery of the cult of
Sauron, in the Pinnath Aegring of Rhudaur, Middle-earth, TA 1640. Being a fan-
made resource for the Middle-Earth Role-Playing game. By V. J. Schiavoni June 2020.
a
N n u
G ruthos, with Amon r E eb and a
B r-en-Hendaer, a monastery of the cult of
Sauron, in the i
P nnath Aegring of h R udaur, iM ddle-earth, A T 1640. Being a fan-
made resource for the iM ddle-Earth oR le-Playing game. y B V J Schiavoni Page 7 of 15
Nan Guruthos, with Amon Ereb and Bar-en-Hendaer, a monastery of the cult of
Sauron, in the Pinnath Aegring of Rhudaur, Middle-earth, TA 1640. Being a fan-
made resource for the Middle-Earth Role-Playing game. By V. J. Schiavoni June 2020.
a
N n u
G ruthos, with Amon r E eb and a
B r-en-Hendaer, a monastery of the cult of
Sauron, in the i
P nnath Aegring of h R udaur, iM ddle-earth, A T 1640. Being a fan-
made resource for the iM ddle-Earth oR le-Playing game. y B V J Schiavoni Page 8 of 15
Nan Guruthos, with Amon Ereb and Bar-en-Hendaer, a monastery of the cult of
Sauron, in the Pinnath Aegring of Rhudaur, Middle-earth, TA 1640. Being a fan-
made resource for the Middle-Earth Role-Playing game. By V. J. Schiavoni June 2020.
a
N n u
G ruthos, with Amon r E eb and a
B r-en-Hendaer, a monastery of the cult of
Sauron, in the i
P nnath Aegring of h R udaur, iM ddle-earth, A T 1640. Being a fan-
made resource for the iM ddle-Earth oR le-Playing game. y B V J Schiavoni Page 9 of 15
Nan Guruthos, with Amon Ereb and Bar-en-Hendaer, a monastery of the cult of
Sauron, in the Pinnath Aegring of Rhudaur, Middle-earth, TA 1640. Being a fan-
made resource for the Middle-Earth Role-Playing game. By V. J. Schiavoni June 2020.
a
N n u
G ruthos, with Amon r E eb and a
B r-en-Hendaer, a monastery of the cult of
Sauron, in the i
P nnath Aegring of h R udaur, iM ddle-earth, A T 1640. Being a fan-
made resource for the iM ddle-Earth oR le-Playing game. y B V J Schiavoni Page 10 of 15
Nan Guruthos, with Amon Ereb and Bar-en-Hendaer, a monastery of the cult of
Sauron, in the Pinnath Aegring of Rhudaur, Middle-earth, TA 1640. Being a fan-
made resource for the Middle-Earth Role-Playing game. By V. J. Schiavoni June 2020.
5.0 The Adventure Dispar and Elnost (see area map) are by far the closest
friendly havens, and one of them should be used at least
as a way-station. This adventure scenario assumes that
In the dim light of the stars, the Elf led them up the hill the party starts at Dispar. Even so, the PCs will face a
to the base of the wall. It was slow going in the dark, long (~75 mi.) journey through hostile and rugged (but
and they had to focus on not stumbling and staying mostly empty) territory, for which they must be
silent. Fortunately, they succeeded despite the darkness, prepared. Prudent planning is required. The GM should
and it seemed that there were no guards anyway – all ensure that the party has, at least, intelligence as to the
was eerily quiet. existence of Dol Duniath and Bar-en-Hendaer and the
“I will climb the wall,” whispered the Elf, “and then general location of Nan Guruthos. Unless they are
lower a rope, if the way is clear. Let us hope that our familiar with the area (highly doubtful), they will also
enemies are not vigilant.” require a decent map and/or guide and/or good
navigation capabilities.
5.1 THE TASK
Other than stumbling across this place by dumb luck, 5.3 AIDS
the easiest hook is to have someone close to the PCs, The very remoteness and emptiness of the entire area
such as a friend or relative – or close to a sponsor such allows for generally unobserved movement, and Nan
as Elrond or Gandalf, who may also offer a bounty – Guruthos itself provides ample cover in it’s wooded
captured and taken prisoner to Bar-en-Hendaer, requiring areas for those seeking stealth.
a rescue mission. Another option is an infiltration/assault The GM may decide to conveniently arrange for the
operation to damage/neutralize the facility and it’s staff, party to intercept a courier or two immediately prior to
but that mission would necessarily expand to include a entering the valley. Said courier(s) could be captured and
rescue of the prisoners. made to divulge details about the valley and monastery
Any attempt at negotiation – for surrender, release of and inhabitants, or even useful documents.
captives, or otherwise – will be met with resolute As mentioned, the guards are complacent and security
rejection as long as Dolgubâr or Krum is in charge. is lax: no one at Bar-en-Hendaer is expecting trouble. An
If they successfully infiltrate by night, the PCs may observant party should discover and exploit this fact.
decide to attempt to methodically kill everyone as they Dolgubâr’s position is actually somewhat precarious:
sleep, and (if the GM allows) indeed they may theo- the Hillmen are famously xenophobic, and while the
retically succeed, but this will require silent, flawless Easterling priests certainly fear and even grudgingly
execution and indiscriminate slaying of anyone and respect him, they have no love whatsoever for this
everyone they encounter. However, the adventure will be “Black Númenórean”. The fact that he is alone – and
more challenging and fun if the party runs into a thus potentially vulnerable – amongst a rabble of
ceremony in progress (see 6.3). Easterlings and Hillmen seems lost on him – he feels
secure in his own right as the appointed chief priest of
5.2 STARTING THE PLAYERS the Witch-king. A clever party might find a way to
The most likely starting places for the PCs are: exploit this weakness….
(a) Dispar or Elnost, both in the Caranduin Vale, A truly expert party may realize that pursuit during
(b) Carandor or Daenost, also near Caranduin Vale, withdrawal will be minimized or prevented by
eliminating the enemy leaders and/or guards.
(c) Rivendell,
(d) the Inn at the Last Bridge, 5.4 OBSTACLES
(e) Etraim, Dol Duniath is a decaying watchtower overlooking the
(f) Fennas Drúnin, main route from Caranduin Vale into the North. It is
(g) or some other such haven. currently controlled by the Hillmen. The GM can have it
a
N n u
G ruthos, with Amon r E eb and a
B r-en-Hendaer, a monastery of the cult of
Sauron, in the i
P nnath Aegring of h R udaur, iM ddle-earth, A T 1640. Being a fan-
made resource for the iM ddle-Earth oR le-Playing game. y B V J Schiavoni Page 11 of 15
Nan Guruthos, with Amon Ereb and Bar-en-Hendaer, a monastery of the cult of
Sauron, in the Pinnath Aegring of Rhudaur, Middle-earth, TA 1640. Being a fan-
made resource for the Middle-Earth Role-Playing game. By V. J. Schiavoni June 2020.
manned or empty, depending on the difficulty desired. If whatever the PCs can loot or steal from their enemies,
occupied, it will be manned by a small troop of Hillmen plus any bounty or boon offered for freeing the captives.
Scouts, who will certainly molest strangers (or worse), If persons such as Elrond, Gandalf, or the Dúnedain are
so it should be avoided. However, sneaking past it at involved, their gratitude will certainly ensure that the
night should be easy. Stats for Hillmen Scouts are PCs are well rewarded.
provided in the Table.
At Bar-en-Hendaer, there are two guards at the front 5.6 AFTERWARD
gates at all times. Security may be loose, but any If and when the PCs are debriefed (by The Wise, a
unknown or unexpected party openly approaching the Wizard, the Elves, or Dúnedain), those of the Free
monastery will be met by Krum and a party of guards Peoples with knowledge of such things will not be
and servants of at least equal size, more if they appear surprised at the discovery of a center of Dark Worship at
dangerous. An open assault will be met by closing of the this time and place, but they should be interested and
gates and defense of the walls by all available personnel. perplexed (or even concerned or alarmed) by the motif
One obvious ruse to gain entry is to pose as a courier, of the Great Eye – though they will not in any way
or even an escort delivering new prisoners. However, understand what it means for many long years – thus
infiltration of this facility by disguise and/or imposture foreshadowing things to come in the distant future.
will be most difficult, suicidal for non-humans: all There will almost certainly be survivors of any raid on
personnel will be very suspicious of anyone but Hillmen Bar-en-Hendaer, and word of events will shortly reach
in this remote area of Rhudaur, and impersonating a the Witch-king. Unless the party has somehow managed
Hillman will require more than just clothes and a strange to completely destroy the place beyond repair, it will
accent. And who would pose as the prisoner(s)? If the soon be repaired and restaffed, with trebled or
GM wishes to allow this option, perhaps the party can quadrupled security.
forge or acquire believable documents and/or credentials If any survivors can identify the raiders, they will be
from a friendly sponsor (e.g., Elrond, Gandalf or such), marked, and spies will be on the lookout for them
or even intercept an enemy courier on their own – the throughout Rhudaur and indeed all Eriador.
guards will not be able to read such documents in any
case, so a single spy or two might make it past the front If either Dolgubâr or Krum survives, they will become
gates, but then what? Krum or Dolgubâr will be even even more vicious, and will pursue revenge against the
harder yet to deceive since both can read. Still, a spy PCs, if at all possible.
may be able to gain entry and reconnoiter the place
ahead of the party. Infiltration by stealth, however,
should be not only possible but relatively easy, espe-
cially at night since there are only two guards, both at
the front door.
Even if rescue of the prisoners is successful, the entire
group must travel far through rough, hostile territory to
reach safety. The freed captives may need assistance just
to move. The good news is that any pursuit will be fee-
ble or hopelessly late, and random encounters likely few.
5.5 REWARDS
The task here being primarily a rescue mission, the
main reward is recovery and freeing of the captives, plus
maybe destruction or impairment of the Witch-king’s
plans for this facility. The only material rewards are
a
N n u
G ruthos, with Amon r E eb and a
B r-en-Hendaer, a monastery of the cult of
Sauron, in the i
P nnath Aegring of h R udaur, iM ddle-earth, A T 1640. Being a fan-
made resource for the iM ddle-Earth oR le-Playing game. y B V J Schiavoni Page 12 of 15
Nan Guruthos, with Amon Ereb and Bar-en-Hendaer, a monastery of the cult of
Sauron, in the Pinnath Aegring of Rhudaur, Middle-earth, TA 1640. Being a fan-
made resource for the Middle-Earth Role-Playing game. By V. J. Schiavoni June 2020.
a
N n u
G ruthos, with Amon r E eb and a
B r-en-Hendaer, a monastery of the cult of
Sauron, in the i
P nnath Aegring of h R udaur, iM ddle-earth, A T 1640. Being a fan-
made resource for the iM ddle-Earth oR le-Playing game. y B V J Schiavoni Page 13 of 15
Nan Guruthos, with Amon Ereb and Bar-en-Hendaer, a monastery of the cult of
Sauron, in the Pinnath Aegring of Rhudaur, Middle-earth, TA 1640. Being a fan-
made resource for the Middle-Earth Role-Playing game. By V. J. Schiavoni June 2020.
7.0 Tables
NPC Summaries
AT/ Missile
Name/# Lvl Hits Helm Sh/Gr DB Melee OB 1/2/3* OB* MM** Notes‡
Dolgubâr 10 66 No/No No/No +5 +40bs/+60da/-20 +30da +15 Black Númenórean Mage 5/Animist 5
Item: +15 magical dagger; Item: Brooch, ×3 PP multiplier. PP(Chan): 2×5×3=30; Spell Lists: 6. PP(Ess): 2×5×3=30; Spell Lists: 6. Dir Spells: +95;
Base Spells: +20; Perception: +55
Shom 5 38 No/No No/No +5 +35sc/+10da/-20 +35ja +15 Easterling Animist
Item: Brooch, +3 Spell Adder. PP(Chan): 2×5=10; Spell Lists: 6. Directed Spells: +25; Base Spells: +10; Perception: +40
Krum† 5 86 SL/Yes No/No +15 +80sp/+65bs/+40da +100sp +5/+15 Hillman Warrior. Well-armed.
Item: +10sp. Perception +10
Priests/3 4 33 No/No No/No +5 +30sc/+10da/-20 +30ja +15 EasterlingAnimist
Item: Brooch, +2 Spell Adder. PP(Chan): 2×4=8; Spell Lists: 5. Directed Spells: +23; Base Spells: +8; Perception: +34
Priests/2 3 27 No/No No/No +5 +25sc/+10da/-20 +25ja +15 Easterling Animist
Item: Brooch, +2 Spell Adder. PP(Chan): 2×3=6; Spell Lists: 4. Dir Spells: +21; Base Spells: +6; Perception: +33
Acolytes/4 1 16 No/No No/No +5 +25sp/+10bs/-20 +15sp +15 Hillman Animist
Item: Brooch, +1 Spell Adder. PP(Chan): 2×1=2; Spell Lists: 2. Directed Spells: -18; Base Spells: +2; Perception: +21
Guards/4† 3 60 SL/Yes No/No +15 +54sp/+49bs/+34da +64sp +5/+15 Hillman Warrior. Well-armed. Percept +5
Guards/4† 2 47 SL/Yes No/No +15 +46sp/+41bs/+31da +51sp +5/+15 Hillman Warrior. Well-armed. Percept +5
Servants/4† 3 38 No/No No/No +20 +53sp/+23bs/-10da +63sp +25 Hillman Scout. Well-armed. Percept +29
(Shepherds)
Servants/4† 2 47 No/No No/No +15 +46sp/+41bs/+31da +51sp +15 Hillman Warrior. Perception +10
Servants/4† 1 34 No/No No/No +15 +38sp/+33bs/+28da +38sp +15 Hillman Warrior. Perception +5
Scouts/4† 3 38 SL/Yes No/No +20 +53sp/+23bs/-10da +63sp +5 Hillman Scout. Well-armed. Percept +24
Scouts/4† 2 32 SL/Yes No/No +20 +47sp/+22bs/-10da +52sp +5 Hillman Scout. Well-armed. Percept +16
Scouts/4† 1 27 SL/Yes No/No +20 +41sp/+21bs/-10da +41sp +5 Hillman Scout. Well-armed. Percept +8
Codes: Lvl = Level; AT = Armor Type; Sh = Shield; Gr = Greaves (A = Arm, L = Leg); DB = Defensive Bonus (includes Shield);
OB = Offensive Bonus; MM = Movement & Maneuver Bonus; PP = Power Points (Chan = Channeling, Ess = Essence).
Weapons Codes: da = dagger; bs = broadsword; ja = javelin; sc = scimitar; sp = spear.
Armor Types: No = No armor; SL = Soft Leather.
* If no weapon is specified, the OB applies to any other weapon. Having a weapon skill does not guarantee that such a weapon is available.
** If two numbers are shown, the first is with armor, the second with no armor.
† The primary Hillman weapon is the spear – thrown; or secondarily retain spear for melee as a 2-H pole-arm at +10 (included).
‡ “Well-armed” means the NPC normally carries all listed weapons.
THE END
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G ruthos, with Amon r E eb and a
B r-en-Hendaer, a monastery of the cult of
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P nnath Aegring of h R udaur, iM ddle-earth, A T 1640. Being a fan-
made resource for the iM ddle-Earth oR le-Playing game. y B V J Schiavoni Page 14 of 15