Sunteți pe pagina 1din 40

Gloom on

Weathertop
Gloom on Weathertop is the second part of the 3-part chapter Breeland by Twilight,
written for Deciphers Lord of the Rings Role-Playing Game. It begins in the year 2941
of the Third Age, in the village of Bree. It is recommended that the players play the first
part of the trilogy, Rescue on the Barrow Downs, but not required. This chapter
assumes the players have zero or one advancement.

This adventure was also written with the assumption that the NPC Weldon Proudfoot will
accompany the PC on their journey. Narrators may play Weldon or assign him to a
player, so long as the player doesnt mind the Narrator occasionally hijacking the
character now and then for dialog, ideas and Lore tests.

Overview
In the year 1409 of the Third Age, the Witch-king of Angmar led his forces against the
Numenorian kingdoms of Rhudaur, Arthedain and Cardolan. Rhudaur became a vassal
state of Angmar and the Witch-king launched an assault on Arthedain and Cardolan at the
fortress of Amon Sul. After a battle outside the fortress that favored the invaders, the
tower was besieged. King Arveleg, knowing the palantir of Amon Sul was in danger, had
it secreted north to his capital in Fornost. Another treasure that was too difficult to be
moved was the Tapestry of the Dunedain, a tapestry describing the history of his people
as well as a prophecy for the return of the king to the throne of Gondor. The tapestry was
hidden in a secret compartment of the treasure chamber and trusted to luck.

After many days of battle, Amon Sul fell when a knight of Arthedain betrayed his king
after the Witch-king promised to free his captive family. The knight, Damrod, told the
Witch-king of a secret passage into Amon Sul, allowing the host of Angmar to take the
keep from within. The Witch-king never found the Tapestry of the Dunedain and sealed
Damrod into the treasure chamber before putting the tower to the torch.

In the year 2941 of the Third Age, Aigen Shatha, an apprentice to The Necromancer, has
hired many thugs and goons to scour the region of Eriador for items of power. Once such
thug, a half-Orc named Feyroth, attempted to kidnap a Hobbit merchant named Weldon
Proudfoot and use his knowledge of the Barrow Downs to find a supposed palantir (see
Rescue on the Barrow Downs). That misadventure went poorly thanks to a band of
heroes.

Now, another of Shathas minions has disrupted the region in his quest. A bandit named
Cormag has gathered a small force together and preys upon the East Road between the
Midgewater Marshes and Weathertop. He attacks and kidnaps travelers for use as slave
labor to dig for the Tapestry of the Dunedain, which Shatha has divined is still among the
ruins.

Meanwhile, Weldon and Dustor Proudfoot, while searching for dyes in the area east of
Midgewater, witnessed lights on the summit of Weathertop and encountered a ghost.
They fled in fear and Weldon now hires the PCs to recover their lost baggage and ponies,
and hopefully discover who the ghost is and why there are lights at the old fortress ruins.
Traveling on the East Road, the PCs encounter a farm family that has turned to banditry
after being dispossessed of their lands by Orc raids. The family is no match for the PCs,
who must have the self-control to not destroy them. The family, if showed mercy, can aid
the PCs with information and guidance.

When the PCs reach the clearing where Weldon and Dustor saw the lights and
encountered the ghost, they too encounter the apparition, as well as a patrol of bandits.
The ghost leads them to safety in the cellar of the ruins of his manor house. He states that
he is a knight who fell defending Amon Sul and desires that the PCs secure the tapestry
and bury him with his comrades, an honor he was denied. When the PCs vow to recover
the tapestry and buy the knight, he tells them of secret entrance to the ruins of Amon Sul
through the bowels of the hill.

Avoiding the bandit patrols, the PCs make their way to Weathertop and enter the secret
passage. Along the way to the summit, they encounter a collapsed staircase, a lair of
spiders and a Sindarin riddle that will open the door to the summit.

At the summit, the PCs find themselves among the ruins, with a small force of bandits
guarding prisoners. A larger force is climbing the hill and will arrive within minutes. The
PCs must free the prisoners, get the tapestry and attempt to bury the knight. However,
when the PCs attempt to bury the knight, the ghost of King Arveleg appears and prevents
it, revealing that Damrod was the traitor of Amon Sul. The PCs must deal with the
unhappy ghost and recover the Proudfoots lost goods before Cormag leads his bandits to
the summit.

After the PCs finish the adventure, they begin the journey back to Bree via the East Road.

The Adventure
Dinner w/ Weldon
The PCs have each been given an invitation to a dinner party at Weldon Proudfoots
(introduced in Rescue, full stats in the Appendix) home. After dinner Weldon announces
that he has brought them together to form a company to recover his lost baggage and
ponies and to discover why bandits and a ghost have been seen in the lands to the east of
Bree.

Narrators may wish to have any players who have not played Rescue on the Barrow
Downs make a Renown test for Weldon Proudfoot before the game begins. If a PC
succeeds with a Renown test for the Hobbit, he/she will know that Weldon Proudfoot is a
well-regarded dye merchant in his mid-60s who often travels outside the hedgerow walls
of Bree to trade and seek new dyes. He is known to do a little treasure hunting, and is
rumored to spend time in the strange and dangerous Barrow Downs. He is partnered with
his cousin, Dustor Proudfoot, who specializes in cloth. PCs know Weldon as a well-
dressed older Hobbit who was fond of carrying a silver-headed walking stick of Dwarven
manufacture with him wherever he goes.
Give out Player Handout #1: Dinner Invite (cut into 6 pieces)

A cool evening gives way to twilight as you climb Bree hill holding an ornate
velum invitation to dinner with Weldon Proudfoot, a prosperous dye merchant and part-
time adventurer. Ahead, at No. 6 Horbury Lane, lamps illuminate a long table in
Weldons front garden set with bread, cheese and roast meats.
As you approach, Weldon greets you, saying, Welcome, friends, welcome!
Youre the last ones to arrive. The meat is fresh from the oven and my cousin Dustor is
just about to tap a barrel of Rymen Butterburs finest beer.

The PCs are treated to fine meal prepared and served by several Hobbit women. This is a
good time for players and PCs to introduce themselves. Once the dinner is done, Dustor
produces some pipe weed for all who wish to imbibe. Then, Weldon gets down to
business.

Weldon stands upon his chair and bangs his mug on the table to get your
attention.
My thanks to you for joining me on this fine night. I have enjoyed the company,
but I must confess that I have an ulterior motive for bringing you together. But first, my
cousin and I have recently had an experience we wish to share with you.
Last week, Dustor and I were out east of Bree looking for dyes. We hadnt had
any luck and kept pushing east until we found ourselves within sight of Weathertop,
which is much further than wed ever gone before. Night fell and we made camp in a
clearing off the East Road. We lit no fire for fear of the bandits that lurk on the path, but
now I wish we would have risked it.
In the middle of the night, we awoke to an odd feeling that seemed to hang in the
air like a mist. We looked about and saw lights on Weathertops summit.
Then, a swirling wind picked up around us. A pale light appeared and became
the form of a Man in armor. He seemed to want to speak to us, but by then Dustor and I
had had quite enough, thank you. We lit off down the road without our ponies or baggage
like a couple of rabbits. We didnt stop until morning and then we walked back to Bree.
Now, the reason Ive asked you here for supper, is that I propose to form a
company of adventurers. First, I wish to recover my ponies and baggage, and second, to
investigate the apparition and the lights on Weathertop.

Weldon offers to pay the PCs 15 copper pieces per day for their participation in an
expedition to Weathertop, as well as provide rations for the groups use. He will
accompany the PCs, leading a pony and offering what guidance he can. Any treasure
found will be divided among the company, after Weldon has received a portion equal to
his payout to the company. The PCs will be required to sign a contract that Weldon has
drawn up.

Give out Player Handout #2: A Contract, and have the players sign their characters name
to it.
Once the formalities are done with, Weldon will ask if the PCs know much about
Weathertop and the ruined fortress of Amon Sul found there. PCs can make Lore: Realm,
History, Songs or other appropriate tests to determine what they know. Weldon will ask
the PCs to relate their knowledge to the company. If the PCs have a greater Lore: Realms
or History skill than he does, he will not speak. However, if he knows more than the PCs,
he will sing the Lament of Amon Sul for the PCs.

Give out Player Handout #3: Lament of Amon Sul.

Weldon adjourns the late meeting by raising his pint of ale and offering a toast.
May we enjoy good weather and good fortune, and may Evil be turned aside
from our path.

PCs will be able to make purchases in Bree the next day from the various merchants and
craftsmen. Narrators note: do not roleplay these purchases.

Traveling the East Road


On the way to Weathertop, as the PCs pass the Midgewater Marshes (about 2 days from
the ruin), the PCs are met by a farm family begging for food and money. When the PCs
give a little cash, the beggars draw improvised weapons and more spring from the bushes.
If the PCs draw weapons and resist, the bandits flee. If the PCs capture a family member,
he pleads for his life, and the bandit leader returns, also pleading. They are starving
farmers forced out of their lands northeast of Weathertop by depredations of Orcs, and
are barely surviving.

It must be clear to the PCs that they outclass the bandits several times over and that
harming or killing them is almost akin to harming or killing defenseless people, an act
worthy of a point of Corruption. The bandits are also a potential source of information
and assistance.

Calculate how quickly the PCs travel to Weathertop, a distance of 75 leagues, using the
rules in the Core Book (page 252). This scene occurs approximately 30 leagues from
Weathertop (about 45 leagues from Bree).

Youve traveled for several days on the lonely East Road, meeting no one after
leaving the plowed fields of Breeland. Even the weather has cooperated, and the only
difficulty has been the constant biting flies from the Midgewater Marshes. Now, the
weather has turned rainy and dark clouds hang low near the curves of the Weather Hills
to the east.
Coming around a corner, you see two gaunt men and a women dressed in rags
sitting near a broken-down handcart on the roadside about 60 feet ahead. Their lean
faces speak volumes for the number of meals they have missed. They eye you warily as
you approach, but one, a middle-aged man, steps into the road and speaks to you.
We are poor farmers forced from our lands beyond Weathertop by Orcs, he
says. Our provisions have given out and our cart is in need of repair. Can you spare a
few copper coins or food?

Give out Player Handout #4: Beggars on the East Road

If the PCs resist or spurn the beggars, they become more insistent until the PCs are in the
ambush zone, when the beggars draw their weapons and spring the ambush. If the PCs
stop and offer aid, the beggars will draw their weapons and spring the ambush while the
PCs fiddle with their coin purses (see Appendix for stats).

The Ambush
The beggars on the road will pull weapons from the handcart (a Challenging (TN 15)
Observe: Spot test). Four bandits (an old man, an old woman, and a boy and a girl)
emerge from the surrounding bushes armed with poorly made short bows, a grain flail
and rocks. See the Appendix for Bandit stats.

The first seconds of the ambush will be the most critical. The PCs may well suspect an
ambush and can spot the hiding bandits with a Challenging (TN 15) Observe: Spot test. If
a PC has started that he/she is prepared and expecting trouble, the do not suffer a negative
surprise modifier to their initiative. All others do.

The bandits will draw their weapons with their first action and attempt to Intimidate the
PCs with their second action (roll Intimidate). The bandits will not attack or harm the
PCs, unless the PCs engage the bandits in combat. The bandits are not trained at fighting
and their weapons are of poor manufacture. The bandits with bows will fire on the
attacking PCs only. Those bandits near the PCs will fight defensively until they can flee,
at which time the rest will follow. If a bandit is wounded or captured, the father will stand
and plead for their lives. He is willing to swap his life for theirs, or suffer a similar
punishment, so long as the other is freed. He knows that Men in red masks have been
searching Weathertop and the area around it, and that they are led by a shrouded Man,
and is willing to part with this information if it helps his people.

Some PCs may anticipate the attack, and draw their weapons and attack immediately.
Some may even gain initiative on the bandits. If the narrator feels the PCs have adequate
reason to draw weapons before the bandits do, then so be it.

Narrators Note: this is an opportunity for the PCs to show mercy and wisdom. The
bandits are truly starving farmers who turned to banditry out of desperation. The bandit
leader has 2 points of Corruption, but is not an evil person by nature. A Routine (TN 10)
Insight test with the bandit leader will reveal this.

This is also an opportunity for the Narrator to employ alternative rule for damage [see
Core Book, pages 271, 272]. The PCs can easily overpower, wound and even kill the
bandits but doing so would mean that they strike down an obviously inferior foe. Use the
alternate rules (breaking the bandits weapons, stunning blows, etc.) unless a PC makes a
deliberate choice to injure, maim, or kill. If they do this, the PCs will earn a point of
Corruption (2 if they kill) for such injudicious and un-heroic use of their strength.

If the PCs capture a bandit or bandits, they will be left with the choice of what to do with
them. Bringing them along for the rest of the adventure isnt an attractive choice, but
neither is leaving them to do as they will. The PCs must make a choice as to what to do,
based on their collective values and judgment. The Narrator may award experience,
Renown, or Courage points for creative judgments, and Corruption points for excessive
or cruel punishments.

If the PCs demonstrate extraordinary kindness and mercy to the Lotsman family, the
Narrator may reward them with the edge Friends (Lotsman family) as found in the
Appendix.

Bandits on Patrol and Strange Meetings


The PCs are about 15 leagues from Weathertop when, at twilight, they find the path
leading to the clearing where Weldon and Dustor encountered the ghost and left their
baggage and ponies. Approximately 120 feet from the road, the PCs find the clearing, but
no baggage or ponies.

A day has passed since your encounter with the bandits. As twilight approaches,
you can see Weathertop rise above the surrounding territory like a monolith, another
days travel away. A broken crown of ruins lies at its top, giving it a jagged and daunting
appearance.
Weldon points to a small trail that leads off to the north.
Thats the little path we took to the clearing, he says, somewhat
apprehensively. Its getting dark now, and wed best make camp for the night. We may
see the ghost tonight.

The path leads on a winding course through the low brush and elm and ash trees for
approximately 120 feet to a small clearing. A large oak tree stands at the northern end,
where Weldon and Dustor bedded down for the night. There are no signs of the baggage
(two good-sized packs and several saddle bags of supplies and the few bayberries and
woad they had found), nor are there any signs of Weldons ponies.

The PCs may make a cursory inspection of the area, albeit with a -2 modifier for dim
light. If the PCs take longer than 15 minutes, full darkness descends and the modifier
rises to -5.

A successful Routine (TN 10) Tracking test reveals that the ponies tracks are present,
although old. Much of the grass around the oak tree, where the ponies were tied, has been
eaten, indicating that the ponies stayed there for a while after the two Hobbits fled. A
Superior Success (6-10 above the TN 10) reveals that the presence of tracks of Men. The
ponies tracks then follow the tracks of the men, as if they found the ponies and the
baggage and helped themselves to it.

A successful Challenging (TN 15) Observe: Spot test reveals that to the east of the
clearing lay the ruins of an ancient house. The stone foundations and a few small sections
of the walls remain, overgrown in a thick mat of grass and bushes. A successful Difficult
(TN 20) Search or Observe: Spot reveals a copper penny. A successful Routine (TN 10)
Lore: Realms or History test lets the PCs identify the face stamped on it as that of King
Arveleg of Arthedain, thus dating the coin to approximately TA 1409, the time when
Amon Sul fell.

Weldon is keen to stay in the clearing overnight and hopes to make contact with the ghost
and see what the ancient warrior wants. Even if the PCs have found evidence that bandits
made off with his baggage and ponies, he insists on remaining there. Of course, he has no
objections if the PCs want to establish a defensive perimeter and set watches.

That night, dim lights appear on the summit of Weathertop. Shortly after the lights
appear, a patrol of red-masked bandits approaches the clearing. The patrol consists of 10
+1d6 red-masked Men on foot, armed with swords, clubs, axes and spears and wearing
chain mail armour. The men are not stealthy and the PCs should be able to detect their
approach (a Challenging (TN 15) Observe: Hear test). However, before the PCs can take
action to hide, evade or attack, they have a new problem.

After the sun has fully set and darkness fallen around you, you can see dim
firelight on the crown of Weathertop. It rises and fades, but never completely dies away.
While looking at the hill, you hear the sound of armor and metal on metal
approaching from the north. How many there are, you cannot tell, but they move as if
unconcerned about who should hear them.
A sudden chill gathers about you. The nearby leaves rustle in a cold breeze as a
faint luminous mist rises up from out of the ground.
The mist swirls and condenses into the form of a Man in the armor of the ancient
kingdom of Arthedain. His eyes are rimmed with dark and his face is drawn and pale. He
stretches forth a transparent hand to you and whispers in a raspy voice, Follow me to
safety. He then departs through the trees.

The PCs must now make a Fear check with a 2 modifier when faced with this weird
presence (except for Elves, who possess the Ghost Scorn edge). The ghost does not seem
to be evil, and the PCs can even attempt an Insight test to determine his nature (a -2
modifier for being dead).

The PCs must make a choice: follow the ghost or risk discovery and combat with the red-
masked bandits.

If the PCs follow the ghost, they quickly come to the ruins of the house. The ghost sinks
into the ground, as if following a set of stairs. If the PCs examine where the ghost
descended (a Simple (TN 5) Observe test), they find the outlines of an old wooden door
set into the floor of the ruins covered with dirt and grasses. A little digging allows them
to find the doors handle and a successful Strength (TN 10) test reveals a set of stairs
leading into a dark cellar below. The cellar, approximately 10 by 15, has walls are
quarried stone but the floor is muddy and crawling with insects.
Once inside the PCs are inside the cellar, the bandit patrol will pass them by. Narrators
may add to the tension by having a bandit poke around the ruins, but then be distracted
away.

Troubleshooting: The PCs may make the choice of following the ghost or trusting to their
own wits. The PCs may not want to follow the ghost and may choose to hide from the
bandits, or even confront them and engage in combat. If the PCs make this choice, the
Narrator is obliged to play the scene out as it may. Hiding from the bandits isnt terribly
difficult, but with so many walking through the area, it is unlikely that all of the PCs will
remain undiscovered. Any captured PC will be beaten, robbed and taken to Weathertop
for questioning by the Shrouded Man. Victory over the bandits is possible, and the
bandits will withdraw after suffering only a few casualties. However, they will gather
reinforcements and come after the PCs with a vengeance. Also, the ghost is persistent and
even if the PCs are successful in dealing with the red-masked bandits, he will appear to
them again and again until they accept his offer.

After the bandits have passed, the ghost appears to the PCs again.

Once again, you feel the hair on the back of your neck rise as the temperature
drops. The luminous figure that appeared before materializes in the center of the cellar.
The bandits have passed, he says in a wispy voice that reminds you of leaves
blowing in the wind. You are safe, for the moment, here in the ruins of what was once
my home.
My name is Damrod, and I have done you this favor in the hope that you would
perform a likewise deed for me.
The bandits are part of a greater assembly that seeks to find the lost Tapestry of
the Dunedain. They dig at the summit for it even now. If they find it, the shadow of the
East shall grow long over the land.
I can show you a way to the fortress that they do not know of, and you can
secure the treasure to keep it from unclean hands. But to do this, I must have my price.
I fell at Amon Sul when the Witch-king laid waste to the fortress, but my body
was never laid to rest. If you will vow to find my remains and place them in the cairn of
Amon Sul with my brothers in arms, I will help you find the way.

All in the company must vow to do as Damrod asked before he will teach them of the
secret passageway. Damrod will respond to a few of the PCs questions, but will avoid
questions relating to himself or his role in the fighting. If the PCs ask too many questions
or delve too deeply into Damrods past, he becomes agitated and insists the PCs make
their vow or leave.

Troubleshooting: If the PCs dont take the vow, the bandits return and any PC who failed
to vow is killed;)

When you have finished promising to bury Damrod at the cairn, a single stone
from the back wall falls to the floor. Behind the stone is a hidden compartment containing
an ornate metal box. These served me in my lifetime. May they serve you as well.
The PCs can clear the rest of the stones away with ease and retrieve the box, which is
unlocked. Inside the box, the PCs find:
A rolled-up map of the area between the Midgewater Marsh and the Weather
Hills (including Amon Sul).
A faded family crest depicting a bird of prey holding a sword and a crown (a
successful Difficult Lore: Heraldry test reveals that it is the crest of the Ceredun
family, cousins to king Arveleg).
The blade of an Elven dagger. This long metal strip once fit into a hilt, but the
handle has long since been lost. The blade is leaf shaped, and still holds a sharp
edge. The blade has a faint green hue and is obviously magical. If you construct a
hilt for this dagger blade, you will have a useable dagger (damage 1d6+1).

Give out Players Handouts #5: Amon Sul and its surroundings, circa TA 1409

When the PCs have taken the contents of the box, Damrod says:

You must travel in secret to the hill, lest the bandits discover you and destroy
you.
At the base of the west side of the hill is a doorway, hidden by a tree with yellow
leaves. Beyond the doorway you will find a passage within the bowels of the hill to Amon
Sul.
The evil men are digging throughout the ruins to find the treasure, but they do
not know how close they have come. They have uncovered the primary treasure room, but
found nothing there beside my own moldering body. They failed to see that behind the
west wall of that chamber is a secret place that contains the treasure they lust after.
Around my neck is a key that will open the door. Take my mortal remains to the cairn in
the center of the ruins and there you may give me rest among my brothers.
Take care, for the passage inside the hill is dangerous and there are many
obstacles.
Fare well, Damrod says and fades away to nothing.

Approaching Weathertop
The PCs must approach Weathertop without being seen by the bandits on the hill or
discovered by the bandits patrolling the surrounding area.
The players should be able to chart a course through the scattered groves of trees and
grasslands to the foot of Weathertop without too much difficulty. If the PCs are
moderately stealthy, they can avoid the bandits and get to the hill without further
problems. Each player must make a Routine (TN 10) Survival test and a Routine (TN 10)
Stealth test.

Survival failures indicate the player got lost, fell into a bog, was bitten by a snake,
encountered a surly badger, etc. Health and pride should suffer accordingly.

Stealth failures indicate the player left behind a sign by which the group could be
followed. If there are multiple failures, the Narrator may give the PCs a simple encounter
with a few bandits, but that is entirely at the Narrators discretion.

The Stairs of Amon Sul


Before the PCs can reach the secret entrance, they must cross the path that leads to the
summit. There is some cover, but it is rather open. The PCs must make a Routine (TN 10)
Stealth test to cross the path unnoticed by the Bandits on the summit above. If they are
spotted a patrol is dispatched to find them. About 30 feet up the western slope, the PCs
find a small opening in the hillside hidden by a growth of bushes with yellow leaves.

At the yellow bushes, you see rough opening in the side of the hill hidden behind
the thorny branches. Just inside the opening, a pair of rusty iron doors with Sindarin
runes stands ajar, like silent sentinels.
Beyond the entrance is a rough-hewn tunnel carved from the rock of Weathertop.
Water drips from the stone walls and ceilings, mingling with the brown earth.
Shortly after the PCs enter the tunnel, they spot [Simple (TN 5) Observe (Spot) test] the
skeletal remains of two of Amon Suls defenders, cut down when the forces of Angmar
entered the secret tunnel. There is nothing of value to be found on them.

The skeletal remains of two of Amon Suls defenders lay on the tunnel floor. Their
bones are scattered and the armor that failed to protect them is fused together with rust
and grime. A dusty black arrow still protrudes from the eye socket of one of the helms.

First Guardroom
Approximately 60 feet past the past the skeletons, the PCs encounter the first guardroom.

After walking a short way, you find small guardroom, roughly 20 by 20 in size.
A cobweb-choked broken table in the center and a smashed empty weapons rack in the
corner are the only furniture. Scattered around the floor are a few items of common to
soldiers regardless of the era: a metal cup, dice and buttons.
At the other side of the room is a stairwell, partially clogged with stone debris
and rotted wooden timbers. The ceiling of the stairwell has collapsed, blocking the way
except for a narrow opening.
Give out Player Handout #6: The First Guardroom

In the guardroom, PCs who make a successful Routine (TN 10) Observe: Spot or Track
test realize that the dust on the floor has been disturbed recently. Something heavy was
dragged across the floor to the stairwell. A Superior success (6-10 above TN) reveals a
small clot of fresh blood on the floor as well as a fragment of red cloth.

Collapsed Stairwell
The ceiling of the stairs has collapsed due to water damage, leaving only a small opening
to climb through. A single PC could climb over the debris [a Routine (TN 10) Climb test]
more more of the ceiling is in danger of collapsing. A Routine (TN 10) Stonework test
will reveal the danger. The stairs can be shored up with material from the debris at the
base with a successful Challenging (TN 15) Stonework test. If the PCs do not shore up
the ceiling, there is a risk of further collapse. All PCs going through the debris must make
a Challenging (TN 15) Nimbleness test. Failure indicates that some stones from the
ceiling have become dislodged and fall on the PC for 2d6 damage.

Once the PCs are on the stairs leading up, they will quickly reach the second level. Along
the way, a successful Routine (TN 10) Observe: Spot tests reveals that there are more
cobwebs in the stairwell than down below in the guardroom. On a Complete success (1-5
above TN), the PCs may find a small dagger (2d6+2 damage) that has fallen from the
lifeless grip of its bandit owner as he was dragged up the stairs to his doom.

Second Guardroom
At the top of the stairs, the PCs find themselves at a second, larger guardroom and facing
a great danger. The second guardroom is approximately 25 by 35 with a 10 ceiling.
Two doorways, once clogged with debris and the other magically sealed, are obscured by
webs at the opposite end of the room.
You reach the top of the stairs and find yourselves at a second, larger guardroom,
approximately 25 by 35. Like in the guardroom before, it is largely empty of furniture,
with a few broken chairs and tables littering the floor, but these are all heavily coated
with layers of thick gray cobweb. In fact, the cobwebs veil every surface of the room,
hanging in sheets from the ceiling and the walls like curtains. They obscure the other side
of the room and reflect light, causing distracting shadows on the walls.
Your blood runs cold in your veins when you realize that nearly a dozen gray
cocoons hang suspended from the ceiling, their withered occupants still and silent.

Give out Player Handout #7: The Second Guardroom

The PCs have entered the second guardroom at an awkward time for the three Small
Giant Spiders (Hadreth, Mordreth, and Sydreth). They have been feasting on a recent kill
and the bandits crimson blood is still on their repulsive lips. However, they feel an
obligation to protect the clutch of eggs, which are almost ready to hatch. They will
cautiously move toward the PCs, but only along the ceiling and beneath the concealing
veils of cobweb (a +3 modifier for the spiders Stealth tests). Once above the PCs, the
spiders will jump on them and bite them.

Moving within the cobweb-choked room is difficult, with the webs adding a +3 modifier
vs. any movement in the room. Cutting a strand requires 3 points of damage from an
edged weapon. Pulling one apart requires a TN 15 Strength test. A victim who has been
completely wrapped up must make a TN 20 Strength test to break free.
Small Giant Spider
Attributes: Bearing 7 (0), Nimbleness 8 (+1), Perception 7 (+0), Strength 7 (+0), Vitality
6 (+0), Wits 5 (+0)
Reactions: Stamina +2, Swiftness +3, Willpower +1, Wisdom +0
Health: 6
Skills: Armed Combat: Natural Weapons (Fangs) +4, Climb +10, Intimidate (Fear) +4,
Jump +6, Observe (Spot) +4, Stealth (Sneak) +6
Special Abilities:
Fangs/Poison: Small Giant Spiders have fangs that do 1d6-1 (minimum of 1) points of
damage with a bite. If the bite inflicts even a single point of damage, they can inject
poison into the victim. They may choose a deadly poison (does 1d6 damage per minute
for the next 10 minutes, TN 10 Stamina reaction for half damage) or one that causes
sickness and weakness (victim loses 1d6 Vitality and Strength immediately, [TN 12
Stamina reaction for half damage], and 1 point of both attributes per minute for the next
10 minutes; if either attribute reaches zero, the victim falls unconscious; points in both
attributes return at the rate of 1 per her hour after effects cease).

Narrators Note: The spiders will prefer to use their lesser poison in the hopes of having a
fine meal after the encounter. However, if a spider is killed or if the clutch of eggs is
directly threatened, they will use their deadly poison.

Once the spiders are revealed, they immediately make an Intimidate: Fear opposed test
vs. the PCs willpower. The spiders speak in hissing voices, threaten to cocoon and
consume the PCs. In addition to their +4 skill rankings, the spiders receive a +4 bonus to
their Intimidate test (the PCs are in a room that has been used for evil and they Spiders
are very close by).

Once the spiders are destroyed, the PCs can search the room. The room itself holds little
of interest. There are a few chairs and shelves in the room but all are covered in cobweb
and fall apart at the slightest touch. The PCs may desire to search the corpses in the
cocoons. This is a remarkably unpleasant task and yields little fruit. Although the Spiders
cared nothing for gold or jewelry and didnt disturb those items, their victims were
generally poor and unarmed. Each cocoon reveals 1d6-2 copper pennies per corpse.

In the far corner, hidden among the debris of a shelf, are more than a dozen opaque
spheres the spiders eggs. The hideous creatures can be seen wiggling within the eggs,
nearly ready to hatch.

In the far wall, behind the veil of cobwebs are two doors. The door on the PCs left is
open, but the way is choked with fallen debris and burned timbers and is completely
impassable (this was the doorway taken by the Witch-King of Angmars troops and it
was open when the fortress burned). A second door, on the PCs right, is closed. This
door is sealed with a powerful Shut spell, but the password can be found in the answer to
a riddle inscribed in Sindarin on the stone frame of the door.
The Sindarin on the doorframe is of a peculiar dialect used in the kingdom of Arthedain
and therefore more difficult to translate, a Challenging (TN 15) Language: Sindar test. A
missed translation means that one or more of the words is undecipherable and the
Narrator should cover a word or obscure it with a pencil (another attempt might get the
correct wording).

Give out Players Handout #8: The Riddle

The Riddle
"I never was, am always to be,
No one ever saw me, nor ever will
And yet I am the confidence of all
Who live and breathe on this terrestrial ball."
Answer: Tomorrow

Once the PCs translate the riddle, correctly or incorrectly, they can attempt to solve it. A
successful Challenging (TN 15) Games: Riddles test gives the PCs one clue off the clue
chart (roll 1d6). A Superior success (6-10 above TN) gives the PCs two picks off the clue
chart, and an Extraordinary success (11+ above TN) gives the PCs three picks.

Clue Chart:
1. It seems to take forever to come
2. Only the dead never have one
3. You can always put things of until this
4. Everyone hopes for a better one
5. Two days hence is too late
6. Some people live for today and forget this

When the PCs correctly give the password, the door magically unseals itself and the PCs
can pull it open with ease. Beyond the door is a stairway in excellent condition leading up
to the summit of Weathertop and the ruins of Amon Sul. The doorway to Amon Sul is
hidden beneath the base of a stone statue, which has since broken off. Debris from the
ruins and the statue itself make sliding the door sideways difficult and requires a TN 17
Strength test. There is adequate room for two people to attempt to move the door and
they may make a combined test.

Secret Exits, Prisoners and Empty Chambers


When the PCs emerge from the secret passage, they find that the summit and the ruined
fortress of Amon Sul has been the site of extensive, around-the-clock excavations. Large
holes, pits and tunnels have been dug around the entire site. A few bandits remain on the
summit guarding prisoners who do all the digging, but most are just over the edge of the
hillside (out of the PCs vision), returning from another foray.
Narrators Note: If the PCs emerge from the secret passageway at night, read the
description, but add that the prisoners work by torchlight. Dont forget to add visibility
modifiers.

Upon opening the secret passage, you are immediately struck with a blast of cold
air and light rain. You remember that Amon Sul means Hill of Wind and now you
realize why.
Carefully looking out, you see that you are on the inside edge of a 120-foot wide
circle of stone blocks and columns; all that remains of the ancient fortress. Tall grasses,
vines, and bushes have grown up within the circle and obscure the many large stone
blocks and broken statues that dot the interior. In the center of the circle stands a 15-foot
tall and 40-feet wide cairn made of mossy piled rocks and earth.
All around the inside of the stone circle, and in selected places outside of it, the
ground has been disturbed. Many holes have been dug, some of them very deep.
More holes are being dug by wretched-looking men and women, who labor under
the lash of the red-masked bandits. The bandits are wrapped in cloaks and several huddle
near a fire in a makeshift camp on the northern edge of the stone ring.
Give out Player Handout #9: The Ruins of Amon Sul

A successful Challenging (15) Observe (Spot) test reveals that there are 7 bandits and 12
prisoners, although there appear to be enough tents for three times that many. The bandits
are lazy and dispirited by the cold weather and only four are actively watching the
prisoners. The other three sit huddled around a campfire trying to stay warm. The PCs
cannot see that the rest of the bandits (12 plus the Bandit Leader), who have been
searching the area for more prisoners, are returning and are on their way up the winding
path on the northern side of Weathertop.

The PCs have two choices: They can attempt to sneak around the ruins and find the
treasure chamber, or confront the bandits.

If they choose to sneak around the ruins, be sure to add weather modifiers (light rain -1,
Uncomfortable cold 2, for a cumulative -3) to the PCs Stealth rolls vs. being spotted by
the bandits. The bandits are not terribly observant, but the approaching bandits, and their
leader, will be a problem for the PCs. A Difficult (TN 20) Observe (Spot) test reveals that
the treasure chamber is located on the southern edge of the ring and is a small room
accessible from a narrow hole cut through the stone slab ceiling.

If the PCs choose to confront the bandits, they will likely surprise them. The bandits will
initially fight, but can be Intimidated easily (they possess the Craven flaw) and will run
away or throw down their weapons. Any that run away will attempt to make their way to
approaching bandit party and warn them, altering the tactical situation considerably.

Many of the prisoners will assist the PCs in any confrontation with the bandits. They are
armed with picks (2d6+4 damage, +1 parry, 2-handed) and shovels (2d6+1 damage, +2
parry, 2-handed) and have a score to settle with the bandits, and will not hesitate to use
them. At the Narrators discretion, they may actually have to rescue an unarmed bandit
from the prisoners wrath.

The prisoners are mostly merchants and travelers who had the bad luck to be captured by
the red-masked bandits on the East Road over the past 2 weeks. They are starving,
battered by the bandits abuse and the elements, and badly fatigued. Treat them as if they
were Dazed (-1) and Weary (-4) [cumulatively a -5 modifier]. Once free, the prisoners
will raid the bandits camp for food and clothing. If the PCs search the bandits camp (a
Routine (TN 10) Search test), they also find Weldons baggage and goods. There are a
few horses tied near the camp, as well as Weldons ponies.

The prisoners tell the PCs the following:


The other bandits, 12 plus the leader, Cormag, are returning very soon.
The bandits are desperately searching for an object referred to as the tapestry
and that it is supposedly buried in or near Amon Sul.
They show the PCs the treasure chamber, a small 8 by 8 room, which they
uncovered 4 days ago. Cormag, the bandit leader, was enraged to find nothing in
it but an old skeleton locked in from the day of the towers destruction and forced
the prisoners to work even harder, digging holes in every place he could think of.
Cormag is deathly afraid of failing in his task and that he cowers before a
frightening shrouded figure known only as Shatha. Shatha initially visited
Cormag often but has not been seen for several days.

Inside The Treasure Chamber


The prisoners pounded through the stone roof of the treasure chamber with picks and
hammers, and were still only able to create a narrow opening. Only Small characters will
be able to enter the chamber without making the opening bigger. There is a 6-foot drop
from the ceiling onto a hard stone floor and Small PCs will risk 1d6-3 damage unless
they succeed at a Routine (TN 10) Acrobatics (Tumbling) test.

The walls of the treasure chamber are intricately carved with images from the
early Third Age. Damrods skeleton lies on the floor of the treasure chamber, clad in the
armor of a knight. As promised, on a chain around his neck, is a small iron key.

The lock to open the secret compartment of the treasure chamber is well hidden and
finding it requires a Challenging (TN 15) Search test. Once uncovered, the key easily
turns in the lock and a 2-foot square section of the wall comes loose.

Behind the door, you find a stout leather bag about 1 foot wide and five feet long.
The opening of the bag has been tied shut with cord of golden threads. The bag is heavy,
about 60 lbs., and awkward to move.

Inside the bag is The Tapestry of the Dunedain. It is a large tapestry (roughly 5 feet wide
and 50 feet long) that contains a pictorial record of the Dunedain peoples starting at the
beginning of the Third Age. Unbeknown to the PCs, at the end of the tapestry is a
prophecy regarding the return of the king to the throne of Gondor.

Getting the bag and its contents out of the chamber is more awkward than difficult. It
requires a Routine (TN 10) Strength test.

Burial and Unearthing


When the PCs have removed Damrods body from the treasure chamber and attempt to
bury it in the cairn, they encounter opposition in the form of a ghostly King Arveleg.

When you move onto the cairn and begin removing the mossy stones and earth for
Damrods burial, a deep rumble within the hill causes you to stop. A glowing mist seeps
from cairn and takes the form of an armor-wearing Man with a simple golden band
across his brow. He draws his sword and points it at you, saying Stop! You shall not
pollute this grave of heroes with the filthy traitor responsible for our deaths!

Once again, the PCs must now make a Fear check with a 2 modifier when faced with
this weird presence (except for Elves, who possess the Ghost Scorn edge). The ghost is
obviously not evil, and the PCs can even attempt an Insight test to determine his Bearing
(a -2 modifier for being dead). If they havent done so beforehand, the PCs should realize
that Damrod is the Traitor of Amon Sul. They should also recognize Arveleg, if not from
the crown on his brow, they may notice the similarity with the coin found at Damrods
estate.

Arveleg is adamantly opposed to Damrod being buried anywhere but back in the treasure
chamber. The PCs must make a choice: They can stop and abandon their promise to
Damrod to bury him in the cairn, they can attempt to persuade Arveleg to allow the burial
to take place, or they can attempt to bury Damrod by force.

If the PCs choose to abandon their vow to Damrod, they are guilty of breaking their
promise. While this does not merit a Corruption point (Damrod was a traitor, he didnt
tell the PCs the entire truth, and a king forbade it) the PCs will not gain the renown bonus
for completing their vow, and will be receive the Haunted flaw (see Chapter Rewards and
the Appendix).

If the PCs choose to attempt to persuade or debate with Arveleg, they may do so.
However, they will be going up against a king whose own skills of debate and persuasion
were powerful indeed. The PCs may also attempt a Contest of Wills [see Core Book,
page 222. If an attempt is successful and Arveleg allows the burial to take place, he will
slowly vanish out of sight, allowing the PCs to full fill their vow.

If the PCs choose to attempt to bury Damrod by force, they will have a tough time of it.
An attempt to physically hit Arveleg will result in him vanishing away. A greater rumble
and more glowing mist later, and Arveleg and the knights who fell at Amon Sul (24) will
appear and attack the PCs.

Ghostly combat: Despite being incorporeal, the ghosts of Amon Sul are quite dangerous.
They retain all their skills, mental Attributes and Reactions (list), as well as their
initiative. When fighting a ghost, resolve combat as normal, but instead of physical
damage, all damage is Fatigue. As normal, when a PC becomes exhausted, they fall
unconscious. In the case of combat with the ghosts of Amon Sul, the PCs will awaken
several hours later to find themselves unarmed and at the base of the hill.

The Returning Bandits


While the PCs are on the summit of Weathertop, Cormag and his band (12 bandits) are
climbing the winding road that runs along the northern side of the hill. They are out of
sight unless a PC goes to the northern edge of the stone ring and peers over the edge. The
bandit band is approximately halfway up the road and will take another 30-40 minutes to
reach the summit (20 minutes if the bandits run, reaching the summit Winded). Cormag
and crew cannot see the action on the summit, but can hear if a bandit sounds an alarm.

When Cormag reaches the summit, he will immediately check the progress of the digging
prisoners while his bandit group gather around the fire and begin to prepare food.
The moment Cormag realizes something is wrong, he will attempt to rally his band and
attack as quickly as possible. Note that all ranged attacks suffer a 2 modifier due to the
cold and wind, in addition to any visibility modifiers the PCs encounter.

The only way off the hilltop is via the winding path, through the secret passageway (the
ponies cannot go that way) and climbing down the steep, rocky side, a Difficult (TN 20)
Climb test (also pony prohibitive). In short, if the PCs want to recover Weldons ponies
and goods, they have to go down the path.

Narrators Note: The PCs may engage the bandits in combat if they wish, but use Weldon
to suggest other, non-lethal possibilities. The PCs can attempt to intimidate the bandits
(remember that they possess the Craven Flaw) into fleeing, they can disguise themselves
as bandits and attempt to capture them, and any other plan the PCs may conjure up. In
one playtest, the PCs attempted to call upon the ghosts of Amon Sul to aid them and,
after a successful Difficult (TN 20) Persuade test, the ghosts appeared and frightened the
bandits away.

Resolution
If the bandits have been stopped or defeated, the prisoners will eat what food is
immediately available and then collect their belongings and leave Weathertop. Inside the
bandit camp there are three large tents constructed of heavy cloth and animal skins. There
are also numerous campwares such as cups, pots, pans, knives, etc.

Once the prisoners recover their own goods, it becomes apparent that there are several
items that belong to no one. These include:
14 Silver Pieces
1 pony
1 mule
3 bottles of Dorwinion wine
1 bag of woodworking tools (hammer, chisel, adz, drill, etc.) [worth about 4 SP]
1 10 lbs box of sea salt [worth about 3 SP]
2 crate of tropical fruit (going bad soon) [worth about 2 SP 2 sp back in Bree]
1 crate of dried fish from the sea [worth about 3 SP]

A merchant selling pots and pans and a traveling minstrel wish to go to Bree and will
follow the characters if they can stand the merchants clanking wares and the minstrels
off-key songs.

If the PCs were successful in burying Damrod, read the following.

As you leave Weathertop behind you, you stop and look back at the ancient hill.
You realize you arent alone on the road as the image of Damrod appears some distance
back. He salutes you and fades away.
Gloom on Weathertop ends with the PCs starting the trek back to Bree. On their way
back, Berneen the Loremistress overtakes them and the adventure Shadow on the
Throne begins.

Chapter Rewards
Renown Rewards
The PCs may receive the following Renown rewards:
Saving Weldons property: +1
Recovering the Tapestry of the Dunedain: +2
Freeing the prisoners: +1
Facing off with King Arveleg and burying Damrod at the cairn of Amon Sul: +1
Defeating or destroying the red-masked bandits: +1
Additional Renown rewards can be made for bravery in combat, etc.

Experience Rewards
If the PCs are successful fulfilling their contract and bring Weldon Proudfoots
baggage and ponies back to Bree, award the party 100 points. If they manage to
recover only the baggage or the ponies, award the party 50 points.

If the PCs recover the Tapestry of the Dunedain from Amon Sul and prevent it
from falling into the hands of Aigen Shatha, award the party 100 points.

If the PCs free the red-masked bandits prisoners, award the party 100 points.

If the PCs defeat or destroy the red-masked bandits, award the party 50 points.

Appendix
NPCs & Monsters
Bandits/Farmers
Red-Masked Bandits
Small Giant Spider stats
Weldon Proudfoot
Dustor Proudfoot

Miscellaneous
Tapestry of the Dunedain
New Flaw: Haunted
Elven Dagger Blade
Edge: Friends (Lotsman Family)

Handouts
Player Handout #1: Dinner Invite
Player Handout #2: A Contract
Player Handout #3: Lament of Amon Sul
Player Handout #4: Beggars on the East Road
Player Handout #5: Amon Sul and its surroundings, circa TA 1409
Player Handout #6: The First Guardroom
Player Handout #7: The Second Guardroom
Player Handout #8: The Riddle
Player Handout #9: The Ruins of Amon Sul

Bandits/Farmers
Kylean Lotsman, Leader, Father
Attributes: Bearing 7 (+0), Nimbleness 6 (+0), Perception 7 (+0), Strength 8 (+1),
Vitality 8 (+1), Wits 5 (+0)
Reactions: Stamina +3, Swiftness +0, Willpower +0, Wisdom +0
Order: Craftsman (Farmer)
Skills: Armed Combat: Axes +4, Climb +1, Craft: Farming +4, Intimidate +2, Observe:
Spot +2, Ranged Combat: Bow +2, Run +1, Teamster +2
Health: 9
Courage: 0
Axe, Woodsmans (2d6+3 damage)

Triona Lotsman, Mother


Attributes: Bearing 6 (+0), Nimbleness 8 (+1), Perception 8 (+1), Strength 6 (+0),
Vitality 8 (+1), Wits 5 (+0)
Reactions: Stamina +3, Swiftness +1, Willpower +0, Wisdom +1
Order: Craftsman (Farmer)
Skills: Armed Combat: Blades +2, Craft: Farming +4, Intimidate +2, Observe: Spot +2,
Ranged Combat: Bow +2, Run +1
Health: 9
Courage: 0
Sickle (2d6+1 damage) hidden in cart

Kester Lotsman, age 18, Eldest Son


Attributes: Bearing 6 (+0), Nimbleness 8 (+1), Perception 5 (+0), Strength 10 (+2),
Vitality 8 (+1), Wits 5 (+0)
Reactions: Stamina +4, Swiftness +1, Willpower +0, Wisdom +0
Order: Craftsman (Farmer)
Skills: Armed Combat: Blades +2, Climb +2, Craft: Farming +3, Intimidate +3, Observe:
Spot +2, Run +2, Teamster +2
Health: 10
Courage: 0
Scythe (2d6+3 damage, 2-handed, requires 2 actions) hidden in grass next to cart

Neacal Lotsman, Grandfather


Attributes: Bearing 8 (+1), Nimbleness 6 (+0), Perception 5 (+0), Strength 6 (+0),
Vitality 5 (+0), Wits 7 (+0)
Reactions: Stamina +2, Swiftness +0, Willpower +1, Wisdom +1
Order: Craftsman (Farmer)
Skills: Armed Combat: Knife +2, Craft: Farming +6, Intimidate +1, Ranged Combat:
Bow +3, Teamster +2
Health: 5
Courage: 0
Long Knife (2d6+3 damage)
Crude Short Bow (2d6 damage, 5/20/40/80+15), 5 arrows

Maura Lotsman, Grandmother


Attributes: Bearing 8 (+1), Nimbleness 8 (+1), Perception 5 (+0), Strength 6 (+0),
Vitality 6 (+0), Wits 7 (+0)
Reactions: Stamina +2, Swiftness +1, Willpower +1, Wisdom +1
Order: Craftsman (Farmer)
Skills: Armed Combat: Flail +4, Craft: Farming +5, Intimidate +1, Teamster +2
Health: 6
Courage: 0
Grain Flail (2d6+4 damage, requires 2 actions)

Keir Lotsman, age 13, youngest son


Attributes: Bearing 5 (+0), Nimbleness 8 (+1), Perception 8 (+1), Strength 6 (+0),
Vitality 6 (+0), Wits 5 (+0)
Reactions: Stamina +0, Swiftness +3, Willpower +0, Wisdom +0
Order: Craftsman (Farmer)
Skills: Armed Combat: Blades +1, Climb +1, Craft: Farming +1, Ranged Combat: Bow
+2, Teamster +1
Health: 6
Courage: 0
Crude Short Bow (2d6 damage, 5/20/40/80+15), 4 arrows

Kenna Lotsman, age 10, only daughter


Attributes: Bearing 4 (+0), Nimbleness 8 (+1), Perception 8 (+1), Strength 4 (+0),
Vitality 6 (+0), Wits 5 (+0)
Reactions: Stamina +0, Swiftness +3, Willpower +0, Wisdom +1
Order: Craftsman (Farmer)
Skills: Climb +2, Craft: Farming +2, Ranged Combat: Throw +1, Teamster +1
Health: 6
Courage: 0
Stone, Thrown (1d6, 5/10/20/30/+5)

Red-Mask Bandits
Typical Bandit
Race: Man (Middle Man)
Racial Abilities: Adaptable (+2 to Stamina), Skilled
Attributes: Bearing 6 (+0), Nimbleness 7 (+0), Perception 7 (+0), Strength 8 (+1),
Vitality 8 (+1), Wits 6 (+0)
Reactions: Stamina +3, Swiftness +0, Willpower +0, Wisdom +0
Order: Rogue (Outlaw)
Order Abilities: Lurking in Shadows (+5 for Courage to Stealth tests)
Skills: Armed Combat: (Sword, Axes or Clubs) +4, Climb +2, Conceal +3, Observe +2,
Ranged Combat: Bows +3, Run, +1, Ride +1, Stealth +4, Survival +2
Edges: Dodge (+3 to dodge rolls)
Flaws: Craven (easily intimidated), Grasping
Health: 9
Courage: 0
Gear: Leather Armor (Damage Absorbed 2), Short Sword (2d6+3 damage) or Battle Axe
(2d6+5 damage) or Club (2d6+2 damage) or Short Bow (2d6+2 damage,
5/25/50/100+25)
Narrators Note: Its recommended that the Narrator use the optional damage rules for
these cannon-fodder rogues.

Cormag, Bandit Leader


Race: Man (Middle Man)
Racial Abilities: Adaptable (+2 to Stamina), Dominon of Man, Skilled
Attributes: Bearing 9 (+1), Nimbleness 8 (+1), Perception 10 (+2), Strength 10 (+2),
Vitality 9 (+1), Wits 8 (+1)
Reactions: Stamina +5, Swiftness +2, Willpower +1, Wisdom +1
Order: Rogue (Outlaw)
Order Abilities: Lurking in Shadows (+5 for Courage to Stealth tests), Scoundrels
Fortune (once per game session re-roll @ +2), Treacherous Blow (+5 to Armed Combat
when surprise attack)
Skills: Armed Combat: Sword (Longsword) +10*, Climb +3, Conceal +3, Observe: Spot
+5, Ranged Combat: Bows +6, Run, +2, Ride +3, Stealth +6, Survival +3
Edges: Command, Dodge (+3 to dodge rolls), Tireless (+4 vs. weariness), Weapon
Mastery: Longsword (+3 to Armed Combat)
Flaws: Arrogant, Grasping
Health: 11
Courage: 4
Gear: Chainmail (Damage Absorbed 5), Longsword (2d6+3+sb damage), Short Bow
(2d6+2+sb damage, 5/25/50/100+25), horse
*Weapon Mastery already factored in.

Shrouded Man (Aigen Shatha)


Aigan Shatha, Dark Apprentice
Attributes: Bearing 12 (+3), Nimbleness 8 (+1), Perception 10 (+2), Strength 6 (+0),
Vitality 8 (+1), Wits 10 (+2)
Reactions: Stamina +5, Swiftness +2, Willpower +3, Wisdom +3
Initiative: +2
Defence: 10
Courage: 4
Order Abilities: Spellcasting (5), Sense Power, Spell Specialty: Sorcery
Edges: Rank (Apprentice)
Flaw: Fealty (Sauron), Duty (Sauron)
Skills: Armed Combat: Sword +6, Debate +3, Intimidate (Fear) +6, Language: Easterling
+6, Language: Westron +6, Language: Orc (Mordor) +4, Lore: Realm (Mordor, Angmar)
+6, Lore: Magic +6, Observe +4, Persuade +2, Ranged Combat: Bow +3, Run +1,
Survival: Plains +1
Spells: Animal Messenger, Beast Speech, Blade Shattering*, Blast of Sorcery*, Enslave
Beast*, Evoke Fear*, Mastery of Shapes, Opening-Spell, Ruin*, Shadow of Fear*,
Shatter, Spell Binding, Wizards Guise, Wizards Hand
* Sorcery Spells (+2)
Gear: Scimitar (2d6+4 damage, +1 parry), Shortbow (2d6+2 damage + Orc Poison [Core
Book, page 246], 5/25/50/100+25), Scale mail (Damage Absorbed 4), enshrouding robes,
horse

Small Giant Spider (Hadreth, Mordreth, and Sydreth)


Attributes: Bearing 7 (0), Nimbleness 8 (+1), Perception 7 (+0), Strength 7 (+0), Vitality
6 (+0), Wits 5 (+0)
Reactions: Stamina +2, Swiftness +3, Willpower +1, Wisdom +0
Health: 6
Skills: Armed Combat: Natural Weapons (Fangs) +4, Climb +10, Intimidate (Fear) +4,
Jump +6, Observe (Spot) +4, Stealth (Sneak) +6
Special Abilities:
Fangs/Poison: Small Giant Spiders have fangs that do 1d6-1 (minimum of 1) points of
damage with a bite. If the bite inflicts even a single point of damage, they can inject
poison into the victim. They may choose a deadly poison (does 1d6 damage per minute
for the next 10 minutes, TN 10 Stamina reaction for half damage) or one that causes
sickness and weakness (victim loses 1d6 Vitality and Strength immediately, [TN 12
Stamina reaction for half damage], and 1 point of both attributes per minute for the next
10 minutes; if either attribute reaches zero, the victim falls unconscious; points in both
attributes return at the rate of 1 per her hour after effects cease).

Weldon Proudfoot, wealthy Hobbit dyer and adventurer


Attributes: Bearing 9 (+1), Nimbleness 11 (+2), Perception 7 (+0), Strength 6 (+0),
Vitality 10 (+2), Wits 8 (+1)
Reactions: Stamina +2, Swiftness +2, Willpower +3, Wisdom +1
Skills: Appraise (Dyes) +4, Armed Combat +1, Climb +2, Craft: Dye-making +6, Debate
(Bargain) +3, Games: Chess +2, Inquire +2, Insight +1, Language: Common +5, Lore:
Realm (Breeland, The Shire) +4, Lore: History (Breeland, The Shire) +2, Observe (Spot)
+3, Ranged Combat: Throw +4, Search +1, Weather-sense +2
Ability: Six Meals A Day, Small Folk, Soft Footed, Sure At The Mark, Tough as Old
Tree Roots, Place of Trade, Masterwork
Edge: Curious, Bold
Flaws: Stiff-Necked
Renown: 10 (known as an wealthy dye-maker and part-time adventurer)
Gear: Pony, traveling clothes, cloak, cooking kit, Dunedain Dagger, pen & ink,
parchment, silver-headed walking stick

Weldon Proudfoot is a successful dye merchant and part-time adventurer. He spends


much of his time outside Brees hedge walls looking for coloring agents for new and
attractive dyes. It was this wanderlust that led him to look at other things while out and
about and he has developed a reputation for sticking his nose where a Hobbit with his
sense ought not to put it. He is kind and generous and known around Bree as a person of
influence.

Weldon is short and stout, even for a Hobbit. He wears his graying hair long and tied in a
neat ponytail. He favors fancy clothes with rich colors and walks with a silver-headed
cane of Dwarven manufacture. Weldon is a calm and jolly Hobbit who always has a joke.

Dustor Proudfoot, Hobbit merchant and cousin


Attributes: Bearing 7 (+0), Nimbleness 12 (+3), Perception 7 (+0), Strength 8 (+1),
Vitality 10 (+2), Wits 8 (+1)
Reactions: Stamina +2, Swiftness +3, Willpower +3, Wisdom +1
Skills: Appraise (Cloth) +4, Craft: Weaving +6, Debate (Bargain) +3, Games: Chess +2,
Inquire +2, Insight +1, Language: Common +5, Lore: Realm (Breeland, The Shire) +4,
Lore: History (Breeland, The Shire) +2, Observe (Spot) +3, Ranged Combat: Throw +4,
Search +1, Weather-sense +3
Ability: Six Meals A Day, Small Folk, Soft Footed, Sure At The Mark, Tough as Old
Tree Roots, Masterwork
Edge: Craftmaster, Friends, Travel-Sense
Flaws: Fey
Renown: 10 (known as a wealthy merchant and cousin of Weldon)

Dustor Proudfoot is another of Brees more successful merchants, and a cousin to


Weldon Proudfoot. He purchases cloth from many of Brees women and is known as an
excellent weaver in his own right. Dustor partners with Weldon to dye his fabrics and
then they sell the products in Bree, The Shire, and more outlying regions.

Dustor is the opposite of his cousin in all appearances. Where Weldon is short and stout,
Dustor is tall and lanky. Dustor keeps his curly flaxen hair trimmed short and has even
been known to shave it off in the warm summer months. Dustor favors simple clothes,
even at celebrations, and often wears his traveling clothes because they are well worn and
comfortable. He is a nervous Hobbit and prone to fits of panic.

Tapestry of the Dunedain


The Tapestry of the Dunedain is a large (roughly 5 feet wide and 50 feet long) and heavy
(about 75 lbs) woven tapestry that contains a pictorial record of the Dunedain peoples
starting at the beginning of the Third Age to the year TA 1409, when it was lost at the
battle of Amon Sul. The tapestry is in good condition, and the colors are still bright and
vibrant. All text on the tapestry is Sindarin and requires a Challenging (TN 15)
Language: Sindar test to interpret. Anyone using the Tapestry for research gains a +4 to
any Lore: Realms (Gondor, Eriadore), Lore: History (Gondor, Eriadore) or Lore:
Heraldry (Gondor, Eriadore) tests, plus any others that the Narrator may feel apply. The
tapestry is contained in a large leather bag that is tied shut with cord made of golden
threads.

Narrators Note: The Tapestry also contains a prophecy regarding the return of the king
to the throne of Gondor. The prophecy describes the attributes of the returning king, as
well as the items that he will bring.

New Flaw: Haunted


A particular ghost haunts the PC. The ghost appears before the PC once every fortnight to
frighten the PC and/or to get the PC to perform a particular task. The ghost receives a +2
modifier to its Intimidate attempt vs. the PCs Willpower. The PC may attempt to engage
the ghost in a Contest of Wills [Core Book, page 222], and if the PC is the victor, the
ghost is banished for another month. If the ghost wins, the PC receives no sleep that night
and is Winded throughout the next day. Only by beating the ghost in a Contest of Wills
for an entire season (3 months) or by performing the task the ghost requests, can the Flaw
be removed. Note: This flaw cannot be taken by Elves, who possess the Racial Edge of
Ghost Scorn.

Elven Dagger Blade


This long metal strip once fit into a hilt, but the handle has long since been lost. The
blade is leaf shaped, and still holds a sharp edge. The blade has a faint green hue and is
obviously magical. If you construct a hilt for this dagger blade, you will have a useable
dagger (damage 1d6+1).

Edge: Friends (Lotsman family)


If the PCs showed mercy and kindness to the Lotsman family (the farmer/bandits), they
will become friends. The Lotsmans relocate to Breeland and clear farmland near the
village of Archet. They will always be friendly to the PCs and offer any assistance they
can.
Player Handout #1: Dinner Invite

You are You are


INVITED to DINNER at INVITED to DINNER at
the home of WELDON the home of WELDON
PROUDFOOT PROUDFOOT
No. 6 Horburry Lane No. 6 Horburry Lane
At sunset At sunset
Please Be Prompt Please Be Prompt

You are You are


INVITED to DINNER at INVITED to DINNER at
the home of WELDON the home of WELDON
PROUDFOOT PROUDFOOT
No. 6 Horburry Lane No. 6 Horburry Lane
At sunset At sunset
Please Be Prompt Please Be Prompt

You are You are


INVITED to DINNER at INVITED to DINNER at
the home of WELDON the home of WELDON
PROUDFOOT PROUDFOOT
No. 6 Horburry Lane No. 6 Horburry Lane
At sunset At sunset
Please Be Prompt Please Be Prompt
Player Handout #2: A Contract

A Contract
Part the First
We, the assigned, form a Company of Adventurers, known hereafter as the Company, for
the purpose of recovery of the property of Weldon Proudfoot and general investigating
and adventuring among the lands of Eriadore.

Part the Second


The Leadership of the company will be determined by vote. Each member of the
Company will receive one vote. A vote for new leadership may be undertaken if 2/3 of the
Company so desires it.

Part the Third


Weldon Proudfoot shall supply one stout pony and plentiful daily rations for the duration
of the Companys existence for the use of its members.

Part the Fourth


Weldon Proudfoot will pay 15 Copper Pieces to each member of the Company per day,
or their next of kin, at the Companys disbandment.

Part the Fifth


In the event that treasure is found, Weldon Proudfoot will receive a share equal to the
amount paid out to the Company in Parts 3 and 4. Thereafter, all remaining treasure will
be divided equally among the members of the Company at the Companys disbandment.

We do sign honorably,
Player Handout #3: The Lament of Amon Sul

The Lament of Amon Sul


In the fell cold of winter,
Came a loss to Man most bitter,
The death of Lords and Kings,
The birth of monstrous dreams,
When the Witch-King marched from Angmar.

Arranged against the kin of Numenor,


Tribes of Men and Orc made war,
To plunge Arthedain and Cardolan,
Beneath the With-Kings hand.
And Death fell where ere they went.

Arveleg, a King of noble birth,


Led his kind in winters dearth,
From a fortress stout and full,
The great stone tower of Amon Sul,
In the twilight of his reign.

At last the two great armies met,


Swords flashed, blood spilled, flesh was rent,
Tho the rage of Numenor was great,
Black armies set the battles fate,
And Free Men fled the field in terror.

In Amon Suls stone walls,


King Arveleg lay in the hall,
A black arrow had found its mark,
The poisoned edge made his eyes grow dark,
And he could see no more.

From far afield, evil gathered round,


Their marching feet shook the ground,
Three times they fell on Amon Suls blade,
For their victories, the Kings Men paid,
A price too heavy to be borne.
At dawning of the fourth day,
To the wall, Arveleg made his way,
To the Witch-King he did call,
Vowing the tower would never fall,
His hope was as blind as his eyes.

Once again the dark host rose,


The Kings men rained death upon their foes,
But from within cried blade on blade,
For the Kings men had been betrayed,
By one of their kindred sons.

All inside were put to the sword,


From stable boy to Prince and Lord,
King Arveleg was last to fall,
Pushed by spears from the wall,
And Amon Sul was consumed by flame.

In the fell cold of winter,


Came a loss to Man most bitter,
The death of Lords and Kings,
The birth of monstrous dreams,
When the Witch-King marched from Angmar.
Player Handout #4: Beggars on the East Road
Player Handout #5: Amon Sul and its surroundings, circa TA 1409
Player Handout #6: The First Guardroom
Player Handout #7: The Second Guardroom
Player Handout #6: Riddle

I never was, am always to be


No one ever saw me, nor ever will
And yet I am the confidence of all
who live and breathe on this terrestrial ball
Player Handout #?: The Ruins of Amon Sul
Tales of Middle Earth

Has earned in the module


Gloom on Weathertop

Tapestry of the Dunedain

The character above has recovered the fabled Tapestry of the Dunedain. This tapestry is
in a leather bag and is remarkably preserved. The bag is 5 feet in diameter and 50 feet
long. It weighs approximately 400 pounds.

Since the tapestry to too bulky to carry around the character might give it to a know guild
of Loremasters, this will have various game mechanics benefits. Circle the group that it
was given too below.

Group Benefit
Rangers of the North A Ranger can be contacted for information
about an
Area. This can be done three times. ([ ] [ ]
[ ])

House of Elrond The Wandering Companies have knowledge


of you and will help with information when
asked. This can be done three times. ([ ] [
] [ ])

Loremasters of Minas Tirith The Loremasters look upon you kindly.


They will grant you access to the library of
Minas Tirith three times. ([ ] [ ] [ ])

Judge: RPGA Number:

Convention: Date:

S-ar putea să vă placă și