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Fire and Ice - Part II

The Watcher of Carn Dûm


A scenario for Middle-earth Role-playing
By Craig Pay © 2000
SCRUM DOWN!.........................................................13
INDEX AFTERMATH .............................................................13
INDEX................................................................................ 1 THE END…? ...................................................................13
A SURPRISE MEETING ....................................................13
BACKGROUND ................................................................... 2
NPC DESCRIPTIONS .......................................................15
INTRODUCTION ............................................................... 2
HISTORY ......................................................................... 2 THE NEW MOR-SEREG ...................................................15
3013, THE PRESENT DAY ................................................ 2 CAMTHALION ...........................................................15
GM’S INTRODUCTION ..................................................... 2 DÂGÛLROG ..............................................................15
THE JOURNEY ................................................................. 2 EBERVERHT ..............................................................15
PLAYERS’ INTRODUCTION ................................................ 2 RODRIC ....................................................................15
SARKAR ...................................................................15
LOCATIONS AROUND CARN DÛM ..................................... 3 CARMIL ....................................................................15
THE RANGERS’ RUINS ..................................................... 3 FARRENAR, THE VENGEFUL CULT MEMBER .............15
CARN DÛM, THE TOWN.................................................... 3 NUDAN.....................................................................16
DUMFA’S TEMPLE INN ............................................... 4 AKONID....................................................................16
KARL’S ‘SOOTHS YOU!’............................................. 4 FORTRESS BAD GUYS .....................................................16
HALGAR THE SMITHY ................................................. 4 GUARDS ...................................................................16
TOLRIC THE FARRIER ................................................. 4 INNER GATE TROLLS ................................................16
DERNOR THE HANDYMAN .......................................... 4 UNDEAD ...................................................................16
MOR THE LEATHERWORKER ....................................... 4 ELOEKLO, DEMON OF THE NORTH WIND ..................16
ROSAMUNDA THE SEAMSTRESS .................................. 4 ORCS ............................................................................16
EBRIC THE STOREKEEPER ........................................... 5 BOSS ORC ................................................................16
FREAWYN’S BROTHEL ................................................ 5 ORC .........................................................................16
LEODULF THE BAKER ................................................. 5 ORC SLAVES.............................................................16
RODGAR THE BUTCHER .............................................. 5 ORC MINERS ............................................................16
THE SQUATTERS’ SHACKS.......................................... 5 MISCELLANEOUS NPCS .................................................17
MAIN GATE ............................................................... 5 DUMFA THE INNKEEPER ...........................................17
MAIN WALL............................................................... 5 KONIHRABN THE ‘FUR TRAPPER’ .............................17
LOWER GATE ............................................................. 5 THE DWARVISH MASONS..........................................17
LOWER WALL ............................................................ 5 THE WATCHFUL RANGERS .......................................17
MIDDLE GATE ............................................................ 5 DÛMRA THE CRUEL EASTERLING .............................17
MIDDLE WALL ........................................................... 5 PUG THE PITIFUL ORCISH SLAVE ..............................17
INNER GATE ............................................................... 5 APPENDIX A - CARN DÛM TOWN MAP & KEY...............18
INNER WALL .............................................................. 5
HAUNTED MIDDLE RUINS .......................................... 6 LOCATION KEY ..............................................................18
CARN DÛM , THE FORTRESS ............................................ 6 APPENDIX B – NPC STATS .............................................19
THE UPPER FORTRESS ENTRANCE .............................. 6 TOWNSPEOPLE ..........................................................19
THE BACKDOOR ......................................................... 6 THE DWARVISH MASONS..........................................19
THE WARRENS ........................................................... 6 THE WATCHFUL RANGERS .......................................19
THE FORTRESS LEVELS .............................................. 6
LEVEL ONE ................................................................ 7
LEVEL TWO ............................................................... 7
LEVEL THREE ............................................................ 7
LEVEL FOUR .............................................................. 7
LEVEL FIVE ................................................................ 8
TRAPS ........................................................................ 8
RUMOURS ......................................................................... 8
EVENTS ............................................................................. 9
THE DWARVISH MASONS .................................................. 9
A LONG LOST FRIEND ................................................ 9
A FRIEND IS LOST AGAIN ........................................... 9
PUG THE PITIFUL ......................................................... 10
BASTARDS!.................................................................... 10
THE DARK STRANGER .................................................... 10
BACKGROUND .......................................................... 10
WHAT THE SPY’S KNOWS ......................................... 10
SHOO!...................................................................... 10
THE STRANGER ........................................................ 11
THE RANGERS ............................................................... 11
IN THE RUINS........................................................... 11
IN TOWN .................................................................. 11
INTO THE FORTRESS! ..................................................... 11
HEAVY WEATHER .................................................... 11
A LITTLE B & E ...................................................... 11
THE SUMMONING OF ELOEKLO ...................................... 12
GM’S BACKGROUND................................................ 12
PLAYER’S DESCRIPTION ........................................... 12
ELOEKLO IS HERE… ................................................ 12
ELOEKLO UNLEASHED! ............................................ 13

Page 1
GM’S INTRODUCTION
BACKGROUND The PCs are now chasing after Kylmyyskala (Lo. ‘Cold
Fish’) who, having stolen the smaller of the two palantíri
INTRODUCTION (that of Amon Sûl) from Nimraug’s cave, is now riding as
This scenario requires the Angmar sourcebook1. fast as she can on her White Warg towards her master, The
The events take place in the winter at the end of the year Watcher of Carn Dûm.
3013 and follow the events that took place in Fire and Ice Along with her flies Dîndae the spirit wraith to act as both
Part I – The Horn of Nimraug. guide and protector. Due to Dîndae’s vulnerability to
sunlight, and not to mention Kylmyyskala’s wish to stay
HISTORY as hidden as possible, they travel at night, the Warg’s keen
eyes guiding them through the treacherous lands of
The Great Northern Wars of 1975 signified not only the
Angmar.
end of the Dunedain Kingdom of Arthedain in Arnor, but
also that of the Witch King’s Realm of Angmar. With the Kylmyyskala suspects that she may be followed and
fall of the Angmar’s capital at Carn Dûm came the wishes to get to Carn Dûm as soon as possible. She
withdrawal of the Nine members of the dark cult of Mor- believes her master, the Watcher, may be able to use the
sereg (Q. “Black Blood”) away from ancient Angmar and palantír to reveal whether she is pursued and if so may
South towards Mordor: all that is, save one soul, even be willing to help ambush her pursuers.
Camthalion the immortal Avari who moved only a short As they near Carn Dûm, Dîndae flies on ahead to
distance East to the town of Litash-Ishi-Durbaz. announce Kylmyyskala’s presence to its master, the
A thousand years later and Sauron sent word to his loyal Watcher. Arriving at the main gate to Carn Dûm,
servants to search for ‘that which was lost’, the One Ring. Kylmyyskala is welcomed by the Watchers’ guards and
For the Nine nights after Camthalion received the message escorted into the fortress.
he repeatedly dreamed of his ancient home, Carn Dûm, Granted an immediate audience with Camthalion,
and of a green lidless eye surrounded by blood soaked Kylmyyskala presents the palantír to him. Immensely
leaves. Taking this as a sign, on the tenth day Camthalion pleased with the gift, Camthalion immediately grants
gathered together eight of his loyal followers to form a Kylmyyskala a place within his newly formed Mor-sereg.
new Mor-sereg, his very own Cult of the Black Blood and As the cult only ever has Nine members he has to eject
together they set out for Carn Dûm. one of the other members, a Black Ranger named Farrenar
At Carn Dûm Camthalion and his followers immediately who has not been performing his duties as well as he
ran afoul of a small resident tribe of Orcs. After many should recently. Camthalion orders Dâgûlrog his Black
skirmishes Camthalion and the Orcs come to an Troll bodyguard to beat the miscreant and eject him from
agreement, the Orcs would have the Back Door and lower the Middle Gate.
tunnels, while Camthalion and his Mor-sereg would have Camthalion then takes the palantír away to study.
the upper caverns and safe passage through the lower
tunnels to the Inner Gate. Over the next few years THE JOURNEY
Camthalion gradually became Master of this Orcish tribe
and they in turn prospered and grew in size under their It is 250 miles East from Mulkan to Carn Dûm. With the
new Master’s watchful eye. freshly fallen snow much of the terrain is treacherous and
is considered Rough for movement rates.
3013, THE PRESENT DAY For Kylmyyskala and her Warg tirelessly travelling up to
16 hours every night this journey takes only 7 days. The
It is now several score years later and Camthalion, calling Warg travels at a Fast Ride rate over Rough ground for a
himself ‘The Watcher of Carn Dûm’, has established his rate of 10 miles per 4-hour period for a total of 40 miles
own spy network across Northern Ardor and the Southern per day.
end of the Northern Wastes, his desperation for quality
‘employees’ creating a mish-mash of all sorts of different Travelling at a steady but more careful rate the PCs make
races from Lossoth to meandering spirits. Like Saruman, the journey in 12 days. The PCs travel at Jog/Walk rate
Camthalion imagines finding the One Ring for himself and over Rough ground for a rate of 7 miles per 4-hour period,
ruling Middle Earth as Lord of the Rings! for 12 hours per day this gives a total of 21 miles per day.
Meanwhile Mûrazôr, the Witch King and Leader of the Thus, the PCs arrive in Carn Dûm 5 days after
Nazgûl, receives a ‘waking dream’ in which he hears a Kylmyyskala still yet safe from the prying sight of the
voice telling him that an artefact once lost has now been palantír whose powers still remain untapped by
found, in the frozen lands to the North he once ruled. Camthalion.
Could this be the One Ring? A powerful local contact of
his, Camthalion, has reported nothing to him. However, PLAYERS’ INTRODUCTION
Mûrazôr has been unsure of Camthalion’s loyalties for Read the following introduction to the players…
some time now, so decides to send in one of his more
It is 12 days since you watched Kylmyyskala, the
loyal servants, Konihrabn, to spy on Camthalion.
Dark Lossoth henkinimittäjä or ‘spirit namer’, flee
So the three-way intrigue begins. Camthalion the Big-Bad- into the snowy Wastes on her White Warg with the
Guy and the Mor-sereg cult, the PCs as the outnumbered stolen palantír hidden beneath her furred robes.
Good-Guys and Konihrabn the lone Dark Spy versus Leaving the village of Mulkan, you set out across
pretty much everyone else. the barren snowy landscape following the Warg
tracks, which head off in an Easterly direction.
The tracks are easy to follow in the freshly fallen
snow, but each day you seem to get left further and
further behind the fast running Warg.
1
Editor's Note: All material relating to the Angmar sourcebook is After a few days a red mountain becomes visible
from 2nd Edition Angmar, 1995, and is copyright Graham on the horizon to the East. This is Carn Dûm, tip
Staplehurst and Heike Kubasch.

Page 2
of the most Northern of the Misty Mountains, once dead, a few passing Orc patrols and the occasional Troll
proud and mighty capital of Angmar, Kingdom of gang. The regular appearance of spirits and other undead
the Witch King! was so common as to keep away all living creatures, either
And the tracks do indeed lead to the very front allied with the Enemy or the Free Peoples alike.
gate of Carn Dûm. As you approach around the When Camthalion arrived several years ago his first base
mountainside you get an excellent view of the before exploring the Orc infested fortress was the ruined
ancient fortress. The outer wall seems mainly town and he used his abilities to control the undead to rid
intact with some evidence of recent repair and most of the town of these malevolent entities.
three further walls step up the mountainside. The A thousand years ago Carn Dûm was a thriving town,
main gates stand slightly open and you are greeted surrounded by Easterling camps and home to many
by two watchmen, who look you over carefully. thousands of townspeople and troops. It is now a pale
One then steps forward and holding out his hand shadow of it former self. The only occupied buildings run
says in Westron… along either side of the main street (see Appendix A -
“Alf a silver per man and another ‘alf per ‘orse. Carn Dûm Town Map), all the other buildings in town
You’ll find the Inn up the main street. Don’t be are ruined and unoccupied. There are no purely residential
goin’ in th’ ruins ‘specially after sundown.” dwellings; each occupied building runs some form of trade
If asked about bearing arms and armour within the with the owners living on the premises, usually in a dingy
watchman just grins and says, back room.
“You ain’t in sunny Bree now. You just go ahead Ownership of a building in town happens pretty much by
and do whatever takes yer fancy now. Hur hur.” occupation. Then a few days later the new occupier gets a
visit from one of the Watcher’s Guards to inform them of
their new tax rate. Such taxes are rather informal and
LOCATIONS AROUND CARN DÛM usually assessed based more on what can be afforded than
any logical rule.
THE RANGERS’ RUINS So, Carn Dûm is still a ghost town, with a few unfortunate
Located outside the Lower Walls, in the ruins 1500’ to the occupants. But it is slowly growing in size. Think of a
South West of the Lower Gate. See ‘The Watchful fantasy version of one of those nearly deserted Wild West
Rangers’ NPCs for other encounter locations and stats. frontier towns.
The base for a dozen or so Rangers allied with the Free Daytime Encounters: Roll once per hour.
Peoples, though there are only ever D6 + 3 here at any one
D10 Daytime Encounters
time, the others being out scouting or wandering around
within the town itself. 1-2 D3+1 of the Watcher’s Guards,
patrolling town and maybe pestering some
Two granite stone buildings stand adjacent to each other
of the shopkeepers for their monthly ‘tax’.
and lay well hidden behind a tangle of brush and a large
Most likely to be either at Temple Inn
oak tree, requiring a Medium (+0) Perception roll to notice
taking in a ‘free’ refreshment or leaving
up to 100’ away or a Very Hard (-20) Perception roll
the brothel
beyond that. Even up close both buildings look
3-4 D6+1 Farmers, in from ‘The Country’
abandoned. A secret path winds through the tall 5’ brush
wandering around, bartering goods with
and though horses are led along here on a regular basis,
shops, usually food for tools and metal
the Rangers have made such a good job of covering the
goods. Most likely to be selling their wares
tracks that the path requires a Very Hard (-20) Perception
to either Leodulf the Baker (flour or grain)
roll to be found, reduced to a Medium (+0) Perception roll
or Rodgar the Butcher (livestock).
if a Very Hard (-20) Track roll is made first.
5 D3+1 Lossoth, down from ‘Up North’
The smaller 40’ by 40’ window-less building is used to bartering wares with shops, usually salted
stable the Rangers’ few D3 + 1 horses, it has a rough flat fish for tools and weapons.
sloping roof and a large single hinging wooden door 6 A Merchant and D3 guards, up from
barred from the outside. The larger 50’ x 50’ building has ‘Down South’ selling wares to any who
a single thin window on each of the North, West and will buy, and most likely to be selling his
Southern walls, shuttered on the inside. The interior is a wares to Ebric the Storekeeper.
single great hall, with cloaks and blankets hung to form 7-8 D6+1 Easterlings, in from ‘The Country’
privacy screens. The roof is pitched and though it looks on or from further East, hanging around town
the verge of collapse, is structurally sound and completely probably bartering horses for tools or more
weatherproof. A series of covered slits run along the likely weapons. They are also likely to be
length of the roof ridge to allow the Rangers’ fairly getting drunk at Temple Inn and generally
invisible smoke to drift away unseen on the breeze. causing trouble around town.
If anyone gets too close to their encampment, D6+1 of the 9-0 Town NPC, choose one of the town’s
Rangers will confront the trespassers and warn them away, NPCs at random.
half of them hiding in the bushes bows with drawn and
arrows notched. Only Elves or other exceedingly
trustworthy souls would be invited in.
The Rangers also keep an eye on who is entering Carn
Dûm’s Main Gate. If anyone suspicious is noticed a party
of D3+1 Rangers will usually set off to town to spy on the
new arrival.

CARN DÛM, THE TOWN


Until recently Carn Dûm was completely ruined and
abandoned, occupied only by the Spirits of the long since

Page 3
Nighttime Encounters: 10% per hour. such charms have one use only, using them involves
drinking or spilling the potion, throwing the herbs into the
D10 Night-time Encounters
air or snapping a twig. Each costs 1sp and adds either +5
1-5 D3+1 Guards on a brisk patrol. to a primary skill, +10 to a secondary skill or +20 to a
6 D6+1 Easterlings, possibly up to no good or specific use of a skill, for example a love potion, or an
maybe just about to pitch a tent in a ruined herb for making horses jump higher. Again the choice is
building. up to the GM.
7 Town NPC, choose one of the town’s NPCs
These charms are Karl’s main source of income, but he
at random. Probably in a hurry to get home.
8 Prostitute, one of Freawyn’s ladies out only makes just enough to make staying in Carn Dûm
touting for business. worthwhile. However, he has foreseen a time of greater
prosperity, which is why he’s staying put.
9 Victim, unconscious or dead and lying in a
pool of their own blood. Could be one of His residence consists of one big room with a single great
Freawyn’s ladies or maybe an innocent door out onto the main street. This room is littered with
Farmer. cushions for seating, tools and various bits and pieces for
0 Possible Undead, roll again on the Middle making up his charms. To the back of the room is a rough
Ruins nighttime encounters table. fireplace, bed pallet and cooking utensils.
Entry to the town is via the Main Gate - see below. HALGAR THE SMITHY
DUMFA’S TEMPLE INN Halgar is the town’s weapon smith, armourer and
toolmaker. He is a small but stocky chap with the look of
Based in the old Dark Temple, hence the name and run by someone you’d never trust. The locals joke that his
Dumfa the friendly Dunlending, see NPCs. The only bloodline has some Petty-Dwarf in there somewhere,
occupied two storey building in town; the upper level has though few would actually know what a Petty-Dwarf truly
a dozen or so double occupancy rooms and an open is.
landing and staircase a little like a Western style saloon.
Downstairs and below the open landing is the lounge area, His goods are of average to good quality (+0 to +10 non-
which contains several tables, an almost permanently lit magical) and at normal prices (x1 to x50). He gets cheap
fire and a long bar. Through a door to the back is the ore from the Warren Orcs and makes an evening trip to the
kitchen area and through a second door a large bathing tub Backdoor every 10 days or so. The Rangers know of these
which can be booked for an hour at a time. outings and are helping spread occasional rumours in town
that he's not to be trusted.
Sensitive souls with even a trace of Elvish blood staying
here stand an increasing chance per night of a bad dream TOLRIC THE FARRIER
or nightmare. Such dreams typical involve sacrifice of
either the dreamer or some other innocent such as a child The town's only supplier of horseshoes, Tolric does brisk
or young women. Roll an open-ended D100 each night, business with the many Easterlings that pass through
+25% the second night, +50% the third night and so on. A town. Buys raw metal from Halgar the Smithy and would
roll above 100 is a bad dream and anything above 150 is like to know where he gets his cheap ore.
such a severe nightmare as to give the PC –20% to any Adjacent and behind his building is a large paddock.
social interaction, spell casting and resistance rolls the Tolric has an amicable deal with Dumfa the Innkeeper to
following day. stable horses for any of Dumfa’s customers’ horses while
The prices are rather over the odds at half a silver piece they are staying at the Inn.
per night but as this is the only Inn in town, visitors have He has Light, Medium and Heavy Horses for sale, D3+1
little other choice. However, the price does include of each type at any one time.
lodging for the night in a shared room of only two, a warm
bath, an evening meal including beers, breakfast the next DERNOR THE HANDYMAN
morning, stabling for a horse and insurance against theft.
Stabling is included in the price and Dumfa has an A carpenter, mason and general handyman, Dernor is a
arrangement with Tolric, the local Farrier to keep visitors quiet and, some would say, rather simple Angmarean man.
horses in his paddock. Dumfa will openly discuss the He is actually a good solid craftsman who takes a
pricing and explain that the ‘insurance’ goes straight into determined pride in his work.
the Watcher’s coffers, which in fact it does.
MOR THE LEATHERWORKER
KARL’S ‘SOOTHS YOU!’ Mor makes and sells everything from boots to armour. He
Located on the main street through Carn Dûm this strange is the archetypal Carn Dûm resident, he has no family and
little shop is run by Karl, a giant 6’ tall bearded lives here because he has little prospects elsewhere. His
Dunlending who sells sooths for 1sp each. Karl is no home and business is at the furthest point away from the
charlatan he is actually gifted with ‘The Sight’. rest of town, due to the terrible smell that drifts out when
he is curing leather.
If a sooth is purchased make an open-ended D100 roll
adding the PC's IT stat bonus. Sooths with a result less
than 50 are spurious or even downright untruths. Those
ROSAMUNDA THE SEAMSTRESS
above 50 contain some truth though this may be hidden The poor widow Rosamunda and her seven children
within a riddle or some other mysterious statement. Those moved to town after their farmstead was raised to the
sooths with a result above 100 contain a valuable truth of ground by an Orc raiding party while all the menfolk died
some future event important to that PC. defending it. Her eldest child, a young lad called Gundric
The actual wording of this sooth is up to the GM. It may has just turned 17 and is eager to seek the revenge of his
well be used as an aid to help the PCs towards a goal in father’s and uncles’ deaths by getting out of town and
the scenario. hunting down as many Orcs as he can find.
Karl also sells lucky charms in the form of various Their abode is split into two large rooms to the front and
potions, bundles of herbs and special 'lucky twigs'. All back of the building. The main door from the street leads

Page 4
into their ‘front room’ that serves as a living space out of MAIN WALL
‘shop hours’ and becomes ‘the shop’ during daylight
hours. From this room a heavy curtained doorway leads The outer Main Wall has had much repair work done and
through into a grubby living space that serves as kitchen because of this is Very Hard (-20) to Climb. However
and sleeping area. At night curtains hung from the rafters most people would be allowed entry through the Main
serve as privacy screens. Gate so this should be unnecessary.

EBRIC THE STOREKEEPER LOWER GATE


Think of the archetypal Wild West general store. Sells Two of the Watcher’s Guards bar entry through this gate
anything and everything that's not sold elsewhere in town. to anyone they’ve not been told about from the Fortress.
Ebric is an elderly gentleman with no immediate family. This large gate is closed at all times with a smaller in-built
He’s been here longer than anyone else in town and is a personal door opened upon knocking. Only persons with a
good source of general knowledge and rumours. pre-arranged invite to the Watcher are allowed entry.
His building is tidy and one of the best kept in town. A Forcing an entry through this gate would not actually be
fairly heavy and well-locked front door leads into a large that difficult, the guards have to actually open the door a
but cramped room full of shelves stacked with anything a little to see who is calling. If trouble happens the guards
shopper could want (even an assortment of various +5 or will stand and fight until one goes down then the other
+10 weapons, arrows and armour at normal prices [x10 for will attempt to run for it and sound his horn if possible.
+5 and x50 for +10]). From this room a further heavy door
leads to a small hallway with doors off to two bedrooms, a LOWER WALL
kitchen, storeroom, bathing room and a small dining room. The Lower Wall is in such a state of severe disrepair that it
This place feels empty, like it needs filling with a bustling is a Routine (+30) Climb.
family. Indeed this is something that Ebric has always
wanted but he has never managed to find a partner. He is MIDDLE GATE
now looking for an ‘heir’ to fill his shoes. He’s not
Four of the Watcher’s Guards bar entry through this gate
looking to sell the business, he realises it’s not worth that
to anyone they’ve not been told about from the Fortress.
much and he has enough savings to retire on.
This large gate remains closed at all times and again entry
Farmers from out of town visit him on a weekly basis to is by pre-arranged invite only. Within this gate is built a
sell him grain or already ground floor. Merchants smaller personal door with a ‘face-hole’, which is opened
infrequently visit to sell him herbs, spices and any upon knocking.
hardware that cannot be made in town by either Halgar the
Forcing entry through this gate is more difficult as the
Smithy or Mor the Leatherworker.
guards can use the face-hole to look over visitors. Conning
or bribing the guards might work.
FREAWYN’S BROTHEL
Freawyn is a big, bold Northwoman. She runs a clean MIDDLE WALL
house of D6+1 ladies with strict rules, backed up by her
The Middle Wall has had some repair work carried out
two bouncers.
and as such is a Medium (+0) Climb. However, there are
The Brothel is a frequent haunt of the Watcher’s Guards. still some sections in disrepair, which can be found with a
successful Hard (-10) Perception roll, these sections are an
LEODULF THE BAKER easy Routine (+30) Climb.
Run by Leodulf a tall thin man of mixed Easterling and
Angmarean blood. He bakes good quality and well-spiced INNER GATE
food. Leodulf regularly buys from Rodgar the Butcher As with the Backdoor this entrance has been damaged by
(meat for his pies) and Ebric the Storekeeper (for flour and seismic activity and is now nothing more than a hole in the
spices). ground surrounded by huge chucks of stone rubble. This
Four of the Watchers Guards call in every afternoon for hole delves 30' down a Hard (-10) Climb until it
supplies for the Fortress. eventually becomes a rough 5' wide tunnel which
meanders to and fro for about 200' in a generally Easterly
RODGAR THE BUTCHER direction until it straightens out and becomes the West
Entrance in the Orc Warrens.
A typical portly town’s butcher. Farmers from out of town
call in every day or two to sell him their produce, mainly Two of the Watcher’s trolls hide just inside the cave
chickens and goat, but some sheep and the odd young bull. entrance. From the outside it looks deserted and anyone
approaching from the outside must make a Perception roll
THE SQUATTERS’ SHACKS versus the Trolls’ Stalk/Hide 50 skills to notice them.
Conversely if the PCs are sneaking around, the Trolls must
Squatters have claimed these half-ruined buildings. The roll their Perception 45.
D3+1 residents per shack change on a weekly basis. The Trolls have been told to allow entry only to those
accompanied by at least two of the guards from the Middle
MAIN GATE or Lower gates. However, they are rather stupid and their
Two of the Watcher’s Guards stand watch here, opening ability to tell the difference between a guard and someone
and closing the gates at sunrise and sunset. They make a else dressed as one of the guards is rather poor. They
charge of half a silver piece per person or horse, some of could also be bluffed rather easily.
which actually makes its way into the Watcher’s coffers.
In the case of emergency they bar the gates and sound the INNER WALL
emergency using a horn. As well repaired as the outer Main Wall making it a Very
Hard (-20) Climb.

Page 5
HAUNTED MIDDLE RUINS on Level 1. A Perception roll (Medium +0) reveals that
there are many tracks using the right-hand exit but not the
The ruined remains of the Main Barracks - roll D100 for left and a further Tracking roll (Medium +0) reveals that
each building to reveal how much % of each remains. these tracks all belong to the Orcs.
Daytime encounters: Mainly guard encounters and the
very occasional ‘walking dead’ victim. 50% chance per THE WARRENS
hour.
The lowest Warrens level is controlled by the Orcs.
D10 Day-time Ruins Encounters Encounters: 50% chance per half hour when travelling
1-4 1 Guard on route and not paying attention through this area.
5-7 2 Guards on general patrol
8-9 3 Guards searching around D10 Warrens Encounters
0 1 Lesser Ghoul - initially looks like 1-2 Orc tribal family unit, 2D6 as ‘Orc
someone wounded and lying in the Slaves’, 1D6 as ‘Orcs’ and one ‘Boss Orc’.
shadows calling for help ‘Slaves’ will not fight unless provoked,
will run away if possible or huddle into a
Nighttime encounters: Frequent encounters mainly with
corner. The others will all fight to the
spirits, and other undead. The Orcs and guards keep clear death to protect their family.
of this spooky and dangerous place at night. Roll once in 3-4 Single ‘Orc Miner’ at work, clearing a
the first hour and then 50% per hour thereafter.
tunnel of rubble, hunting rats or collecting
D10 Night-time Ruins Encounter mushrooms. Will run off if confronted.
1-3 2 Guards on a very brisk patrol 5-7 D6+1 Orc Miners at work will confront
4-6 1 Lesser Ghost and attack the PCs. 50% chance of turning
7-8 D10 Lesser Ghouls and running each time one of them goes
9 D10 Skeletons down. Last one standing will automatically
0 1 Minor Wight turn and run when all his comrades are
down.
Undead stats as per p. 152 Angmar sourcebook.
8-9 D3+1 Orc Patrol will confront and attack
the PCs. 25% chance of turning and
CARN DÛM , THE FORTRESS running each time one of them goes down.
For a description of this area you must use the Angmar Last one standing will automatically turn
sourcebook. and run when all his comrades are down.
10+ Tough Patrol with D6+1 Orcs and one
THE UPPER FORTRESS ENTRANCE ‘Orc Boss’ will confront and attack the
PCs. Will stand and fight as long as their
There is an entrance up the side of the mountain that leads
Boss stays standing. 50% chance that all
directly into The Hall of the Fell Beasts on High
will turn and run if their ‘Boss’ goes down
(Location No. 19, Level 5 Angmar sourcebook). However,
and 25% chance each time one of their
it requires five rather tricky Sheer Folly (-50) Climb rolls
comrades goes down after that.
from inside the Middle Wall.
Modifiers: Orcs that manage to run away will warn the
THE BACKDOOR others, however as they are not very organised it takes
This once impressive entrance has been ruined by time for word to spread and be taken seriously. For every
numerous seismic events and has now been reduced to a Orc that escapes from an encounter with the PCs add a +1
thin vertical cave surrounded by rubble. The cave is to the Encounter table roll above. This represents Patrols
guarded by D6+1 Orcs at any time that make little effort to being doubled and family units being moved to more
stay hidden from view, though they stick to the shade of hidden areas. Once this gets to +9 the PCs will constantly
the cave entrance during the day. If attacked the rather be able to hear the shouts and screams of the Orcs in the
over-confident Orcs will fight until half of their number distance, the Warrens are on ‘full alert’ and every
are down, then they will suddenly panic and flee either confrontation will be a tough one.
into the Warrens or away from the mountain, whichever Note that although Orcs can see very well at night, they
presents the easiest route of escape. can only see 10’ in the absolute darkness that exists in the
The Orcs have no real means of raising the alarm other caverns of Carn Dûm. Therefore one of their party always
than at least one of their number running off to find the carries a lit torch of lantern for the others to see by.
rest of their tribe within the Warrens, by which time an
attacker could have easily gained access to the Fortress. THE FORTRESS LEVELS
Not many people know about the Backdoor and it is The Orcs are forbidden from entering any of the Fortress
because of this that the Orcs have never had to defend it Levels, a rule which most of them obey. Therefore the
from any attacker since they’ve lived here, which is over Fortress Levels are much less busy than the Warrens.
100 years. The Watcher is completely unaware of this
Unless noted otherwise all rooms are empty and unused,
slack attitude from the Orcs and would be horrified if he
with a thick layer of dust on the floor. There is possibly
knew what potential risk this offers to the security of the
some indication of old decoration and what the room may
Fortress.
have been used for all those years ago. It is highly unlikely
The cave is full of Orcish excrement and contains nothing that the players will find anything of any value as the
of value; it is approximately 40’ tall and 10’ wide at the rooms have been swept clean years ago by previous
entrance tapering back 50’ to a thin 3’ wide by 8’ tall residents and ignore any references within the Angmar
tunnel at the rear. This tunnel meanders for a further 100’ sourcebook to guards being at specific locations.
where it then forks in two, the exit to the right straightens
Finally, if the PCs are spending too much time wandering
out and eventually leads to the East Entrance in the
around feel free to block off various areas with prior cave-
Warrens. The fork to the left ascends and eventually
ins.
becomes a set of broken stone steps leading to the entrance

Page 6
Encounters: 50% per hour when travelling up through corridors (34 and 35) that used to lead to the main
Levels 1 through 4. There are no encounters on Level 5, storerooms, so the Meeting Hall and Stage (14 and 15)
other than the ritual taking place in the Council Chamber. have now been used instead. Stacked along the walls are
sacks of grain, barrels full of water or salted meats,
D10 Fortress Room Contents
bundles of arrows as well as a few rather ordinary
1-3 Orcish encounter, roll again on the broadswords, hatchets, helmets and shields.
Warrens Encounter table. Although the
Three rooms on this level (26, 27 and 28) are used to hold
Orcs shouldn’t be on these levels, some
and torture any captives that are currently being kept.
can’t resist the temptation.
4-5 Possible Undead/Guards, roll on the None of the other rooms on this level are used.
Middle Ruins Night-time encounter table.
Although Camthalion has cleared most of
LEVEL FOUR
the Fortress of undead, some still exist This once well-furnished level used to house Carn Dûm’s
usually on the lower Fortress Levels. conjurers. Rooms used to include a fabulous library,
6 An Interesting Find. Any PC that makes magical forges and a harem. All that may have
a Sheer Folly (-50) Perception roll notices disappeared centuries ago, but Camthalion has had many a
something strange about a crack in the craftsman working hard here to restore most of the rooms
wall or floor which turns out to contain on this level to a normal clean living environment. All
something of interest. Make a single roll rooms are now clean, though empty.
on the MERP Money & Gems Treasure All members of the Mor-sereg, except Camthalion and
Size table, and then roll on the Normal Dâgûlrog live on this level.
Relative Richness table. Then make a The corridors leading East (37) and South (21, blocked at
further roll on the Normal Magic Items 15) were blocked off centuries ago by a cave-in too large
Relative Richness table. to ever clear again. Here is a brief description of rooms in
7-10+ D3+1 Guards, maybe they’re avoiding use:
work or maybe they think this room might Foyer (5 and 6). The axanaw vine is long gone, but the
contain something of value, which is fountain in the center of this room has been recently fixed
certainly doesn’t. They will stand and fight by the Dwarvish Masons.
any intruders until only one of their
number is standing. This last one will run Forges (13). Again the Dwarvish Masons have recently
to try and sound the alarm. fixed these, though little work has been done with them.
Holy Fountains (14). These no longer flow, the Dwarves
Modifiers: Add the Level No. to the D10 roll on this
were unable to mend them.
table. i.e. +4 for Level 4, +2 for Level 2 etc.
Runes (22 and 23). These deadly Runes were partially
LEVEL ONE scrubbed away years ago and no longer function. Enough
of a pattern remains to reveal some indication of a sign,
This Level was originally the first line of defence for the but not it’s purpose.
Fortress. The three steel portcullises that used to block the
central corridor have long since rusted apart. This level is Great Hall of the Eye (24). The black marble columns
silent and unused. It is a no-mans land between the Orcs’ and the depiction of the lidless eye have now been almost
Warrens and the Watcher’s Upper Levels. The Orcs know completely repaired. This is where Camthalion leads the
that they shouldn’t come here, but rumours are constantly others to worship his Lord Sauron. The ritual to summon
circulating that this Level is empty (True) and full of Eloeklo is definitely not to take place in this area, lest
centuries old treasure (False). Sauron somehow spy on it.
Halls and Holy Stores (26, 27 and 28). These areas are as
LEVEL TWO described in the Angmar sourcebook, though only three
books exist on the shelves written in Black Speech.
This level used to house Carn Dûm’s craftsmen. None of
the fabled treasure or books that used to be housed here Mor-Sereg Quarters (45, 46, 47, 48, 49, 54 and 55).
still remain. The underground lake and baths are both still These are the rooms occupied by the seven members of
intact, though the baths are no longer warm. However, the Mor-Sereg that reside on this level. What used to be
both are now choked with thick green and foul smelling the Essence Forge (47) has had the wide entrance blocked
algae, which would make swimming a Hard (-10) and in to become a normal doorway. What was once the
disgusting task. Boats that used to be here rotted away hidden Treasury (55) has had a hole knocked through to
centuries before. serve as a doorway. These rooms have surprisingly
nothing of value. The members of the Mor-sereg take their
The guards use the Kitchen (3) and Dining Hall (5) areas valuables with them; they do not yet trust the guards not to
for eating, as well as the Assembly Hall (14) and adjacent steal something.
rooms for sleeping. There are D6+1 Guards in this area on
the night of the ritual. As the PCs will probably be Kitchens (51). Behind the Dining Hall are the Kitchens,
approaching via the stairway (1) they will have to defeat occupied by three unfortunate slaves brought all the way
these guards to pass by. Normally there would be more from Litash who cook for the Mor-sereg. Their loyalty
guards, but the others are either patrolling elsewhere in the comes from severe religious brainwashing received in
Fortress or have sloped off into town to enjoy themselves Litash and they would never try to escape. If released they
while their Masters are not looking. would wander around aimlessly, perhaps starving to death
or maybe turn to scavenging for the rest of their dark lives.
LEVEL THREE Dining Hall (52). The Mor-sereg and sometimes even
Camthalion himself come to eat here. The room is simply
This level used to hold Carn Dûm’s supplies of food, set up with a large long table, basic chairs and little else of
weapons, armour and anything that might be needed in the value.
event of a siege. Camthalion has again used this level for
that same purpose, however a cave-in has blocked the Stores (53). On a regular basis Camthalion has a guard
bring up a small selection of the best of the stores from the

Page 7
level below to fill this room. Sometimes he has special
orders brought in from town or even further afield, RUMOURS
something that the guards quietly complain about. By listening to different people’s rumours the PCs get to
figure out where Kylmyyskala has taken the palantír and
LEVEL FIVE how they will then get into the fortress.
Camthalion trusts no one to enter this level without his Some of these rumours are True and others not so. Use
constant company, so little work has been done here. He them to answer the PCs questions to NPCs, or offer them
had a few slaves clean the place, who were then sacrificed. as hints to either help or hinder. Roll 1-25 (D100 divided
This ritual is the first time that the entire Mor-sereg have by 4) or just pick a rumour to suit a situation.
been allowed on to this level at once, usually only one or 1. The Lord of Carn Dûm is called ‘The Watcher’ and
two are escorted here by Dâgûlrog. has lived here longer than anyone else. No one knows
Camthalion eats and sleeps little nowadays, turning more who the Watcher is. True, nobody in Carn Dûm town
like his wraith-like Master each year. When he does eat he knows of the Watcher’s true identity. Only Dâgûlrog
has Dâgûlrog bring his food to the Inner Dining Hall (3) knows of Camthalion’s true history.
where he sits alone in the darkness, the silver lamps that 2. The Watcher lives in splendid ancient chambers,
once lit this room having disappeared centuries ago. Again within and near the top of the mountain that used to
when he infrequently sleeps he does so on a thick pile of be used by the Witch King himself. The walls are
animals skins in the Witch King’s Hall (21), a room now painted with gold and he sits on piles of jewels and
scattered with the broken stone remnants of the strange coin worthy of a dragon’s hoard. False, there’s not
fish-like statues that used to fill this room. one scrap of cash left.
The most important room on this level is what used to be 3. People only go into the fortress and never come out.
the Council Chamber (11). Camthalion had his slaves Not entirely true, see the ‘Bastards!’ Event.
repaint this room with a huge green lidless eye,
4. Carn Dûm used to be ruined, but people started
surrounded in blood soaked vines.
coming back about fifty years ago. No-one can
remembers whether the Watcher came with the first
TRAPS or whether he was already here. Partially True, the
Over the years many of the traps in Carn Dûm have either Watcher was the first to come here other than the
fallen into disrepair or been disarmed by a variety of Orcs.
visitors and residents. 5. The only way into the fortress is via the Inner Gate
Some are even now being repaired by Dwarves in pay of and you have to get past all three walls up the
the Watcher (see the ‘Dwarvish Masons’ NPCs and mountainside. Not entirely true, there are other ways
Event). in. See the ‘Wall’ and ‘Gate’ Locations.
Roll D10 for each trap the PCs encounter: 6. The lower parts of the mountain caves are full of
Orcs and the Watcher has some sort of deal with
D10 Description
them. True.
1-2 Warning and roll D6: 1-2 Disarmed or
7. The lowest level in the mountain is called the
Seized, 3-4 Intermittent, 5-6 Working.
Warrens and rightfully so. They say that many have
3-4 Dismantled
entered and after getting lost have starved to death
5-6 Disarmed or Seized
trying to find their way out. True-ish, the PCs could
7 Locked
easily get themselves lost in the Warrens. Which is
8-9 Intermittent
why they need a map from the Dwarves or to take
10+ OK
Pug along with them.
Modifiers 8. A few days ago a stranger appeared at the Main Gate,
+0 Warrens and Levels 1, 2 and 5 a Northern barbarian woman riding a huge white
+1 for Levels 3 and 4 wolf! She was escorted through town and up to the
Fortress by some of the Watcher’s guards. True, this
Warning: Roll D6, Written in either Orcish (1-2) or is Kylmyyskala.
Westron (3-4) is the word for trap and a big arrow points
straight to the trap. ‘Kurth’ is the Orcish word for trap. On 9. There’s some kind of religious ceremony taking place
a 5-6 there is just a symbol such as a skull or maybe just in 3 days time (or 2 days or 1, or that night depending
an arrow. upon which day this rumour heard on). True, see
‘The Summoning of Eloeklo!’ Event.
Disarmed or Seized: Hidden as usual but no longer
works. At the most there is a click or a grinding noise as 10. Hundreds of years ago there used to be a second
the mechanism attempts to work. Such a trap could be entrance to the fortress on the other side of the
reactivated with a Disarm Trap roll. mountain. Then it was guarded by legions of Orcs.
True, this is ‘The Backdoor’ Location.
Dismantled: Obviously visible, for example a pit trap
could just be a hole in the ground and a flame trap exposed 11. Some of Sauron’s spies are living in the ruins to the
piping. No longer works and would take considerable time Southwest of town. False, this is the Watchful
to repair. Rangers. Many in town are suspicious of these folk.
Locked: The trap doesn’t go off and may remain 12. An encampment of Rangers is hiding amongst the
completely unnoticed. The key is probably long lost, but ruins Southwest of the town. But don’t poke your
could be unlocked with a Pick Lock roll equal to the nose in there; they ruthlessly kill anyone who disturbs
Disarm Trap roll normally required. them. True and False, there is a Ranger
encampment, but only Orcs and bandits get killed on
Intermittent: Hidden as usual but only goes off 25% of
sight. Others are politely escorted away.
the time. Each time the trap would normally go off a
Perception roll may reveal a clicking or grinding noise as 13. The Watcher of Carn Dûm is actually Sauron
in Disarmed or Seized above. himself! False, good grief!

Page 8
14. The Watcher of Carn Dûm is the Witch King, come
back to his ancient ruin! Also False. EVENTS
15. The Watcher of Carn Dûm is a powerful ally of either
the Witch King or Sauron. True. THE DWARVISH MASONS
16. The Watcher of Carn Dûm is nothing more than a
conman, some petty local warlord who has set A LONG LOST FRIEND
himself up as the ‘Lord’. Anyone busting in past his This event can occur any evening in Temple Inn.
lackeys would find easy pickings in the fortress.
False. On entering the Inn the PCs notice a group of four
Dwarves huddled in one corner, sat around a table supping
17. The dead walk the Middle Ruins at night. True, see at their ale with their hoods pulled down low over their
the ‘Haunted Middle Ruins’ Location. heads. Although Dwarves are not as rare a sight as Elves
18. Anyone wishing to get to the Inner Gate would find it they are normally uncommon enough to turn at least a few
easy enough or so I’ve heard. Firstly, there’s an heads in any Inn. However no one seems to be taking any
ancient gateway to the North of town through the notice of them at all and if anyone, such as Dumfa the
Lower Wall, which the guards don’t know about. Innkeeper, is asked…
Then the Middle Wall is dead easy to climb over. “Them’s workin’ for the Watcher, doin’ stone
True and False, there is no gateway it was found and repair and such like. Mostly keeps ‘emselves to
blocked up some time ago, but the Middle Wall is ‘emselves.”
easy to climb. See ‘The Middle Wall’ Location.
If any of the PCs is a Dwarf one of the Dwarves then
19. High on the mountain is an entrance into the fortress stands and with a look of surprise on his face, calls out to
and the climb up there is fairly easy going. True and the PC in Khuzdul…
False. There may be an entrance but the climb is a
hard one, see ‘The Upper Entrance’ Location. “Cousin! Been a long time. Come sit with us and
share a tale or two.”
20. Life may be a little hard up here, but it’s about to get
much worse down South, there’s War brewing again! It would appear that they are stonemasons and Jari their
True. leader is a cousin, perhaps once or twice removed, of the
Dwarven PC. The Dwarves do not take warmly to any
21. Don’t go trusting Karl the Soothsayer, he’s a spy in other non-Dwarven PCs, but will allow them to sit next to
pay of the ‘Watcher’. False. them, though they will continue to talk to their Dwarven
22. Karl the Soothsayer has a secret stash of money in cousin in Khuzdul.
that shop of his, how else do you think he manages to This is their story…
feed himself, selling a few naff charms? False, Karl
makes just enough to feed himself, he’s waiting for “We have travelled here from the Blue Mountains
things to get better. to the West on a contract to carry out masonry and
mechanical works for this so called Lord who calls
23. Why do you think the Temple Inn is called what it is? himself ‘the Watcher’. Never actually met him
Because that’s where all the dark sacrifices used to though, his lackeys take us blindfolded from the
happen! There was this Ranger stayed there once, Inner Gate to wherever in the Fortress work’s
nearly went mad and had to leave, said it was of bad needed, mainly stone masonry and mechanical
memories or something? True, see ‘The Temple Inn’ works fixing locks, traps and door mechanisms
Location. and so on. And look here…”
24. It’s said by some that Halgar the Smithy is once With that Jari pulls out a silver coin from a pouch around
related to them devious little Petty Dwarves. Maybe his middle.
True once, but so long ago it’s of little importance
now. “A solid Mithril coin. There’s three more of these
as payment when we’re done, that’s one each,
25. People say that when Leodulf the Baker gets short on worth as much as 100 gold nowadays. A small
filling he nips along to one of them Shanty Shacks at fortune indeed!”
the end of town, knocks one of them poor souls on
the ‘ead and pops ‘em in a pie! False, far too Sweeny The Dwarves know that there are Orcs in the lower
Todd. Warrens, which they are disgusted about but they’re
convinced that the Watcher has nothing to do with them
and that they’re treated more as pests to be kept under
control. Perhaps their greed has blinded them somewhat.
Most useful, even though they have been taken
everywhere blindfolded within the Fortress, Mim is gifted
with a keen sense of direction which means that they could
be persuaded to sketch out a fairly accurate map of the
lowest Warrens, 1st and 2nd Levels of the Fortress.
Talk continues for the rest of that evening with the
Dwarves perhaps even warming to the other non-Dwarven
PCs and talking to them in Westron.

A FRIEND IS LOST AGAIN


This event can occur anytime after the ‘A Long Lost
Friend’ Event. Preferably on the day of the ritual see ‘The
Summoning of Eloeklo’.
If any of the PCs happen to be anywhere near the Middle
Gate on the third day, they notice a small disturbance near
the front of the gate. Mim, Nothri and Farin are standing

Page 9
there in an obvious state of distress. When asked they “I was one uv thur group shee… Watcher’s inner
explain that Jari has been taken to the fortress alone and circle… Mor-sereg like the old days he says. But
that they’ve all been sacked, without pay! The guards said dis short smelly chick shows up with this pretty big
something about breach of confidence. gem and He says I ain’t been doin’ so well lately…
The Watcher has heard a rumour that the Dwarves have lettin’ them farmers kids go ‘n all so He gets ‘is
been talking to someone in town, perhaps even about the big stupid furkin troll Dâ… Dâgûl… gûlrog
layout of the fortress, and his punishment is to take the Jari what’sis name to beat’s be up… furkin ‘urt! Did!
captive. He needed a live sacrifice for the ritual anyway Be gettin’ anuvva job now…”
and it means he no longer has to pay the rest of them. After failing to extract full payment from a local farmer
If one of the PCs is a Dwarf related to Jari, these events Farrenar was ordered to put the farmer’s children to his
may well distress them and serve as a push to get the PCs sword, but unable to go through with this request he let
into the Fortress. them go and told the Watcher that they escaped. Correct in
not believing him the Watcher was just waiting for the
PUG THE PITIFUL first opportunity to get rid of Farrenar without disrupting
the nine required members for his Mor-sereg. The
This event can occur any night just outside Temple Inn. Watcher had Dâgûlrog his troll bodyguard beat Farrenar
Tied up outside the Inn and under the window of the PC or and thrown out of the Middle Gate. The only reason he
player most likely to be suckered in for a ‘good cause’ is didn’t have him killed outright was the possibility that he
the feeble figure of a small Orc called Pug. Starting every might have to resort to using him on some errand again in
evening just as the PC is about to drift off to sleep, Pug the future.
starts whinging and crying about how sorry his life is and
carries on pretty much all night. See Pug’s NPC THE DARK STRANGER
description for sample quotes. This event can occur anytime around town or in Temple
Pug’s owner, Dûmra, is also staying in Temple Inn. If any Inn soon after the PCs have arrived in town.
of the PCs complain to him about Pug’s noise he will go
out and spend several minutes beating Pug until he is BACKGROUND
quiet. Occasionally Dûmra staggers out from the Inn after
an unprofitable gambling session and again beats Pug into A few years ago Sauron passed word to all his servants
near unconsciousness. that the One Ring was no longer lost and must be found.
His dark servants started a search which was to last many
Hopefully the PCs will take pity on this poor wretch and at years.
the very least release him. Pug originally comes from Carn
Dûm and if the PCs think of it he may be a useful guide As the palantíri are uncovered in the events that took place
through the Orc warrens. Pug is bright and might even in The Horn of Nimraug, Mûrazôr the Witch King and
lend his services as a guide to the PCs if they don’t seem Leader of the Nazgûl receives a ‘waking dream’ in which
sure about releasing him. He knows that the Backdoor is he hears a voice telling him that an artefact once lost has
not guarded very well, though he wouldn’t want any of his now been found, in the frozen lands North he once ruled.
Orcish tribe members harmed by the PCs. He might even Could this be the One Ring?
intervene and persuade the Orcs to let him and the PCs Mûrazôr has a supposedly loyal servant, Camthalion, in
pass through. Carn Dûm. Why has Camthalion not sent word of this?
However, if Dûmra even gets a sniff of any plan to release Has he heard nothing? Or is he hiding something? Over
Pug or if he suspects that any of the PCs have had the last few hundred years Mûrazôr has become
anything to do with such a plan, he will immediately increasingly distrustful of his once loyal servant
launch into threatening behaviour and violence, only Camthalion, but has remained undecided how to act,
stopping if badly wounded or outnumbered. preferring to wait and observe from distant Mordor.
Pug will attempt to escape at any opportunity, but any At Sauron’s instruction the Nine will soon be travelling
threat of violence will send him into a foetal position North to the lands that used to be ancient Arthedain in
crying and whinging. search of the Ring. While there he can travel to Carn Dûm
for a one-to-one discussion with Camthalion. Meanwhile
he sends word to a more loyal servant, a spy by the name
BASTARDS! of Konihrabn, to travel to Carn Dûm and find out what is
This event can occur at anytime in Temple Inn. going on.
Staggering into the Inn comes the sorry figure of Farrenar
(see the NPC descriptions). One of his arms is in a sling WHAT THE SPY’S KNOWS
and he has a grubby bandage around his head. After
Soon after Konihrabn arrives in town, a strange looking
buying two pints of ale from the bar and fumbling around
Lossoth woman arrives riding a White Warg and is then
for several minutes trying to pick up both with one hand,
escorted into the Fortress by Camthalion’s guards. Soon
he resorts to making two trips back to a table near the fire
after the PCs arrive, apparently in hot pursuit and looking
where he sits down and starts mumbling into his pint.
to follow the Lossoth woman into the Fortress. What is
Several double trips later Farrenar becomes quite loud
going on? He will start by watching the PCs…
pointing at different people in the Inn and shouting…
“Bastards… they all Bastards!” SHOO!
And then going back to drinking his ale.
One of the tools of Konihrabn’s trade is the use of small
If approached Farrenar is sullen but looking the PCs up animals and birds for spying on others.
and down holds out an empty pint glass…
Konihrabn grabs the attention of a local Magpie and
“Ale for a poor cripple?” instructs it to follow the PCs and keep an eye on them.
He’s obviously no cripple, looking more like a ranger, just Have the PCs make Hard (-10) Perception rolls to notice
badly beaten up. But a few more pints will persuade him that a curious looking black and white bird seems to be
to part with his story… following them around. If the PCs make it obvious that

Page 10
they have noticed they are being spied on, the Magpie flies INTO THE FORTRESS!
away and does not return.
The PCs should eventually figure out that they must make
THE STRANGER their way into the Fortress to recover the palantír. There
are a number of ‘pushes’ to get the PCs to realise that they
After using the Magpie to rather unsuccessfully observe must go into the fortress:
the PCs, Konihrabn decides to act more in person. • Konihrabn could intervene and persuade the PCs to
Have the PCs make Hard (-10) Perception rolls to notice go in and ‘get whatever it is they are after’.
that Konihrabn appears to be watching them. He carefully
• The Dwarven Masons might be asking them for help
watches the PCs from a dark corner in Temple Inn.
to rescue their friend.
Sometimes even following them at a distance when they
leave. Repeat this event until the PCs decide what to do. • The Rangers will not be enthusiastic about going into
the Fortress, unless the PCs have persuaded them that
If the PCs approach Konihrabn, he will slip into his cover
there really is a palantíri in there (in which case they
story that he is a travelling fur trapper. Then, if pressured,
will tool up to go in there anyway and the PCs can
he will do a very good job of convincing them that he is
‘come along if they want’).
actually a bit of a rogue and maybe adventurer, with some
skills that the PCs might find rather useful. He says he • Pug the Pitiful might even catch on to what the PCs
noticed them arriving the other day and that they seemed are after and try persuading them to go in. All he
to have been following the ‘strange Northern woman who really wants though is to get in so he can escape and
arrived some days before’. He might even then start to rejoin his tribe.
persuade the PCs towards going into the fortress to • Perhaps Gundric (see ‘Rosamunda the Seamstress’)
recover ‘whatever it is they are looking for’, with him starts hanging around the PCs and encouraging them
along to help, of course! to go in and ‘kill the evil Orcs!’.
Once in the fortress with the PCs he will back them up
until they recover the palantír in the final scene. Then at HEAVY WEATHER
the first opportunity he will attempt to steal it for himself
Before the PCs set off for the Fortress they will notice that
and make an escape, to later rendezvous with his Master,
the weather seems to be getting a little worse, with cloud
Mûrazôr who he knows is travelling north to meet him.
starting to gather around the summit of Carn Dûm.
However, if there is any chance of risking his own life he
will simply escape and supply Mûrazôr with the Have any PC with a Weather Watching skill make a
information that the PCs have a palantír. He is intelligent, Medium (+0) roll. A success indicates that this weather is
very loyal and cannot be dissuaded from his task. He seeks a little unusual and not predicted.
only the prestige from his Master of recovering such a This is the start of the Summoning of Eloeklo, the most
fabulous item. powerful Maiar storm spirit in the entire North.

THE RANGERS A LITTLE B & E


See the ‘Watchful Rangers’ NPC descriptions. The Quite how the PCs get in is up to them. They could enter
Rangers are a good source of True rumours and could via the Front Gate, Back Door or even try the upper
even be persuaded to accompany the PCs into the Fortress. entrance, though this is fraught with danger.
The Rangers did observe Kylmyyskala entering the Main Let them wander around the Warrens levels perhaps
Gate with her White Wolf. A party of Rangers set off guided by either Pug the Orc or the Dwarves. Then let
immediately but by the time they arrived in town she had them navigate up through the levels, making random
entered the Middle Gate bound for the Fortress interior. encounter rolls, until they reach the levels inhabited by the
Mor-sereg (see ‘The Fortress, The Upper Levels’).
IN THE RUINS As they approach the uppermost Level have them make
If the PCs decide to investigate the Ranger Ruins (see the Perception rolls starting at Very Hard (-20) and getting
‘Rangers Ruins’ Location) they may well be confronted by progressively easier to hear the following…
D6+1 of the Watchful Rangers, half of them hiding in From the depths of the mountain itself comes a
nearby bushes with bows drawn and arrows notched. If rhythmic beating, like the sound of a distant
any of the PCs are openly wearing an eresselen, from the mighty heartbeat…
previous Horn of Nimraug scenario, the Rangers will take
A while later and further Perception rolls reveal…
a serious interest. Only their leader Flamgar wears such a
badge of authority and they will question the PCs until The sound is clearer now and is no great
they are convinced of their sincerity and how they came in heartbeat, but the sound of a drum being slowly
possession of such a valuable item. beaten and along with this a steady chant in some
unknown Dark language.
IN TOWN And…
In town the PCs may find themselves being observed by a Outside there must be a terrible storm brewing for
small D3+1 group of the rather shady looking Rangers, even within the depths of the mountain you can
until the Rangers are sure that the PCs are not agents of hear the distant howling of the wind.
the Enemy. If any of the PCs is wearing an eresselen These are the sounds of a ritual that Camthalion is leading
openly the Rangers will continue to follow them until they to summon Eleoklo. As Eloeklo’s Fana starts to
leave Carn Dûm, waiting for an opportunity, such as a materialise a storm is forming around the summit of Carn
dark alleyway, to approach them and question them as to Dûm.
how they came across such an item. As the PCs climb up through the Fortress levels the sound
of the ritual gets gradually louder and louder.

Page 11
THE SUMMONING OF ELOEKLO withdrawal symptoms without usage. There are bunches of
Nine incense sticks burning equally spaced at Nine points
GM’S BACKGROUND around the room, for a total of 81 sticks. Each stick is
equivalent of one dose and burns for one hour. The sticks
Camthalion knows what a palantír is when he sees one and are all about half burnt when the PCs enter the chamber.
knows that it is capable of seeing anywhere the viewer Camthalion keeps this herb for use in only the most
wishes. He knows that Sauron has his own and suspects difficult summoning rituals to aid the casting of all the
that Saruman does also. His immediate thought is to use it groups’ magic. All of the Nine Mor-sereg have inhaled
to seek out the One Ring for himself. However, now that enough of the herb to be full under its effect. This could
he has his own, he still doesn’t know how to actually use well be an advantage for PCs wishing to close and use
it. After a few days study Camthalion realises that learning melee, but a disadvantage if they decide to stand back and
to control the palantír will require much further study in a use magic or missile attacks. If they think of it, PCs can
library away from Carn Dûm, such as exists at Litash. cover their mouths with a cloth and remain unaffected for
Time is something he does not have, his master Mûrazôr several minutes.
the Witch King or even worse Sauron himself may find
out at any time. He needs to learn how to use the palantír Around the chamber stand nine individuals. It is
now. these Nine that are chanting and one of their
number, a huge black skinned and plate armoured
So he decides to summon an ally that he has only used troll is striking a drum in rhythm with the
occasionally in the distant past that he thinks may be able chanting.
to help him.
The others are a varied bunch indeed, mostly Men,
That ally is the most powerful storm spirit in the whole of local and one an Easterling. But there are two
the North, an immortal and evil Maiar spirit by the name more that stand out. The first is the familiar figure
of Eloeklo. of the small Lossoth woman you have been
Any PC who has lived in the North who sees Eleoklo will chasing for the last two weeks and behind her sits
instantly know it for what it is: the stuff of childhood her great White Warg.
nightmares. Other PCs can feel the power of this Maiar. If the spirit wraith Dîndae survived from the last scenario
Imagine a similar feeling to seeing a Balrog, on a slightly have the PCs make a Hard (-10) Perception roll to notice it
lesser scale. skulking around near Kylmyyskala’s feet. It is immune to
the effects of the Breldiar smoke.
PLAYER’S DESCRIPTION
However, standing in between her and the great
The PCs can follow the sounds of the ritual towards their black troll is the most unusual figure of all. The
final goal, what used to be the Council Chamber (room tall gaunt figure of… what must be an Elf, but a
11, Level 5) of the Fortress. strange looking one indeed with slanted eyes as if
As the PCs near the final chamber the sound of the drum from the East and wearing a resplendent green-
beating, the chanting and the howling wind has risen to an scaled cloak! He seems to be leading this ritual
almost unbearable level, making it difficult for them to and lying prone on the floor in front of him is the
talk to each other. figure of Jari, the missing Dwarven mason.
A Routine (+30) Stalk/Hide roll is likely to succeed and And on a stone pedestal in the centre of all the
the view that meets the PCs may surprise them… Nine sits the palantír!
You round the corner and look into a strange
circular chamber illuminated by candlelight.
ELOEKLO IS HERE…
Painted on the floor is a great green lidless eye, Suddenly, the chanting and drum beat stops. All that can
surrounded with blood soaked vines. The air is be heard is the distant sound of the howling wind, which if
thick with a pungent herbal smoke that makes your the PCs make a Perception roll now seems to be getting
head feel light. closer… Then a blast of frigid air blows in from the
PC’s with either Foraging or Herb lore skill can make a outside via the Hall of the Fell Beasts on High (room 19,
Medium (+0) roll to identify that the smoke smells like Level 5) and straight along the corridor leading directly to
Breldiar. Normally this is a flower found in volcanic areas the Council Chamber. Any PCs standing in the way and
which can be eaten picked straight from the stem, but with the option of diving out of the corridor must make a
would appear to have been made into incense sticks that Hard (-10) MM roll to get out of the way or take an ‘A’
are burning all around the chamber. These incense sticks Cold critical. Any caught in the blast must make a further
were actually made in Litash, to the east of Carn Dûm, Very Hard (-20) MM roll or be blown over.
from flowers picked on the slopes of the volcanic This blast of cold air is focused on the centre of the
Gundalok pass at the very Eastern end of Angmar. Council Chamber just above the palantír on its stone
Name Codes Form/Prep Cost pedestal. Above this it starts to form a dense whirling
cloud.
Breldiar m-V-4 Flower/Ingest 25gp
What happens next is now up to the PCs; they may well
Effects: AF7. Subtracts 30 from maneuver and have already reacted.
melee. Adds 50 to spells and missile attacks.
Euphoria. Lasts 1 hour. From the folds of his green-scaled cloak Camthalion takes
out a long thin knife and bending down to Jari holds the
In case the PCs decide to take some of the incense sticks knife at his throat. Looking up at the cloud Camthalion
away with them, note that this herb has an Addiction speaks in Quenya…
Factor of 7%. Each subsequent use after the first in any
“Eloeklo Demon of the North Wind, Master of the
week gives a 7% chance of addiction, doubling with every
Wind-horde and immortal tyrant of the Northern
subsequent use after the 2nd in that week. Addiction will
Waste… I am unworthy to have called you and
result in a -50 when not using the herb, a loss of the
have not done so for many centuries. In exchange
beneficial effects of the herb, a lack of ability to resist the
for this small offering and my continuing loyalty I
herb when under stress and unpleasant, possibly violent
ask of you only to show me what the palantír

Page 12
knows. Give me the knowledge to control it… so I escape in some imaginative way, such as on the back of a
may find that which my Master once lost and Fell Beast that appears out of the night sky.
which has now been found again.” If the PCs look like they are getting a beating and need
In this invocation when Camthalion refers to the ‘finding help, the Watchful Rangers could appear at the last
of that which was lost’ he is referring to using the palantír minute.
to find the One Ring.
The shape of a huge figure then starts to form within the AFTERMATH
cloud and the howling wind seems to intensify. On its The PCs may fight until all have been defeated or they
pedestal a dull glow starts to appear from the very centre may leave early on, hopefully with the palantír intact.
of the palantír as if an image is starting to form.
Leaving the Council Chamber they are free to navigate
ELOEKLO UNLEASHED! their way out of the Fortress with little or no hindrance.
Word has spread amongst the Orcs and Guards of a great
At some point the PCs should intervene or Camthalion army laying waste to the entire Fortress and most have
will slit Jari’s throat and learn how to control the palantír. fled! A few remain, wandering the halls in a daze or in
If they need a push perhaps the spirit wraith Dîndae spots search of something valuable perhaps. Such folk run or
the PCs and launches to the attack. Perhaps one of the drop to the floor in fear as the PCs approach bearing the
other Mor-sereg notices the PCs and loses their glowing palantír.
concentration. Whatever the event, the ritual is disrupted. At some opportune moment read the following to the
The stability of the ritual is extremely important in bearer of the palantír…
keeping Eloeklo bound and under control. Any disruption You feel your eyes drawn to the palantír, even if
is likely to lose Camthalion’s control of Eloeklo. As soon you resist, like some great force is pulling you in
as any interference in the ritual occurs Eloeklo, extremely and you see a vision…
angry at being forcibly summoned, appears in it’s fully
demonic form ‘a semi-transparent horned and fanged ‘A green land, to the South of here, rolling hills
demon some three times larger than a Man’ surrounded by and strange mound-like dwellings. Little people
a whirling frigid cyclone. Eloeklo then lashes out at its wander around, not Dwarves… but Hobbits. And
summoner, Camthalion. on into one of the strange little homes atop a hill.
In to a parlour where one of the little folk sits in
The battle is a mighty one indeed! Camthalion hurls dark front of a fire, looking at something in his hand…
tendrils of raw power Channelled straight from his Dark a ring. A gold ring. Even from your viewpoint you
God Morgoth at the Maiar with seemingly little effect, can see strange writing as if etched in pure light
while Eloeklo strikes again and again with his mighty about the inside of the ring. And the little person
whip at Dâgûlrog who bravely stands in between Eloeklo looks over his shoulder, straight into your eyes
and his Master. with a look of pure fear…’
Meanwhile, a stray blow from Eloeklo clips the stone Then the vision is no more and the light fades from
pedestal bearing the palantír and it crashes to the floor, the palantír.
sending the palantír, still glowing, rolling across the floor
to come to rest exactly halfway between Kylmyyskala and This is a vision of Frodo holding the One Ring and though
the PCs! the PCs will not be aware of the importance of this vision,
the players will be.
SCRUM DOWN! During the ritual Camthalion requested Eloeklo to instruct
him how to use the palantír to find ‘that which was once
Kylmyyskala immediately drops her concentration and lost’, the One Ring. Somehow, call it either Luck or Fate,
rushes to grab the palantír before the PCs get it first. Eloeklo has called forth an image to the palantír of the
Camthalion and Dâgûlrog are busy defending themselves exact location of the One Ring with Frodo in the Shire,
from Eloeklo. The other members of the Mor-sereg start something that Sauron and his palantír will never achieve.
attacking the PCs using whatever method they favour Perhaps there is some ancient link between this Palantír of
most. Amon Sûl and the One Ring, this was after all called the
If the PCs have any sense they should get in, grab the ‘Chief Stone of the North’, indicating that it was the most
palantír and run for it. important of all the Northern palantíri.
Dâgûlrog falls a few rounds later, how many is up to the Make note of which PC saw this vision. They will not be
GM - either pick an appropriate moment or roll 2D10. aware of it but they have learned something of how the
Eloeklo then turns and starts picking off other random palantír works. In effect they have earned a single rank of
targets. At some point Eloeklo, satisfied with stealing Use Palantír skill (an Intuition based Lore skill).
several souls and feeling his Fana beginning to weaken,
leaves the same way he came in, knocking anyone over as
before. Again when this occurs is up to the GM. Eloeklo
THE END…?
usually waits around for 2D10 rounds after the last prey The PCs will eventually leave the Fortress and possibly
has presented itself, then leaves. The PCs and/or members even return to Carn Dûm. If they do they find the town rife
of the Mor-sereg could simply be hiding during this time with rumours about what events have happened within the
with Eloeklo drifting around the chamber, sniffing and Fortress, but life is continuing as it did before. Some of the
listening for any sound. A second 10th Level Fear roll Watcher’s guards are even in town negotiating with the
might be required to avoid making a noise. townspeople to offer their services as town’s guards in
return for food and lodging.
If the PCs decide to hang around and tackle Camthalion,
he starts making his way towards an exit, blasting anyone
stupid enough to get in his way. In the PCs try, don’t be A SURPRISE MEETING
afraid to kill or maim any that get in his way. Likewise a In The Horn of Nimraug, Gandalf sent Alaric ‘up North’
lucky strike could take Camthalion out and award that PC to investigate some strange possible future event about to
with some serious bonus Experience Points. Escaping to unfold. Having not heard from Alaric for some time, and
the side of the mountain Camthalion makes good his hearing ‘whispers on the wind’ that an ancient artefact has

Page 13
been discovered ‘up North’, Gandalf decides to visit in straight up and down. None of the other PCs can see these
person to see just what is going on. points.
Gandalf arrives in Carn Dûm just as the PCs have left the Seeming finally satisfied with the position of the
Fortress with the palantír, perhaps while they are back at palantír, Gandalf settles back to watch… and a
Temple Inn and deciding what to do next. steady glow appears in the centre of the stone,
If the PCs are out in the wilderness instead, have them then an image begins to form…
make a Very Hard (-20) Perception roll to see the shape of ‘…flying South away from Carn Dûm, the flat
an Eagle high in the sky. A couple of hours later, Gandalf plains of Angmar, scattered settlements, ruined
comes trudging through the snow into their camp, perhaps ancient towns and fortresses. Gentle rolling hills
causing quite a stir until they realise who he is. now, North-East Arthedain, and then woodlands,
Either way, Gandalf introduces himself and enquires about the infamous Trollshaws. Somewhere near lies
Alaric’s whereabouts, appearing visibly upset when the hidden the legendary vale of Rivendell and to the
PCs talk of Alaric’s death. If the PCs are wondering how West, Bree. Then a flat grassland plain and in the
he knew who they were, they are carrying much of distance a group of horse riders, all dressed in
Alaric’s equipment, which Gandalf immediately Black and heading North-West towards Bree. One
recognised, especially Alaric’s staff. And again if they ask breaks off from the rest and heads North, you
how Gandalf knew that they were here in Carn Dûm he know heading straight for Carn Dûm.
answers… ‘Then he has changed, not cast off his black cloak,
“Well you’ve not really been that, ahh, quiet now but changed. Now he wears armour as if made of
have you? And whenever there’s something to be silver under long grey robes and upon his head a
heard, you can always guarantee that there’s crown… He looks up, his eyes shining as if with a
someone, or something, there to hear it… which is light of their own and a shrill cry emerges from
never really a good thing.” thin barely parted lips that makes your blood run
cold…’
He will then persuade the PCs to show him what they and
Alaric were chasing after. As soon as Gandalf sees the With that Gandalf knocks the stone to the floor and the
palantír he exclaims… vision vanishes. Taking out his pipe and lighting it from
the fire, he walks away silently to ponder what he has seen
“My, my! Well I’ve not seen this old thing for and blow a few smoke rings into the air. Minutes later, or
some time. Not since that weak willed Arvedui ran when a PC asks, he replies…
off with it… mmph, anyway, enough of that.”
“What you just saw is something that may be
Realising he has spoken out loud, he quickly shuts up. He happening now, or in the past, or perhaps soon…
is, after all, talking about events that took place over a or maybe never will. There is no way to tell.
thousand years ago. In fact Gandalf himself was granted
the use of this very same palantír by the Arthedain “What is certain however, is that this rider is one
Dunedain when it sat in the watchtower at Amon Sûl. of the Enemy. Who or what, is of no concern to
you, but I believe he comes to find the palantír.
The players may even recall Alaric telling them the tale of Alaric’s advice to seek a Haven was wise, but
Arvedui’s fateful journey North to escape from the Rivendell would be foolhardy. The Rider is
invading Witch King’s forces and his death in the icy perhaps not far from there now.
waters of the Bay of Forochel. Gandalf talks of ‘weak
willed Arvedui’ as if he knew him, which of course he did “But there are others… [then mumbling to
but will deny. himself] …the Havens, mmm a long way, open
country across the North and trouble from the
He then turns to the PC who saw the vision of the Shire in others perhaps. Lothlorien, but to cross the
the palantír… Mountains [looks at the PCs] …mmm… [again a
“And now we will find somewhere a little more long pause].
private to talk and you will tell me what you saw in “Ah hah! I have it! My old memory nearly lets me
the palantír.” down. You will travel north, to Evermist! Few
If this event is happening at Temple Inn he will adjourn to legends even tell of it, none will suspect.
a room upstairs, making sure that windows are shuttered “Perfect! You must leave at once! Travel
tight, if out in the wilderness a tent will have to do. Then northwest from here to a village called Ruskea
he will question the PC until all is revealed about what Vene. Be careful who you talk to there, but hire
was seen in the palantír even if Gandalf has to shoo away someone trustworthy to guide you around the Bay
the others so they can discuss the matter privately. If asked to an inlet which the Lossoth call Pitkävesi. At the
how he knew that the PC has seen something… head of this inlet lies a hidden valley that may be
“When you look into something that old, it forever difficult to find. This is Evermist; you will know
reflects in your eyes. I have used this very stone when you are there. Give the palantír to the
before and I have met those who have used others Master of this place, Nestador, and it will be safe.
like it… [he pauses with a quiet, almost sorrowful Your job will then be done.”
look in his eyes]… Those that know how to look If the PCs need persuasion to complete this mission
for such things can see it.” Gandalf will remind them that the Enemy will seek them
Then Gandalf asks for the palantír to be given to him and out whether they keep the palantír or not, if only to silence
if the others are elsewhere, he calls them around to watch. them. They are now unfortunately involved. Anyway, they
He places the stone on a convenient surface, then moves it will have the silent thanks of all the Free Peoples of
this way and that, sitting back every now and then as if Middle Earth, and the Noldor of Evermist have bountiful
making sure it is the correct way up. The PC who saw the wealth to grant in exchange for such a fabulous gift.
vision before can now make out the small sign of the The events now continue with the third and final scenario
invisible ‘upper’ and ‘nether’ poles on the surface of the in the Fire and Ice campaign, Escape to Evermist.
palantír which Gandalf seems to be lining up to point

Page 14
DÂGÛLROG
NPC DESCRIPTIONS 18th Level Olog (Black Troll) Warrior
In addition to descriptions in the Locations sections, here
Stats: As per Hoerk Tereg p. 150 Angmar sourcebook, but
are some additional descriptions of the more important
with Black Plate armour and a Black 2H sword. MM stays
NPCs. Stats are listed separately.
at +5 MM. Dâgûlrog’s combat tactic is to use half his OB
to protect Camthalion from either Eloeklo or the PCs.
THE NEW MOR-SEREG
Description: Camthalion’s bodyguard.
Three Masters of the Art (Magic-users), three Masters of
the Dark Paths (Black Rangers) and three Masters at Arms Favoured attack: He always uses half of his 175 OB with
(Warriors, including Dâgûlrog the Troll). his 2-H Sword to parry any blow against Camthalion.

CAMTHALION EBERVERHT

29th Level Avari Elf Evil Cleric 8th Level Black Númenórean Evil Cleric
Stats: See Angmar sourcebook, description on p. 49 and Stats: As per p. 150 Angmar sourcebook but has 24 PP
stats on p. 146. Note that this NPC uses Rolemaster spell and +16 Base Spells OB. Use Rolemaster spell lists for
lists. this NPC.
Description: The Watcher of Carn Dûm, immortal Avari, Favoured attack: At range Eberverht prefers to emulate
Dark Cleric and former member of the original Mor-sereg. his Master, the Watcher, as much as possible using:
Favoured attack: Camthalion has a vast and lethal array • Black Channels I – Tauric Finger (10th Level RM
of spells to 29th Level that he can use to easily kill any one Evil Cleric spell which blinds target for 1-10 days,
target of his choice per round. His favourites include: range 50’, to Eberverht this spell is actually very
expensive and he can only cast it twice before
• Absolution Pure (20th Level RM Evil Cleric spell that resorting to a cheaper alternative).
removes soul from target, range as usual, i.e. 300’+,
rather expensive to cast requiring 20 of his 87 PPs). • Dark Stunning (2nd Level Evil Cleric – Dark
Channels, equivalent of MERP Open Channelling –
• Black Channels I – Tauric Finger (10th Level RM Calm Spirits – Stunning, 1 round of stun per 10% of
Evil Cleric spell which blinds target for 1-10 days, resistance roll failure).
range 50’, this cheaper spells costing only 10 PPs).
Close in he resorts to using his 70 OB Mace, typically
• Black Channel II – Finger of Sart (15th Level Evil keeping back 50 OB to parry and protect himself.
Cleric spell which permanently paralyses foe and
would require the attention of a high level Animist RODRIC
for a cure, range 75’, still fairly expensive at 15 PPs a
shot). 7th Level Dúnadan Astrologer
• Black Channel III – Desert Curse (25th Level Evil Stats: As per p. 150 Angmar sourcebook with the
Cleric spell which boils the target’s blood, range 50’, additional information that he has 7 PPs and 29 Directed
extremely expensive at 25 PPs a shot, so kept for Spells OB. Use Rolemaster spell lists for this NPC.
special occasions!). Favoured attack: At range he uses his only attack spell, a
• His Jo is also a Daily II Sleep X item, which he tends Shock Bolt (5th Level Astrologer – Starlights list). When
to keep for an emergency once his PPs have run out, confronted in melee he drops to his knees and begs for
casting at his pursuers as he makes an escape. mercy, he is the least combat experienced of the Mor-
sereg. With his 7 PPs and his +4 spell adder he can cast
Camthalion also has some much cheaper options for when
this 5 times.
he’s running out of PPs:
• Dark Stunning (2nd Level Evil Cleric – Dark SARKAR
Channels, equivalent of MERP Open Channelling –
Calm Spirits – Stunning, 1 round of stun per 10% of 15th Level Rural Man Black Ranger
resistance roll failure). Stats: As per p. 147 Angmar sourcebook.
• Shock Bolt (7th Level Open Channelling – Favoured attack: At range he favours his 85 OB
Sound/Light Ways, rather expensive on PPs composite bow firing every round, close in he drops this in
considering the limitations). favour of his 90 OB short sword keeping back 30 OB for
parrying.
• Earthwall (7th Level Animist – Creations, good for
blocking an escape).
CARMIL
Camthalion’s chance of success against anyone of Level
19 or less, even with 0 rounds preparation and allowing 8th Level Northman Black Ranger
for some resistance to Channelling is still 100% unless he Stats: As per p. 147 Angmar sourcebook.
fumbles (on an UM 01-02). His main vulnerability is his Favoured attack: At range he favours his 70 OB
lack of PPs. Though more than capable of taking down a composite bow firing every round, close in he drops this in
number of individual foes over subsequent rounds, if favour of his 70 OB short sword keeping back 25 OB for
rushed he could be pinned down by sheer weight of parrying.
numbers of eventually forced to expend his PPs then
becoming much less powerful. FARRENAR, THE VENGEFUL CULT MEMBER
If ever forced into melee he favours his 100 OB Jo,
parrying and calling for assistance. He is, however, rather 6th Level Rural Man Black Ranger
proud and could easily be tempted to a duel. Stats: As per p. 147 Angmar sourcebook.
Description: His face is covered in bruises and his arm is
in a sling from his beating by Dâgûlrog. Won’t willingly

Page 15
talk, unless plied with drink. However, he won’t ever say Description: Eloeklo Demon of the North Wind, Master
anything about Camthalion and if pressed, will leave. of the Wind-horde and immortal tyrant of the Northern
Favoured attack: At range he likes using his 45 OB spear Waste! Infuriated at being forcibly summoned, it seeks
and closer in his 60 OB hand axe. any opportunity to break free of the ritual that binds it and
attack it’s summoner.
Possible encounter locations: Carn Dûm town, most
probably on the way to the Inn to drink his sorrows. Favoured attack: In cloud form he can batter his
opponents with a 180 HBa attack. However, he usually
Quotes: “Bastards! Who? Err, I really can’t say” And a prefers to appear in demon form, ‘a semi-transparent
few drinks later: “Anywaysh… the boss ‘as got this lil’ horned and fanged demon some three times larger than a
cult and they’re gonna be raisin’ this spirit or summat’ in a Man’ then he can use his 175 OB whip attack which does
couple of evenings.” “The Boss, they all call ‘im the an ‘E’ Cold critical with every successful strike instead of
Watcher… uh, no I said too much… bye.” any normal criticals. Eloeklo is blind and uses senses
similar to smell and hearing to find his prey. Each round
NUDAN Eloeklo must make a Perception roll to be able to see an
6th Level Dunlending Warrior opponent, his skill being +30 while in demon form and
Stats: As per p. 147 Angmar Sourcebook. +10 while in cloud form.
PCs from ‘up North’ or those who make an appropriate
Favoured attack: At range he throws a 90 OB spear
every round (taking the -30 OB penalty per round for History skill roll may be aware of this limitation and can
shifting equipment) of which he usually carries 3. Once effectively hide from Eleoklo with a successful Stalk/Hide
he’s run out he charges in screaming a blood curdling roll. The GM may even wish to demonstrate this to the
players. For example, in the round following an
curse with his 95 OB hand axe keeping back just 25 OB
for parrying. unsuccessful Perception roll by Eleoklo, have an unlucky
NPC (or PC if the GM is feeling cruel) make a noise,
AKONID Eleoklo turns and with a crack of It’s whip the unfortunate
drops to the floor.
5th Level Easterling Rogue Eleoklo must also make another Perception roll if anything
Stats: As per p. 148 Angmar sourcebook. breaks his concentration such as the utterance of the name
Favoured attack: At range he uses his 95 OB composite ‘Elbereth’ or contact with a lit torch.
bow firing every round, while close in he spins his 90 OB Finally, all who see Eleoklo in demonic form must resist a
Usriev (acts as either a spear or 2-H sword) around his 10th Level Fear spell or run, a fumble could indicate
head grinning madly and hissing while keeping back just paralysis or even death from a heart attack.
20 OB for parrying. Quotes: [roar, howl… swwwwwish crack] usually
followed by a scream and a thud as a disembowelled body
FORTRESS BAD GUYS hits the floor.

GUARDS ORCS
2nd Level Warriors
BOSS ORC
Stats: As per ‘Footmen’ p. 150 Angmar sourcebook.
Favoured attack: At range they use their 50 OB short 6th Level Uruk Warriors
bows, but they are seldom organised enough to get to use Stats: As per ‘Trûpalog’ p. 151 Angmar sourcebook.
this weapon. Instead they tend to rush in brandishing their Favoured attack: At range 80 OB thrown spear every
50 OB broadswords, not bothering to parry and relying round of which he carries 5, close up 100 OB hand axe
entirely on their shields and armour for protection. Once keeping back 25 OB for parrying.
half their number is down they will turn and run. If they’re
backed into a corner they use their entire OB to parry ORC
while screaming for help.
4th Level Orc Warriors
INNER GATE TROLLS Stats: As per ‘Sulmog-vrás’ p. 151 Angmar sourcebook.
18th Level Sharkai Hill Trolls Favoured attack: At range 55 OB thrown spear every
Stats: As per p. 151 Angmar sourcebook but replace 175 round of which they carry 3, close up 85 OB scimitar
OB Flail attack with 175 OB club attack, and add 50 keeping back 25 OB for parrying.
Stalk/Hide and 45 Perception skills. ORC SLAVES
Favoured attack: 175 OB Club attack. Ouch! Describe
just how big and lethal looking these guys are to the 2nd Level Orc Warriors
players. If the PCs still decide to go for a straight fight, it’s Stats: As per ‘Thopur-dorashk’ p. 151 Angmar
their own undoing. sourcebook.
Favoured attack: At range 20 OB thrown spear every
UNDEAD round of which they carry 2, close up 50 OB scimitar
Stats: For any of the undead either from the Haunted keeping back nothing for parrying.
Middle Ruins or within the Fortress itself, refer to stats on
p. 152 Angmar sourcebook.
ORC MINERS
4th Level Orc Warriors
ELOEKLO, DEMON OF THE NORTH WIND Stats: As per ‘Larag-môsh’ p. 150 Angmar sourcebook.
Stats: See Northern Wastes sourcebook, p. 170 for stats Favoured attack: 75 OB bash keeping back nothing for
and p. 62 for description. parrying.

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MISCELLANEOUS NPCS THE WATCHFUL RANGERS
5th Level Northman Rangers
DUMFA THE INNKEEPER
Description: They could possibly come to rescue the PCs
2nd Level Dunlending Warrior if they were losing a fight in the Warrens with the Orcs.
Stats: As per p. 147 Angmar sourcebook. Or D3+1 Rangers could be persuaded to accompany the
PCs into the Warrens to recover the palantír, if they were
Description: A friendly soul though aware of the stark
persuaded that it really exists.
reality of working in such a challenging environment.
Possible encounter locations: D6 + 3 in the Ranger
Only encounter location: Temple Inn.
Ruins, or D3 + 1 either outside Carn Dûm or in town.
Quotes: “Tis a hard life now, but things can only get
Quotes: “These ruins are our home. I can see you are
easier.” “A top up sir?” “Alf a silver per night includin’
good people, so you would do well to leave now and tell
brekkie and insurance.” “Insurance? Well, ‘gainst bein’
no-one of what you have seen.” “You want to get in
burgled. Everyone pays it, best to really.”
where? Why?” “A palantír, mmm, highly unlikely.”
KONIHRABN THE ‘FUR TRAPPER’
DÛMRA THE CRUEL EASTERLING
9th Level Angmarean Scout
7th Level Easterling Warrior
Stats: See Northern Wastes sourcebook, description on p.
Stats: See Angmar sourcebook, description on p. 82 and
68 and stats on p. 170, except for the following corrections
stats on p. 148.
and changes.
Description: He rides a stout Easterling pony and carries
Description: Konihrabn is a very loyal servant of
an Usriev. Behind him he pulls Pug the Orcish slave on an
Mûrazôr, Witch King and Leader of the Nazgûl. He has
iron chain.
come to Carn Dûm disguised as a fur trapper to look into
rumours that a powerful magical artefact has come into the Possible encounter locations: In town, most likely in or
Watcher’s possession. He suspects that the Watcher might around the Inn.
be thinking about hanging on to the item rather than Quotes: To Pug, his Orc slave (see below): “Stupid cave
informing the Dark Lord. pig! [thwack] You bring me back bad luck again!
He has a +25 Black Mithril Short sword, which gives him [thwack]” “Mmm, you wanna wager on that?” “[drunken
a total 117 OB (92 natural, +25 magical). hic] What you [hic] starin’ at… huh?”
He also carries a small +20 target shield to give a total
PUG THE PITIFUL ORCISH SLAVE
55/45 melee/missile DB (15 natural, +20/10 shield, +20
magical). 4th Level Orc Warrior
Favoured attack: 117 OB short sword keeping back 80 Stats: As per ‘Larag-môsh’ p. 151 Angmar sourcebook,
OB for parrying until he’s sure he can make a killing but without any armour or weapons.
strike. Description: Pug originally comes from Carn Dûm where
Possible encounter locations: Anywhere in Carn Dûm he used to work as a miner in the caves and secretly yearns
town. to go back there, willing to bargain with PCs to lead them
Quotes: “Shhh… sleep long and silent my friend into the tunnels in exchange for it’s freedom but once in
[removes blade from victim’s ribcage]” Doesn’t talk the tunnels will escape at the first opportunity.
much. “Don’t trust them Rangers, nothing but horse Possible encounter locations: See the ‘Pug the Pitiful’
thieves and bandits.” Encounter.
Quotes: “It is sorry for me…” “1-2-3 counts me fingers
THE DWARVISH MASONS an’ toes ‘as been broken.” “Naughty Master, beats me ‘e
Their leader Jari is a 4th Level Dwarven Warrior. The does. Done nuffin’ wrong. Shows ‘im ‘is way, watches
other three Mim, Nothri and Farin are 3rd Level Dwarven ‘im at night we’ me’ good eyes, still ‘e beats me.”
Warriors. “[whimper] Sore head now, can’t be sleepin’ tonight now.
Says I bring bad luck on ‘im last night: but ‘e is gamblin’
Possible encounter locations: Sitting in a corner of the
‘is own luck away.” “Vury close to home now, can smells
Temple Inn, in Carn Dûm town or wandering around town
it, wishes could be going back there.”
heads down under their hoods.
Quotes: If you’re not a dwarf: “[silence]” If you are a
dwarf: “Cousin, it’s been a long while. Sit down and tell
us your story.”

Page 17
APPENDIX A - CARN DÛM TOWN MAP & KEY
17

11 16

10 14
13
12 15
9
8
7

6
4
5

2a

LOCATION KEY
1 Main Gate
2 Tolric the Farrier
2a Tolric’s Paddock
3 Temple Inn
4 Karl’s ‘Sooths You!’
5 Dernor the Handyman
6 Halgar the Smithy
7 Rosamunda the Seamstress
8 Ebric the Storekeeper
9 Freawyn’s Brothel
10 Leodulf the Baker
11 Rodgar the Butcher
12-15 Squatters’ Shacks
16 Mor the Leatherworker
17 To the Middle Gate

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APPENDIX B – NPC STATS
Name Lvl Hits AT DB Sh Gr Melee OB Missile OB MovM Notes

TOWNSPEOPLE
Average Townsperson 1 34 No 0 N N 43ha 28sb +10 Mixed Blood
Each has between +50 and +80 in a skill associated with their trade.
Dumfa – see Angmar sourcebook p.147
Gundric 3 60 No +15 N N 69bs 49sb +15 Northman Warrior
Eldest son of the seamstress Rosamunda, 17 years old and eager to avenge the death of his father and uncles. Owns a rusty old broadsword, a
battered short bow and 10 arrows. Surprisingly skilled for someone so young. Spends most of his spare time practising his sword skills.
Bouncers – as per ‘Footmen’ p. 150 Angmar sourcebook.

THE DWARVISH MASONS


Jari 4 70 Ch 45 Y10 A/L 80wh 59xb 5 Dwarven Warrior
Mim, Nothri and Farin 3 60 Ch 30 Y -/L 60wh 50xb 0 Dwarven Warrior
Each has skills associated with trade varying between +50 and +80 in Disarm Traps, Pick Lock and Stone Masonry.

THE WATCHFUL RANGERS


Flamgar the Leader 8 95 RL 60 Y5 N 105bs 95cp 20 Dúnedain Ranger
Flamgar is a full blood Dúnedain and loyal Ranger allied with the Free Peoples of Middle Earth. He knows many languages, including
Westron, Sindarin, Labba and Dunael. He knows 4 Ranger spell lists and wears an eresselen hidden beneath the fold of his cloak.
Rangers 5 85 RL 40 Y5 N 80bs 85cp 10 Northman Ranger
th
Each Ranger knows 2 Ranger lists to 5 level.

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