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BRIGANDS OF MIRKWOOD™
1.0
GUIDELINES
DEFINITIONS AND TERMS.................................................
Abbreviations ....................................................................
Definitions ........................................................................
CONVERTING STATISTICS ................................................
PLAYER CHARACTERS
STRAYHOLD
THE CLAN OF STRAYS........................................................
THE ROGUES' CLAN .............................................................
Conul Uld ..........................................................................
Hrothgar Ednew................................................................
Allit the Breeze .................................................................
Mard Neffar ......................................................................
Rillit the Squirrel ..............................................................
THE MAGE .............................................................................
THE NEW MARK...................................................................
The Wagon Folk ...............................................................
Handscraft Way ...............................................................
The Market.......................................................................
The Angry Horse .............................................................
Fortune Square.................................................................
Nightsingers Way ............................................................
Luck's Alley.....................................................................
The Woodmen's Mark .....................................................
LAYOUT OF THE OLD MARK ...........................................
Mystics Hollow................................................................
Flagon Lane .....................................................................
The Strays' Clan-hall .......................................................
The Strayhouse ................................................................
The Warm Night..............................................................
The Shadows ....................................................................
Red Break ........................................................................
Loose Jacks Row .............................................................
The Rogues' Market.........................................................
EXCURSION TO THE CITY OF STRAYS
THE TALE..............................................................................
THE NPCS..............................................................................
Arcle Terrin .....................................................................
Vellser Orlit.....................................................................
THE SETTING .......................................................................
THE NPCS ..............................................................................
Starting the Players..........................................................
Aids..................................................................................
Obstacles..........................................................................
Rewards ...........................................................................
ENCOUNTERS IN STRAYHOLD........................................
A Challenge .....................................................................
Theft.................................................................................
The Split Up....................................................................
Witness ...........................................................................
The Random Encounter Table ........................................
RAID ON THE CLANHALL OF ROGUES
THE INHABITANTS ............................................................
THE INHABITANTS ............................................................
Lorril Tesserne................................................................
Haddil .............................................................................
Ecuris the Prophet...........................................................
Portik the Stray ...............................................................
2
2
2
3
5.3
5.4
THE CLANHALL .................................................................
THE TASK ............................................................................
Starting the Players..........................................................
Aids.................................................................................
Obstacles.........................................................................
Rewards ..........................................................................
ENCOUNTERS ON THE RAID...........................................
THE CASTLE OF LEARDINOTH
THE TALE OF LEARDINOTH............................................
THE NPCs..............................................................................
The Mage Leardinoth .....................................................
Telleman the Apprentice.................................................
Pochak.............................................................................
THE CASTLE OF LEARDINOTH .......................................
THE TASK ............................................................................
Starting the Players.........................................................
Aids.................................................................................
Obstacles.........................................................................
Rewards .........................................................................
ENCOUNTERS....................................................................
ALTERNATIVE ADVENTURES
THE ABDUCTION OF ILLINITH ......................................
THE BREAKING OF A CLAN ...........................................
RESCUE FROM THE BROTHERHOOD ...........................
EMPLOYMENT IN THE STRAYHOLD............................
GAMEMASTER NOTES
ENCOUNTER CHART........................................................
NPCs IN THE STRAYHOLD ..............................................
NAMELESS NPCs ...............................................................
21
27
27
27
27
27
27
1.1
1.11
1.12
5.41
5.42
5.43
5.44
1.2
2.0
3.0
5.5
3.1
3.2
6
6
6
7
7
7
7
7
8
8
8
9
10
11
13
14
14
14
14
14
15
16
16
16
16
17
17
6.0
6.1
6.2
28
28
28
28
28
29
33
33
33
33
34
34
3.21
3.22
3.23
3.24
3.25
6.21
6.22
6.23
6.3
6.4
3.3
3.4
6.41
6.42
6.43
6.44
3.41
3.42
3.43
3.44
3.45
3.46
3.47
3.48
6.5
7.0
7.1
7.2
7.3
7.4
34
34
34
35
3.5
3.51
3.52
3.53
3.54
3.55
3.56
3.57
3.58
3.59
8.0
8.1
8.2
8.3
35
36
36
CREDITS
Author: Charles Crutchfield
Editors: Peter C. Fenlon, Terry K. Amthor
Series Editor: Peter C. Fenlon
Cover Art: Angus McBride
Interior Art: Jason Waltrip
Color Maps: Jessica M. Ney, Pete Fenlon
Interior Graphics: Steve Sullivan
Editorial Contributions: John Ruemmler, Jessica Ney, Heike
Kubasch, Pete Fenlon, Rob Bell.
Production Manager: John David Ruemmler
Copy: Lambert Bridge
Production: Suzanne Young, Kurt Fischer, Jessica Ney, Rob Bell,
Coleman Charlton.
Special Contributions: Bill "Beavers can so grow to six feet
tall!" Covert, Deane (D 3 ) Begiebing, Rob "I didn't read this very
carefully" Bell, Jessica "Style is no substitute for good plotting"
Ney, Kurt "No rooms at the Inn" Fischer, Rick "Back at 8:00"
Britton, S. Coleman "No hard disk" Charlton, Preston (Biff)
Maxwell Bennett "Isn't everyone here a Young Republican?" Elsen-
hower IV, John " " Ruemmler, Pete "LaserWriter Tag" Fenlon,
Bill Downs, John Breckenridge, Brace "Cashdance" Neidlinger,
Kurt "I'm not here (But I'm tan)" Rasmussen, Kathleen "I have a
tough job here" Connor, Karl "1987 world tour" Borgster, and
Swink ("I am not just a common polecat!") D. Ferret.
4.0
4.1
4.2
17
17
17
17
18
18
18
18
18
18
18
18
19
19
19
19
4.21
4.22
4.3
4.4
4.41
4.42
4.43
4.44
4.5
4.51
4.52
4.53
4.54
4.55
5.0
5.1
5.2
5.21
5.22
5.23
5.24
20
20
20
21
21
21
Stock # 8090
ISBN 0-915795-85-X
Copyright © TOLKIEN ENTERPRISES, a division of ELAN MERCHANDISING, Inc., Berkeley, CA. Brigands of Mirkwood, The Hobbit, and The
Lord of the Rings, and all characters and places therein, are trademark properties of TOLKIEN ENTERPRISES. First U.S. Edition, 1987.
Produced and distributed by IRON CROWN ENTERPRISES, Inc., P.O. Box 1605, Charlottesville, VA 22902.
2
Introduction
The cave-cut spires of the Shattered Step that surrounds Stray-
hold glimmered beneath a newborn rainbow. Music and voices
echoed through the canyon's breaks, only to be drowned by the
sounds of splattering hoofbeats. Three riders thundered through
the fells, scattering the creatures that resurfaced after the rain.
Marhic clenched his teeth and felt the blood from his broken
tongue slide down his taut throat. He knew he couldn't rely on
the speed of a stolen horse, particularly in the muddy breaks, so he
clenched his bow and reached for the magic arrow. As the two
pursuers closed, he cursed the sky for denying him the cover of the
storm. "Why, pray tell, should Araw reward these rogues with
anything but a burning barb?"
Marhic looked back, catching a glimpse of the two rogues
amidst the wild flapping of his scarlet cape. He recognized the
hooded one as Low Nose the Asdriag. Anger replaced Mahric' s
fear, and the Northman freed his arrow from its quiver. Then he
calmly muttered to his mount: "Give me fifty yards, beast, just fifty
yards..."
Remember that the ultimate sources of information are the
works of Professor J.R.R. Tolkien. Posthumous publications ed-
ited by his son Christopher shed additional light on the world of
Middle-earth. These modules are derived from The Hobbit and
The Lord of the Rings , although they have been developed so that
no conflict exists with any of the other sources.
1.1 DEFINITIONS AND TERMS
The following abbreviations and terms are used throughout the
series.
1.11 ABBREVIATIONS
Abbreviations are listed alphabetically within subcategories.
GAME SYSTEMS
MERP .....Middle-earth Role Playing
RM .....Rolemaster
CHARACTER STATS
Ag .....Agility(RM/MERP)
Co......Constitution(RM/MERP)
St....... Strength(RM/MERP)
PR .....Presence(RM/MERP)
It(In) Intuition(RM/MERP)
Sd...... Self Discipline(RM)
Me ....Memory(RM)
Ig ......Intelligence(MERP)
Re .....Reasoning(RM)
Em ....Empathy(RM)
Qu .....Quickness(RM)
FORWARD
Brigands of Mirkwood is a Middle-earth Adventure Module set
in southern Rhovanion. Centered around the trade town of
Strayhold, near the main road between Gondor and Rhun, it
contains three complete adventures. It is unlike ICE's previously
published Adventure Modules, since more space is devoted to the
adventures and less is used for background material. In addition,
the setting and the related adventures are designed to be self-
contained, so that they can be moved to other locales within (or
even outside) Middle-earth.
Player characters (PCs) designed for use with these adventures
are provided in Section 2.0, although the Gamemaster (GM) may
wish to allow the players to use their own PCs or he may want to
design new PCs for them. The town of Strayhold is described in
detail in Section 3.0. Sections 4.0, 5.0, and 6.0 each cover one of
the three adventures.
AT .....ArmorType
bp.......bronze piece(s)
cp .......copper piece(s)
Crit ....Critical strike
D........Die or Dice
D100 ..Percentile Dice Result
DB .....Defensive Bonus
FRP....Fantasy Role Playing
GM ....Gamemaster
gp....... gold pieces(s)
ip........iron piece(s)
jp........ jade piece(s)
tp........ tin piece(s)
Lvl ......Level (exp. or spell level)
MA......Martial Arts
Mod ....Modifier or Modification
mp .......mithril piece(s)
NPC ....Non-player Character
OB ...... Offensive bonus
PC.......Player Character
PP........Power Points
R or Rad ..........Radius
Rnd or Rd........Round
RR.......Resistance Roll
Stat...... Statistic or Characteristic
A....... Adunaic
BS.....Black Speech
Cir.....CirthorCertar
D .......Dunael (Dunlending)
Du .....Daenael (Old Dunael)
E .......Edain
El ......Eldarin
Es......Easterling
1.A ....First Age
F.A ....Fourth Age
Hi......Hillman
H.......Hobbitish(Westron variant)
Har....Haradrim
Hob...Hobbit
Kd..... Kuduk(ancient Hobbitish)
Or ....... Orkish
Q.........Quenya
R .........Rohirric
Rh .......Rhovanion
S .........Sindarin
S.A .....Second Age
Si........ Silvan Elvish
T.A..... Third Age
Teng ...Tengwar
V.........Variag
W ...Westron(Common Speech)
Wo...... Wose(Druedain)
1.0 GUIDELINES
Fantasy role playing is akin to a living novel where the players
are the main characters. Everyone combines to write a story which
is never short of adventure. They help create a new land and strange
new tales.
This series is designed as a tool for Gamemasters (GMs) who
wish to run scenarios or campaigns set in J.R.R. Tolkien's Middle-
earth. The adventure modules are complete and ready-to-run
studies of very specific areas, and are intended to be used with a
minimum of additional work. Each has statistical information
based on the Middle-earth Role Playing (MERP) and Rolemaster
( RM ) fantasy systems. The modules are, however, adaptable for
use with most major role playing games. Creative guidelines, not
absolutes, are emphasized.
PROFESSOR TOLKIEN'S LEGACY
Each module is based on extensive research and attempts to
meet the high standards associated with the Tolkien legacy. Ra-
tional linguistic, cultural, and geological data are employed. Inter-
pretive material has been included with great care, and fits into
defined patterns and schemes. ICE does not intend it to be the sole
or proper view; instead, we hope to give the reader the thrust of the
creative processes and the character of the given area.
1.12 DEFINITIONS
A few crucial concepts are detailed below. The majority of unique
terms and translations from The Hobbit and The Lord of the Rings can be
found in the text proper.
Andor: (S. "Land of the Gift.") Sindarin label for Niimenor
(Westemesse).
Dol Guldur: (S. "Hill of Dark Socery") The home of Sauron (Aka.'The
Necromancer") while he convalesced from the fall of Numenor; and later
the citadel of Khamul the Ringwraith. Dol Guldur cast a great shadow on
Greenwood Forest, corrupting and darkening it, until it fell for the most
part under his influence.
Dunedain: (S. "Edain of the West"; sing. Dunadan). These High Men
are descendants of the Edain who settled the western island continent of
GAME TERMS
MIDDLE-EARTH TERMS
Kh....... Khuzdul (Dwarvish)
LotR .. The Lord of the Rings
Definitions
3
Numenor around S.A. 32. The Dunedain returned to explore, trade with,
colonize, and later conquer many areas along the western, southern, and
eastern coasts of Endor during the Second Age. Unfortunately, their
hubris and desire for power led them to attempt an invasion of the Valar's
Undying Lands. As a result, Eru (the One) destroyed their home island in
S.A. 3319. Those called the "Faithful" opposed the policies and jealous
Elf-hatred that prompted this "Downfall." The Faithful were saved when
Numenor sank, sailing east to northwestern Middle-earth. There they
found the "Realms in Exile," the kingdoms of Arnor and Gondor.
Although sparsely populated, Arthedain (in Arnor) contains the highest
proportion of the Faithful and the most purely Dunedain culture in all of
Endor. Many "unfaithful" (or "Black Numenor can") groups survive as
well, living in colonies and independent states such as Umbar.
The term Dunedain refers to the Numenoreans and their descendants in
Middle-earth, groups which possess considerable physical and mental
strength, longevity, and a rich Elven-influenced culture. Adunaic is their
native language.
Dunlendings: (Dn. "Daen Lintis.") A rugged race of Common Men
who, for the most part, migrated out of the White Mountains in the Second
Age. The Eredrim of Dor-en-Emil are a related folk. Descendants of the
Daen Coenis, Dunlendings have a medium or stocky build, sparse brown
hair, and tanned or ruddy complexions. Men average 5' 10"; women stand
around 5'6". Mostly mountain-dwellers or hill-loving herders, they are
known by various names: Dunmen, Dunnish Folk, Dunlanders, Eredrim,
the Hillmen of the White Mountains, etc.
Eldar: (Q. "Elves"; "People of the Stars".) The Calaquendi (Q. "High
Elves"), who made the Great Journey to the Undying Lands.
Gondor: (S. "Stone-land.") The great Dunedain kingdom that lies west
of Mordor and north of the Bay of Belfalas. It includes a number of
regions: (clockwise from the north) Calenardhon (Rohan after T. A. 2510);
Anorien; Ithilien; Lebennin; Belfalas; Lamedon; Anfalas; and Andrast.
Osgiliath on the Anduin serves as the Gondorian capital until T.A. 1640,
when the throne is moved to Minas Anor (Minas Tirith).
Lorien: (S."— Dream".) Also known at various times as Lothlorien (S.
"Dreamflower"), Laurelindorenan (S. "Land of the Valley of Singing
Gold"), Lorinand, Lindorinand (N. "Land of the Singers"), and Dwimor-
dene (R. "Haunted Valley".) The Golden Wood was formally established
by Galadriel in T.A. 1375, although a number of Nandor Elves preceded
her there.
Mirkwood: The great stretch of western forest called by the Elves Taur-
e-Ndaedlos (S. "Forest of Great Fear"). Like the Old Forest and Fangorn,
it is a remnant of the great forest which once covered most of northwestern
Endor. Prior to the end of the first millennium T.A. it was known as
"Greenwood the Great," but the Shadow of Sauron altered the very
essence of the region. Southern Mirkwood is that area south of the Men-
i-Naugrim.
Necromancer: More properly the Necromancer of Dol Guldur, this was
Sauron while in disguise as he assimilated his power once again. Sauron's
natural form was destroyed in the cataclysm, but his spirit was able to
escape. Though it took centuries, his evil will was so powerful that he was
able to take shape again—though he could never assume a fair form such
as he could before. While many of the Wise suspected that it was indeed
the Dark Lord, they were unable to decide on a method of dealing with this
potential threat. When he was finally driven out in the late Third Age, his
home in Mordor was already prepared to receive him.
Noldor: (Q. "The Wise"; alt. "The Deep Elves".) The Second Kindred of
the Eldar.
Northmen: Also called Northrons. A grouping of tall, strong, fair and
hairy mannish folk. They are of the "Middle Men,", a group culturally and
physically closer to Elves than those labelled common," but nonetheless
distinct from the: High Men" or Edain. Branches of the Northmen include:
(1) the Wood-men, (2) the Plains-men or Gramuz, (3) the Lake-men, (4)
the Dale-men, (5) the Eothraim, and (6) the distant Beijabar — all
Rhovanion peoples in T.A. 1640. The Rohirrim of the late Third Age are
descendants of Rhovanion Northmen.
Rhosgobel: Home of the Istar Radagast the Brown in Mirkwood.
Rhovanion: Also called Wilderland. Traditionally, this region includes
all of the land south of the Ered Mithrin and north of Mordor between the
Misty Mountains and the Carnen. The principality of the same name,
however, was that region ruled by the Northman king Vidugavia during
the 14th century T.A.; this area was east of Mirkwood and west of the
Celduin. Some confused reports have shown the Celduin as the eastern
border of the larger geographical expanse. This area includes Mirkwood.
Silvan: All of the Elves who are not Eldar.
Sindar: (S. "Grey Elves", alt. "Elves of Twilight".) The Sindar are
neither Moriquendi nor Eldar.
1.3 CONVERTING STATISTICS
When using this supplement with your FRP campaign, be
careful to note the character statistics before beginning play.
Should any adjustments need to be made, you may wish to consider
the following guidelines. The material provided is in terms of
percentages and is intended to give the reader a relatively clear
picture of the strengths and weaknesses of the individuals and
creatures discussed. Most FRP systems will relate to the data, and
conversion should be simple; remember, however, that there are
dozens of role playing rules and the change-over from the statistics
given here may be troublesome.
CONVERTING STATISTICS FOR ANY MAJOR FRP SYSTEM
All the statistics and numerical information used in this module
are expressed on a closed or open-ended scale with a 1-100 base.
They are designed for use with percentile dice (D100). Use the
chart below to derive appropriate bonuses or to convert the 1-100
numbers to figures suitable for non-percentile systems.
1-100
Stat
102+
101
100
98-99
95-97
90-94
85-89
75-84
60-74
40-59
25-39
15-24
10-14
5-9
3-4
2
1
D100
Bonus
+35
+30
+25
+20
+15
+10
+5
+5
0
0
0
-5
-5
-10
-15
-20
-25
D20
Bonus
+7
+6
+5
+4
+3
+2
+1
+1
0
0
0
-1
-1
-2
-3
-4
-4
3-18
Stat
20+
19
18
17
16
15
14
13
12
10-11
9
8
7
6
5
4
4
2-12
Stat
17+
15-16
13-14
12
11
10
9
8
7
6
5
4
3
2
2
2.0 PLAYER CHARACTERS
The following Section provides a sampling of pregenerated
characters of varying professions and levels. Each set of characters
is tailored for one of the adventures in Sections 4.0 through 7.0.
The characters' statistics are given on the table in Section 2.4 and
cover both MERP and Rolemaster. The GM may wish to assign
each player a character or he can allow them to pick from the list.
Of course, the GM can utilize the unused PCs as non-player char-
acters. After all, the players may want to design their own characters
or employ the characters they already use.
The GM should remember, however, that regardless of how the
players acquire their characters, each adventure is geared for a
different difficulty level. We suggest characters tough enough to
meet the challenge.
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