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Trolls
of the Misty Mountains
CONTENTS
1.0 GUIDELINES...................................................
1.1 HANDLING PLAY.......................................................
1.2 ADAPTING THIS MODULE TO YOUR GAME ...............
1.21 Converting Hits and Bonuses ....................................
1.22 Conversion Chart....................................................
2
2
2
2
2
6.0 ADVENTURE AT MAES FAO............................
6.1 THE TALE OF THE HERUFEA .........................
6.2 THE NPC'S.................................................................
6.21 Caldamir...............................................................
6.22 Eldamir.................................................................
6.23 Arfanhil................................................................
6.24 Feorna..................................................................
6.3 LAYOUT OF MAES FAO..............................................
6.4 THE TASK..................................................................
6.41 Starting the Players.................................................
6.42 Aids.....................................................................
6.43 Obstacles...............................................................
6.44 Rewards................................................................
6.5 ENCOUNTERS ............................................................
6.51 Ghost of Beregor....................................................
6.52 Caldamir...............................................................
6.53 Eldamir.................................................................
6.54 Troll 1 ..................................................................
6.55 Troll 2 ..................................................................
6.56 Troll 3 ..................................................................
6.57 Arfanhil................................................................
6.58 Feorna..................................................................
6.59 Female Trolls.........................................................
22
22
22
22
23
23
23
23
27
27
28
28
28
28
28
28
29
29
29
29
30
30
30
2.0 PLAYER CHARACTERS ...................................
3
3.0 TROLLS OF THE MISTY MOUNTAINS..............
3.1 DAENOS AND ELNOST ...............................................
3.2 THE PROBLEM...........................................................
3.3 THE TASK..................................................................
3.4 THE EAST-WOOD.......................................................
3.5 CARANDOR AND DISPAR...........................................
3.51 Carandor...............................................................
3.52 Dispar ..................................................................
4
4
4
4
4
4
5
5
4.0 ADVENTURE AT DUILDIN HILL......................
4.1 THE DWARVES OF DUILDIN HILL..............................
4.2 THE NPC'S.................................................................
4.21 Gwillam and Floid ..................................................
4.22 Two Wolves...........................................................
4.23 Riscen Ganimer......................................................
4.24 Jiord ....................................................................
4.25 Borandil................................................................
4.3 LAYOUT OF DUILDIN HILL........................................
4.31 Exteriors ...............................................................
4.32 Interiors................................................................
4.4 THE TASK..................................................................
4.41 Starting the Players.................................................
4.42 Aids.....................................................................
4.43 Obstacles...............................................................
4.44 Rewards................................................................
4.5 ENCOUNTERS ............................................................
4.51 The Wolves ...........................................................
4.52 Gwillam................................................................
4.53 Floid ....................................................................
4.54 Riscen Ganimer......................................................
4.55 Jiord....................................................................
6
6
7
7
7
7
8
8
8
8
9
13
13
13
13
13
14
14
14
14
14
14
7.0 MASTER BEAST CHART ..................................
30
8.0 MASTER ENCOUNTER CHART ........................
31
CREDITS
Designer/Authors:
John and Mike Cresswell
Editor:
T. Kevin Amthor
Series Editor:
Pete Fenlon
Cover Art:
Daniel Home
Cover Graphics:
Rick Britton
Interior Art:
Denis Loubet
Interior Graphics:
Jessica Ney.
Production:
Rick Britton, T. K. Amthor
Special Contributions:
Bohlman Carldon, Blurt Raztafarian, Bick
Ritton, Juan Rumbler, Bruce Needlinger, Demiik, C , Bill
Downer, Fisch, Karlsborg, Rando, Dwartski, Deenie, Jethica, and
Beellee.
Typesetters:
The Design Group, Lynchburg, VA; Howard Huggins
of Roberston, Best and Assoc., Charlottesville, VA.
Dedicated to Pam Cresswell
5.0 ADVENTURE AT THE VILLAGE
OF GARKASH..................................................
5.1 THE VILLAGE............................................................
5.2 THE NPC'S.................................................................
5.21 Shardakh...............................................................
5.22 Malkur .................................................................
5.23 Mardrash ..............................................................
5.24 Gorbla..................................................................
5.25 Garny...................................................................
5.3 LAYOUT OF GARKASH...............................................
5.4 THE TASK..................................................................
5.41 Starting the Players.................................................
5.42 Aids.....................................................................
5.43 Obstacles...............................................................
5.44 Rewards................................................................
5.5 ENCOUNTERS ............................................................
5.51 Shardakh...............................................................
5.52 Malkur .................................................................
5.53 Gorbla..................................................................
5.54 Mardrash, Senzal and Thuram ..................................
14
14
14
14
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15
15
15
20
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21
Copyright ©1986 TOLKIEN ENTERPRISES, a division of ELAN MERCHANDISING, Inc., Berkeley, CA.
Trolls of the Misty Mountains,
The Hobbit,
and
The Lord of the Rings,
and all characters and places therein, are trademark properties of TOLKIEN ENTERPRISES.
Produced and distributed by IRON CROWN ENTERPRISES, Inc., P.O. Box 1605, Charlottesville, VA 22902.
Stock # 8103.
2
Guidelines
1.0 GUIDELINES
The
Middle-earth Ready-to-Run (MERR)
series is designed for
Gamemasters (GMs) who want adventures that can be set up in a few
minutes and played in a few hours. These adventures require little or
no preparation.
Trolls of the Misty Mountains
has four parts. Section 1.0 deals
with guidelines regarding the use of the module. Section 2.0 provides
pregenerated characters for the players (which can be used as non-
player characters if so desired).
The third part contains Sections 4.0, 5.0, and 6.0, the adventures.
Each adventure stands on its own, although a common theme unites
the stories. They can be set anywhere in Middle-earth where the story
seems appropriate. The fourth part of the module (Section 7.0 and
8.0) contains the encounter chart, and is located at the back of the
book, permitting easy reference.
1.22 CONVERSION CHART
If you play something other than
MERP
or
Rolemaster
and you do
not use a percentile system, use the following chart to convert 1-100
numbers to figures suited to your game.
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
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
1.1 HANDLING PLAY
Each adventure is geared for a different difficulty level. The one
found in Section 4.0 is challenging for 1st or 2nd level characters, or
inexperienced players. Section 5.0's adventure is aimed at 2nd or 3rd
level adventurers, while the adventure in Section 6.0 is designed for
4th or 5th level characters.
The adventures are divided into five standard parts: (1) the tale,
which describes the setting and covers the background and plot; (2)
the NPCs, a person-by-person description of the prominent non-
player characters, including their stats; (3) the layout, a level-by-
level, room-by-room description of the adventure site, complete with
numbered diagrams, floorplans, and illustrations; (4) the task, a
discussion of how to start the adventure, along with the aids, clues,
obstacles, and rewards awaiting the adventurers; and (5) encounters,
which cover typical or probable meetings between the adventurers
and the NPCs.
The GM should skim each section of an adventure before begin-
ning play. Then he can have the players pick pre-designed characters
from those provided in Section 2.0, or he can permit the players to
design their own PCs. (Of course, the GM can assign PCs.)
Once play ensues, the GM should refer to the Encounter Chart in
Section 8.0, at the back of the module. It covers the probability of en-
counters for every spot in each adventure.
2.0 PLAYER CHARACTERS
The following chart provides a sampling of pregenerated player
characters of varying profession and levels. Statistics are given for
both
MERP
and
Rolemaster.
The GM may wish to assign players a
character or allow them to select from the list. Of course, the GM
can utilize the unused PCs as non-player characters. After all, the
players may design their own characters or employ characters
already in use.
The GM should remember, however, that regardless of how the
players acquire their characters, each adventure is geared for a dif-
ferent difficulty level (see 1.1). We suggest PCs tough enough to
meet the challenge.
Codes:
See the NPC stats on page 5 for an explanation of the basic
codes. The following is a list of other codes and abbreviations which
might be ambiguous.
Power Points:
The number (if any) given in parentheses indicates
the possession of a "bonus spell item" and its bonus (see
MERP
Sec-
tion 4.56).
Skill Bonuses:
NA, SL, RL, CH = Maneuver and Movement in No
Armor, Soft Leather, Rigid Leather, and Chain; 1 HE OB, 1 HC
OB, 2H OB, Thrown OB, Missile OB, Pole-arms OB = Offensive
Bonuses for 1-H Edged, 1-H Concussion, 2-Handed, Thrown,
Missile, and Pole-arms; Dir. Spell = Directed Spells: Second. Skill
= Secondary Skills.
Secondary Skills:
Each secondary skill is abbreviated by giving the
beginning letters of the skill (see
MERP
Section 2.3). The bonus for
that skill is given following the abbreviation.
Languages:
Languages are abbreviated by using their first three let-
ters (see
MERP,
ST-1, p. 19); exceptions: BS = Black Speech and
Bet = Silvan (Bethteur). The rank for each language is given follow-
ing the abbreviation.
Spell Lists:
Spell lists are abbreviated by using the first few letters in
each word of the spell list name; for example, "Snd/LtW." refers to
the "Sound/Light Ways" spell list.
1.2 ADAPTING THE MODULE TO YOUR GAME
Like the rest of the series, this module is designed for use with the
Middle-earth Role Playing
game
(MERP)
or the more advanced
Rolemaster (RM)
system, but is adaptable to most other major FRP
games. Statistics are expressed on a closed or open-ended scale, using
a 1-100 base and percentile dice (D100). No other dice are required.
1.21 CONVERTING HITS AND BONUSES
Bonuses:
When converting percentile values to a 1-20 system a
simple rule is: for every + 5 on a D100 scale you get a + 1 on a D20.
Hits:
The concussion hit numbers found in this module only
represent general pain and system shock. They cover bruises and
small cuts rather than wounds. Critical strike damage is used to
describe serious wounds and fatal blows. The hit figures shown here
are less important than those used in game systems where death oc-
curs as a result of exceeding one's available hits. Should you use a
game system that employs no specific critical strike results (e.g., TSR
Inc.'s
Dungeons and Dragons®),
simply double the number of hits
your characters take or halve the hit values found in this module.
D100
Bonus
+ 35
+ 30
+ 25
+ 20
+ 15
+ 10
+ 5
+ 5
0
0
0
-5
-5
-10
-15
-20
-25
NAME
PC1
PC2
PC3
PC4
PC5
PC6
PC7
PC8
PC9
PC10
PC11
PC12
PC13
PC14
PC15
PC16
PC17
PC18
Race:
Ht./Wt:
Hair:
Eyes:
Lsr.Dúna. Dwarf
6'4"/212 4'9"/144
black
red
Hillman
5'8"/150
It. brown
grey
Hillman
5'10"/173
blond
hazel
Dunlendg
5'7"/145
white
grey
Dunlendg
5'10"/163
dk. brown
black
Dwarf
4'9"/163
dark
blue
Dwarf
4'8"/141
brwn
green
Lsr.Dune.
6'3"/190
red black
grey
Hillman
5'9"/152
black
dk. brown
Northman
5'5"/120
blond
blue
Silv.Elf
6'3"/195
sandy
hazel
Northman
5'2"/117
blond
green
Dunlend.
5'10"/150
grey
silver-grey
Dunadan
6'7"/250
dk. brown
blue
Half-Elf
6'3"/175
dk. brown
green
Sinda
6'4"/169
blond
violet
Dunadan
6'8"/220
black
blue
Mage
5
78
No(0)
N
10( + 3)
10
azure
green
Profession:
Level
Hits
AT(DB):
Shield:
Power Points:
Base Sp. OB:
Warrior
Warrior
Warrior
5
58
No(40)
Y25
0
0
Scout
1
31
No(30)
N
0
Scout
3
46
SL(25)
N
0
0
Warrior
4
51
RL(40)
Y25
0
0
Warrior
2
41
Ch(5)
Y25
0
Scout
3
67
SL(50)
Y35
0
Ranger
5
101
Ch(45)
Y25
10( + 2)
0
Animist
3
55
SL
(15)
N
6( + 2)
7
Animist
2
34
RL(30)
Y20
4
0
Animist
5
72
No(30)
N
45
10
Bard
1
29
Ch(30)
Y20
l( + 2)
1
Bard
3
42
No(20)
N
3( + 2)
3
Bard
5
82
No(20)
N
15
5
Mage
1
21
No(20)
N
2( + 2)
2
Mage
3
43
No(15)
N
12
6
2
3
57
81
Ch(45)
Ch(35)
Y25
Y25
0
0
0
0
STrength
AGility
Constitution.
IntelliGence:
InTuition:
PResence:
APpearance:
90
93
88
97
71
58
74
54
50
2
x
x
X
51
96
67
98
33
87
99
85
89
84
56
91
86
43
46
92
50
90
47
63
06
93
72
80
62
89
40
79
85
95
89
51
76
4
29
97
97
71
49
95
93
97
93
80
62
78
97
61
49
87
86
65
15
95
85
32
81
96
76
42
101
92
99
82
41
67
92
55
81
58
81
98
21
85
61
8
67
91
85
91
100
38
90
97
91
90
85
95
76
90
101
81
93
75
96
84
91
98
92
55
84
95
72
83
92
58
80
47
43
21
51
87
48
NA Mov M:
SL Mov M:
RL Mov M:
Ch Mov M:
25
10
25
x
-1
x
35
x
X
x
X
x
10
x
-10
2
15
x
5
x
X
20
1
x
x
15
x
-10
x
x
x
x
X
5
x
X
x
x
X
X
x
X
X
X
x
X
X
X
x
x
x
x
x
x
X
X
X
X
-5
x
-5
10
1HE OB.
1HC OB:
2H OB:
Thrown OB:
Missile OB:
Polearm OB:
48bs
69ha
95ss
x
75th
35da
75cp
x
31ss
X
X
X
46sb
x
13da
x
x
63da
53sb
x
60bs
x
x
50da
x
x
42ha
x
X
X
45hcb
x
36da
31ma
x
41da
x
X
75bs
x
35th
x
551b
x
45da
x
x
15da
40sl
x
40bs
x
x
x
X
30sp
20ss
x
x
30da
65lb
x
36ss
x
X
X
21sb
x
33ss
X
X
X
38sl
33hcb
55bs
x
X
X
35cp
X
20da
x
X
45da
x
x
25da
x
X
X
451b
x
45bs
x
X
35ts
31cb
x
28th
x
49wh
x
34wh
33hcb
x
X
X
Climb:
Ride:
Swim:
Track:
Ambush:
Stalk/Hide:
Pick Lock:
Disarm Trap:
Read Rune:
Use Item:
Dir. Spell:
Perception:
26
6
33
30
35
30
35
5
2
x
X
31
21
4
11
12
27
x
x
x
23
Seduce40
Stargaz10
Wes 4
Dun 3
Sin 3
63
x
13
13
57
41
x
3
x
30
40
2
15
35
x
13
x
X
23
2
12
12
22
x
x
X
32
34
x
-4
29
3
3
12
x
15
30
20
65
10
45
x
x
16
33
23
x
x
10
10
x
17
12
2
x
x
25
x
X
65
50
35
x
x
6
x
X
X
11
16
x
21
11
x
23
8
3
x
2
2
18
x
23
x
33
Music35
Sing65
Wes 5
Dun 4
Puk 4
Bet 1
6
20
35
3
1
6
x
x
11
16
11
3
3
2
x
X
16
53
18
3
x
x
X
X
15
20
20
40
3
2
x
x
16
x
26
13
20
1
5
3
x
15
x
40
X
X
X
X
X
30
Caving50
Music30
Wes 5
Dun 2
Ork 2
Troll 1
X
5
x
39
1staid35
Herd20
Dun 5
Wes 5
Adu 3
X
X
X
45
x
x
X
31
Mining35
x
20
x
50
10
28
17
28
17
22
37
Track30
2
35
50
80
16
26
x
11
15
25
50
25
Seduce70
Sing65
Adu 5
Wes 5
Sin 4
Dun 3
Orc 2
17
32
33
40
43
73
23
33
StarG40
WeathW25
Sin 5
Wes 5
Que 5
Adu 4
Bet 4
Wai 2
Wind L.
Light L.
Fire Law
Lofty Br.
55
50
45
45
X
X
X
X
25
35
2ndary Skill:
2ndary Skill:
Language:
Language:
Language:
Language:
Language:
Language:
Spell List:
Spell List:
Spell List:
Spell List:
Spell List:
Spell List:
Acting15 Mining45
Subdue20 Weathwt15
Wes 5
Math30
Subdue20
Dun 4
Wes 4
Forage45
Mining25
Khu 5
Wes 2
Seduce45
Herbal35
Blarm 5
Wes 4
Sin 1
Seduce65
Music45
Que 5
Sin 5
Wes 3
Tricks35
Acrobat45
Herding35
Que 5
Wes 4
Sin 3
BlkSp 1
Orc 1
StarG55
Tumbl45
Adu 5
Sin 5
Wes 3
Que 2
Khu 5
Khu 5
Wes 5
Wes 5
Adu 3
Sin 3
Wes 5
Dun 2
Blarm 1
Dun 5
Adu 5
Sin 2
Ork 1
Adu 3
Wes 5
Sin 3
Sin 3
Ork 2
Umi 2
Dun 2
Adu 2
Que 1
Nat. Guise
Path M.
Surf.W.
Cairn S.
Dir Ch.
Blood W.
Bone W.
Surf W.
Nat. Mov.
Calm S.
S/L Ways
Creations
Purif.
Dir Ch.
Phys.Enh.
Cont.S.
Ess. Ways.
Ess.Perc.
Light L.
Unbar. Ways Lofty Br.
Sound Com
Cont.S.
Ice Law
Fire Law
Lofty Br.
Light L.
Ess Perc.
Liv.
Change
MAGIC ITEMS &
SPECIAL
POSSESSIONS
PC1: + 10 broadsword; 1/2 weight chainmail.
PC2: + 10 Dwarven chainmail; Warhammer can be thrown and return from as far as 100' (levitates).
PC3: + 15 short sword (Dunadan make); collar will protect from neck critical (20% chance).
PC4: +5 short sword; boots of leaping (2x/day).
PC5: Amulet, protects from Undead (up to 5th level); 1 Arkasu
PC6: + 10 broadsword, Of Slaying Trolls; ring, Invisibility Ix/day.
PC7: Magic braiding comb; + 10 hand axe, 4 magic + 10 crossbow bolts.
PC8: + 15 throwing dagger, glows near Trolls
PC9: + 10 magic broadsword; Ruby ring ( + 2 spells)
PC10: Bone staff ( + 2 spells) 2 Mirenna, 1 Edram, 2 Gylvir, 2 Witan
PC11: +10 magic broadsword, detects undead; 3 Mirenna.
PC12. Robes of Passing/Hiding: easy movement through heavy brush, +15 to hiding; sapphire ring (x3 spells).
PC13: Amulet: fire opal ( + 2 spells, will glow bright red on command); +5 short sword.
PC14: Flute: +2 spells, and doubles all
Controlling Songs
ranges.
PC15: Lute (x3 spells), intelligent; + 15 broadsword, intelligent (talks to lute).
PC16: Blue wood rod with beryl tip ( + 2 spells, 2x range of Light Law spells), grey ferret familiar: "Swinky".
PC17: Mithril earring (x2 spells, stores 1 spell/day); fine small telescope.
PC18: Staff of blue laen ( + 3 spells, weightless, doubles damage of
Ice Law
spells); 2 + 1 0 throwing stars
98
78
90
63
x
x
Lore
4
Introduction
3.0 INTRODUCTION TO
TROLLS OF THE MISTY
MOUNTAINS
It is the year 1640 of the Third Age of Middle-earth, and the
kingdom of Rhudaur, like all other lands, is still reeling from the
depredations of the Plague (T.A. 1636). While Arthedain finds
herself weak from the loss of military manpower, Cardolan is vir-
tually extinct as an entity, and Rhudaur is an Angmarian subject
state. Only in the Angle and along the Coldfells in southern and
southeastern Rhudaur do Edain settlements remain, struggling to
hold out against the Hillmen and Dunlendings. All the armies of
Middle-earth, including the forces of the Witch-king of Angmar,
find themselves short of recruits. Acting on the general lull in mar-
tial activity, the governor of the eastern borderlands — Elasander
— is attempting to boost the border defenses in this last frontier
of Rhudaur. Hampered by a scarcity of funds, Governor Elasander
plans to stengthen the existing defensive works in the region rather
than build new fortifications.
3.3 THE TASK
For the first two adventures the task will revolve around the pro-
posed path through the woods. Prior to the work crew setting out,
a small scouting party will be sent from the town of Dispar, to the
south of the East-wood, north through the woods to reconnoiter.
The East-wood is known to have become seriously infested with
Trolls and Orcs, especially since the rise of the Witch-king. The party
will be equipped with a map of the proposed route and will be ac-
companied by a squad leader from Elnost. They are charged with
the task of rousting out any small nests of Trolls, Orcs, or any other
creatures that might endanger travellers on the path, and will be paid
20 gold pieces upon arrival in Carandor, at the north end of the
East-wood. Naturally, any booty found along the way is up for grabs.
The Gamesmaster should ensure that the Arthedan soldier receives
some also, even if it may be against his professional duty to do so.
The first two adventures occur naturally as the group fulfills its task.
At some point along the way the adventurers may receive some
knowledge of the location and nature of the third adventure. If the
group decides to move directly on to the third adventure site, the
Gamesmaster should note that they will forfeit their 20 gold piece
reward. Also, the party will be faced with the problem of dealing
with the soldier escort from Arthedain. If the group should miss
the clue leading to the third adventure site, they will receive infor-
mation about the site in Carandor, although it will be much more
vague and thus less directly useful.
3.1 DAENOS AND ELNOST
Daenos and Elnost are technically border keeps of the Arthedain
kingdom (that realm having reclaimed what land it could when the
kingdom of Rhudaur fell), though are physically cut off from the
home country except via the Bruinen to the south. They are strong-
ly built with granite block walls ten feet thick and over 50 feet high.
Each fort is manned by 30-40 regular soldiers of the army of Arthe-
dain, of whom 20-25 wil be in the keep at any given time, the rest
being on patrol. Both keeps are provisioned to enable them to withs-
tand sieges of over two months' duration. Set about 35 miles apart,
the holds straddle the Ornuil valley, lying at the southeastern ends
of the two chains of hills that define the valley.
3.4 THE EAST-WOOD
The East-wood is approximately 35 miles long and 20 miles wide,
the remnant of a much larger forest that once encompassed the en-
tire floor of the Ornuil valley. In the heyday of Arnor the forest
was surrounded by flourishing estates which were carving out giant
slices of the wood to be used as farmland. Much of the forest that
remained was protected by its status as a royal hunting preserve,
famed in particular for the water fowl which once inhabited the
Calamir: an abundent fen found at the eastern end of the East-wood.
Since the division of the kingdom of Arnor in 861 T.A. into the
states of Arthdain, Rhudaur and Cardolan, this area has been in
slow decline. In recent years the region has rebounded slightly as
refugees from devastated Rhudaur have begun homesteading in the
area. This area has become an isolated island of civilization in the
wilderness of destroyed Rhudaur. Nevertheless, the East-wood itself
continues to grow wilder as Trolls and Orcs from Angmar drift in-
to the area. The only known human settlement within the wood itself
is a small community of Rivermen who camp on the shore of the
north fork of the Caraduin River in the midst of the Calamir; the
swamp provides them protection from Orcs and Trolls. Once the
East-wood was home to communities of Silvan Elves and descen-
dants of the original Edain settlers of the region. During the time
of the United Kingdom of Arnor the High Men had built a thriving
society of small towns and villages within the confines of the original
East-wood, but the struggle against Sauron in the Second Age went
hard against them. Nothing has been heard of the settlers since ear-
ly in the Third Age, and they have apparently passed into legend.
3.2 THE PROBLEM
Although Daenos and Elnost are separated by a mere 20 miles
and could signal each other in the event of an attack, the keeps are
separated by the rugged terrain of the East-wood. No reliable roads
or paths connect the fortresses, and so it requires more than a day
of hard travel to span the distance. Both keeps have good roads
leading to a larger fortress (the regional command center) but help
from this quarter takes even longer to arrive. Elasander has engag-
ed a reliable party of Dwarves to construct a wide path through the
wood that would connect the towns of Carandor and Dispar, located
near the point where the East-wood is narrowest in a north-south
direction. Taking advantage of existing paths and animal runs
whenener possible, the crew will cut a ten-foot swath through the
trees and will break up any available rock to provide a kind of gravel
base for the road.
3.5 CARANDOR AND DISPAR
In the course of the three adventures the players may use these
two towns to acquire information and physical items that might
enhance their adventuring. Certainly the party should make use of
Carandor where key information leading to the third adventure site
will be found. Should the adventurers spend time in either town the
GM should consult the Random Encounter Chart under the column
listing town encounters.
Plik z chomika:
Dihercen
Inne pliki z tego folderu:
ICE8010 Bree And The Barrow-Downs [OCR].pdf
(9884 KB)
ICE8013 Dark Mage of Rhudaur[OCR][t].pdf
(7498 KB)
ICE8011 Mouths of the Entwash[OCR].pdf
(10405 KB)
ICE8015 Forest of Tears[OCR].pdf
(10626 KB)
ICE8016 Ghost Warriors[OCR].pdf
(9074 KB)
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