Ruins of the North.pdf

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TM
TM
F
antasy
R
oleplaying
in the
W
oRld
oF
t
he
h
obbit
tM
and
t
he
l
oRd
oF the
R
ings
tM
b
ased
on the novels by
J.R.R. t
olkien
-
credits
-
Written by
Adam Dials, James R. Brown, Richard Harrison, T.S. Luikart, Marco Rafalá and James M. Spahn.
Additional writing by
Andrew Kenrick and Francesco Nepitello
The One Ring
rules designed by
Francesco Nepitello and Marco Maggi
Art Director:
Jon Hodgson
Art by
Andy Hepworth, Jon Hodgson, Sam Manley, Jeremy McHugh and Jan Pospíšil
Editors:
Andrew Kenrick and Francesco Nepitello
Graphic Design and Layout:
Paul Bourne
Line Development Team:
Jon Hodgson, Robert Hyde, Andrew Kenrick,
Dominic McDowall and Francesco Nepitello
Published by Sophisticated Games Ltd, 1 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and
Cubicle 7 Entertainment Ltd, Riverside House, Osney Mead, Oxford, OX2 0ES, UK.
The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered
trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used under license by Sophisticated Games Ltd and their
respective licensees.
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means,
electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
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-
contents
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i
ntRoduction
How to Use This Guide
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6
t
he
c
oMpany oF the Wain
Adventuring Phase
Part One: A Travelling Fair
Part Two: Investigating the Caravan
Part Three: False Accusations
Part Four: She Sees, She Knows
Part Five: When Dark Things…
Fellowship Phase
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n
ightMaRes oF
a
ngMaR
Adventuring Phase
Part One: Black Helms
Part Two: Orc-work
Part Three: Concerning Hill-women
Part Four: Mountains & Monsters
Part Five: Carn Dûm
Part Six: An Unexpected Foe
Epilogue: To Rivendell
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7
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W
hat
l
ies
b
eneath
Adventuring Phase
Part One: In Rivendell Where Elves Yet Dwell
Part Two: The Journey West
Part Three: The Secret Manor
Part Four: A Night of Treachery and Madness
Epilogue: Húldrahir Defeated
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h
aRdeR than
s
tone
Adventuring Phase
Part One: Road Maintenance
Part Two: At the House of Elrond
Part Three: Picking up the Trail
Part Four: Deep Plans
Part Five: Bargains in the Night
Part Six: Into the Ettendales
Epilogue: The Black Voice
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60
s
hadoWs oveR
t
yRn
g
oRthad
Adventuring Phase
Part One: The Vigilance of Mithrandir
Part Two: Return to Angmar
Part Three: The Valley of the Dead
Part Four: On the Downs
Part Five: The Hidden Vault at Fornost
Part Six: Mirabella’s Song
Part Seven: Oldest & Fatherless
Part Eight: Casting Out The Shadow
Epilogue
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c
onceRning
a
RcheRs
Adventuring Phase
Part One: Riddles in Rivendell
Part Two: The Dead and The Fallen
Part Three: Into Darkness
Part Four: The Last Battle of the Green Company
Epilogue: Bringers of Tidings
Fellowship Phase
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i
ndex
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B
3
R
uins of the
n
oRth
-
introduction
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This guide contains six ready-to-play adventures for
your company of heroes, complete scenarios that can
be played separately, or as a linked series of adventures
spanning across a number of years. All adventures are
notionally set in the years after 2954, and take place
in eastern Eriador, but none are strongly tied to a date
so you can move them earlier or later, depending on
the needs of your campaign. These adventures all draw
on the setting information contained in
Rivendell,
and
that supplement will provide a useful companion to this
anthology.
The first adventure takes the companions from the
foothills of Gundabad across the Misty Mountains to the
former capital city of Angmar and finally to Rivendell
itself. The following five adventures are all based out of
Rivendell and are set in the various lands surrounding the
Vale of Imladris. The adventures are presented in order
of increasing difficulty: while the first five adventures
can be tackled by a group of relatively inexperienced
adventurers, the final adventure offers a much greater
challenge.
None are recommended for completely novice heroes – it
is recommend that a group have played through at least
a few adventures first, such as those from
Tales from
Wilderland
or even
The Darkening of Mirkwood.
The six adventures are:
n
ightMaRes oF
a
ngMaR
A company of heroes embark on a desperate mission
to recover the stolen children of the Black Hills from the
Goblins who took them. They must find safe passage
through snow and peril into the mountains of Angmar and
the ruined city of Carn Dûm. As the enemy there seeks to
poison their minds against one another, they must flee in
the company of Glorfindel to seek sanctuary in Rivendell.
h
aRdeR than
s
tone
A fearsome servant of Sauron has arrived in Eriador to rally
the Trolls to the service of his dark master. The heroes set
out to find out more about this ‘Ogre Captain’ and discover
both a sinister plot and an unlikely ally, a spirit bound to
the will of Sauron but who would dearly like to escape.
c
onceRning
a
RcheRs
Bilbo Baggins, at Rivendell researching his book in the
company of Glorfindel and Lindir, asks the heroes to
4
i
ntRoduction
search the ruins of the north to prove that there really was
a regiment of Hobbit archers that marched to fight in the
Battle of Fornost. To do so they must search a forgotten
battlefield and enter a long-abandoned ruin, all the while
contending with spirits, Orcs and the ghosts of the past.
The Return of the Witch-king
While the adventures found in Ruins of the North are
their own way: that of the rise of the Shadow and the
the War of the Ring.
all standalone, they do form a thematic story arc in
return of the Witch-king to Angmar in readiness for
t
he
c
oMpany oF the
W
ain
The heroes cross paths with an itinerant group of
tinkers and traders, selling their wares to the scattered
folk of Eriador. But the traders are not what they seem
– their leader is an agent of the White Hand, gathering
information for Saruman.
As the players play each adventure, they should find
themselves more and more troubled by this growing
threat, fearful of the future and what is to come.
Unlike in other campaigns, there is no chance of a
W
hat
l
ies
b
eneath
The company join a Ranger, Hiraval, on his quest to
reclaim his ancestral home in the ruins of Arthedain,
crossing paths with a group of bandits who might not
be all they appear at first. But an ancient ancestor still
resides within the holding, a Spectre who seeks to corrupt
Hiraval’s bloodline forever.
denouement or a climax where the bad guy is bested;
such a victory over the Shadow remains a distant,
to see.
impossible dream that most will not live long enough
You may think this premise gloom-laden and dour,
and you would be right to do so; but have heart that
the actions of heroes can still have an impact, and
mayhap their victories combined will afford their
people respite against the Shadow.
s
hadoWs
o
veR
t
yRn
g
oRthad
The Barrow-wights are slipping beyond the edge of the
Barrow-downs for the first time in centuries and the
heroes must help Gandalf the Grey restore them to their
tombs.
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