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Fire and Ice

Part II - The Watcher of Carn


Dm
A scenario for Middle Earth Role-playing
Copyright 2001 Craig Pay
Edited for The Guild Companion by Joe Mandala, February 2001

Introduction
This scenario requires the
Angmar sourcebook.
[Editor's Note: All material
relating to the Angmar
sourcebook is from 2nd
Edition Angmar, 1995, and
is copyright Graham
Staplehurst and Heike
Kubasch.]
The events take place in the
winter at the end of the year
3013 and follow the events that
took place in Fire and Ice Part I Locations
Events
- The Horn of Nimraug.

History

Rumours
NPCs

PDF version

The Great Northern Wars of


1975 signified not only the end of the Dunedain Kingdom of Arthedain
in Arnor, but also that of the Witch King's Realm of Angmar. With the
fall of the Angmar's capital at Carn Dm came the withdrawal of the
Nine members of the dark cult of Mor-sereg (Q. "Black Blood") away
from ancient Angmar and South towards Mordor: all that is, save one

soul, Camthalion the immortal Avari who moved only a short distance
East to the town of Litash-Ishi-Durbaz.
A thousand years later and Sauron sent word to his loyal servants to
search for 'that which was lost', the One Ring. For the Nine nights after
Camthalion received the message he repeatedly dreamed of his ancient
home, Carn Dm, and of a green lidless eye surrounded by blood
soaked leaves. Taking this as a sign, on the tenth day Camthalion
gathered together eight of his loyal followers to form a new Mor-sereg,
his very own Cult of the Black Blood and together they set out for Carn
Dm.
At Carn Dm Camthalion and his followers immediately ran afoul of a
small resident tribe of Orcs. After many skirmishes Camthalion and
the Orcs come to an agreement, the Orcs would have the Back Door
and lower tunnels, while Camthalion and his Mor-sereg would have
the upper caverns and safe passage through the lower tunnels to the
Inner Gate. Over the next few years Camthalion gradually became
Master of this Orcish tribe and they in turn prospered and grew in size
under their new Master's watchful eye.

3013, The present day


It is now several score years later and Camthalion, calling himself 'The
Watcher of Carn Dm', has established his own spy network across
Northern Ardor and the Southern end of the Northern Wastes, his
desperation for quality 'employees' creating a mish-mash of all sorts of
different races from Lossoth to meandering spirits. Like Saruman,
Camthalion imagines finding the One Ring for himself and ruling
Middle Earth as Lord of the Rings!
Meanwhile Mrazr, the Witch King and Leader of the Nazgl,
receives a 'waking dream' in which he hears a voice telling him that an
artefact once lost has now been found, in the frozen lands to the North
he once ruled. Could this be the One Ring? A powerful local contact of
his, Camthalion, has reported nothing to him. However, Mrazr has
been unsure of Camthalion's loyalties for some time now, so decides to
send in one of his more loyal servants, Konihrabn, to spy on
Camthalion.
So the three-way intrigue begins. Camthalion the Big-Bad-Guy and the
Mor-sereg cult, the PCs as the outnumbered Good-Guys and
Konihrabn the lone Dark Spy versus pretty much everyone else.

GM's introduction
The PCs are now chasing after Kylmyyskala (Lo. 'Cold Fish') who,

having stolen the smaller of the two palantri (that of Amon Sl) from
Nimraug's cave, is now riding as fast as she can on her White Warg
towards her master, The Watcher of Carn Dm.
Along with her flies Dndae the spirit wraith to act as both guide and
protector. Due to Dndae's vulnerability to sunlight, and not to
mention Kylmyyskala's wish to stay as hidden as possible, they travel
at night, the Warg's keen eyes guiding them through the treacherous
lands of Angmar.
Kylmyyskala suspects that she may be followed and wishes to get to
Carn Dm as soon as possible. She believes her master, the Watcher,
may be able to use the palantr to reveal whether she is pursued and if
so may even be willing to help ambush her pursuers.
As they near Carn Dm, Dndae flies on ahead to announce
Kylmyyskala's presence to its master, the Watcher. Arriving at the
main gate to Carn Dm, Kylmyyskala is welcomed by the Watchers'
guards and escorted into the fortress.
Granted an immediate audience with Camthalion, Kylmyyskala
presents the palantr to him. Immensely pleased with the gift,
Camthalion immediately grants Kylmyyskala a place within his newly
formed Mor-sereg. As the cult only ever has Nine members he has to
eject one of the other members, a Black Ranger named Farrenar who
has not been performing his duties as well as he should recently.
Camthalion orders Dglrog his Black Troll bodyguard to beat the
miscreant and eject him from the Middle Gate.
Camthalion then takes the palantr away to study.

The Journey
It is 250 miles East from Mulkan to Carn Dm. With the freshly fallen
snow much of the terrain is treacherous and is considered Rough for
movement rates.
For Kylmyyskala and her Warg tirelessly travelling up to 16 hours
every night this journey takes only 7 days. The Warg travels at a Fast
Ride rate over Rough ground for a rate of 10 miles per 4-hour period
for a total of 40 miles per day.
Travelling at a steady but more careful rate the PCs make the journey
in 12 days. The PCs travel at Jog/Walk rate over Rough ground for a
rate of 7 miles per 4-hour period, for 12 hours per day this gives a total
of 21 miles per day.
Thus, the PCs arrive in Carn Dm 5 days after Kylmyyskala still yet
safe from the prying sight of the palantr whose powers still remain
untapped by Camthalion.

Player's introduction
Read the following introduction to the players...
It is 12 days since you watched Kylmyyskala, the Dark Lossoth
henkinimittj or 'spirit namer', flee into the snowy Wastes on her
White Warg with the stolen palantr hidden beneath her furred robes.
Leaving the village of Mulkan, you set out across 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.
After a few days a red mountain becomes visible on the horizon to the
East. This is Carn Dm, tip of the most Northern of the Misty
Mountains, once proud and mighty capital of Angmar, Kingdom of the
Witch King!
And the tracks do indeed lead to the very front gate of Carn Dm. As
you approach around the mountainside you get an excellent view of
the ancient fortress. The outer wall seems mainly intact with some
evidence of recent repair and three further walls step up the
mountainside. The main gates stand slightly open and you are greeted
by two watchmen, who look you over carefully. One then steps forward
and holding out his hand says in Westron...
"Alf a silver per man and another 'alf per 'orse. You'll find the Inn up the main street. Don't be
goin' in th' ruins 'specially after sundown."

If asked about bearing arms and armour within the watchman just
grins and says,
"You ain't in sunny Bree now. You just go ahead and do whatever takes yer fancy now. Hur
hur."
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