Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
MIDDLE EARTH
ADVENTURE LOCATIONS
Revision History
Version
Date
Author
Comments
0.1
15/11/2006
MDC
First Draft
0.2
11/12/2006
MDC
Completion of Stage 1
Page 1 of 26
Table of Contents
1
OVERVIEW............................................................................................................................ 4
1.1
MAPS................................................................................................................................. 4
1.2
NOTES................................................................................................................................... 5
2.1
2.2
CULT OF DARKNESS/UNGOLIANT/SPIDERS...........................................................................6
2.3
NORTHERN MIRKWOOD..................................................................................................... 6
3.1
ADVENTURE LINKS.............................................................................................................. 6
3.2
3.3
3.4
3.4.1 Coronan........................................................................................................................ 8
3.4.2 Inn of Roses................................................................................................................. 8
3.4.3 Disaster at Carnavon Mine........................................................................................... 8
3.4.4 Cyclops Vale................................................................................................................ 8
3.4.5 Kuvera, The Lost Lake of Gold.....................................................................................8
3.4.6 Hunting Gryphons......................................................................................................... 8
3.4.7 The Last Three Adventures..........................................................................................8
3.5
3.7
3.8
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3.9.1 Orlane......................................................................................................................... 15
3.9.2 The Temple................................................................................................................. 16
3.9.2.1 Exploration........................................................................................................... 17
3.9.2.2 Siege.................................................................................................................... 17
3.9.2.3 Mop-Up................................................................................................................ 17
3.9.3 The Dungeon.............................................................................................................. 18
3.10 TSR.T1 THE VILLAGE OF HOMMLET...............................................................................19
3.10.1 Introduction............................................................................................................. 20
3.10.2 The Village.............................................................................................................. 20
3.10.3 The Moat-House..................................................................................................... 21
3.10.4 Further Adventures................................................................................................. 22
3.11 TSR.T4 THE TEMPLE OF ELEMENTAL EVIL.....................................................................22
3.11.1 Introduction............................................................................................................. 23
3.11.2 Relmethir................................................................................................................. 23
3.11.3 The Temple Ruins................................................................................................... 23
3.11.4 Clofacot (The Base Camp)....................................................................................24
3.12 WD.30 THE CURSE OF THE WILDLAND...........................................................................24
3.12.1 River Spirit.............................................................................................................. 24
3.12.2 Katgi........................................................................................................................ 24
3.12.3 The Woodsman....................................................................................................... 24
3.12.4 The Wolf Pack......................................................................................................... 24
3.12.5 The Ruins................................................................................................................ 25
3.13 WD.52 THE SERPENTS VENOM.....................................................................................25
3.14 MISCELLANEOUS LOCATIONS.............................................................................................26
3.14.1 Burh Chep............................................................................................................... 26
3.14.2 Cotstow................................................................................................................... 26
3.14.3 Dyn Odoric.............................................................................................................. 26
3.14.4 Sahmathas Lair.................................................................................................... 26
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1 Overview
This is an attempt to map various third-party locations into Middle Earth. It will not detail the
actual adventures, but merely locate them, and provide some notes as to how they could be
modified to better fit the Tolkien environment.
Note that these notes are not comprehensive, and can certainly be expanded on.
1.1
Maps
1.2
Rather than redefine them into a particular game system, the notes will make certain assumptions
as to how adventures within Middle Earth should be, and the modification notes shall reflect that.
These assumptions will include the following: 1.2.1 Reason for Adventuring
Whereas most RPG systems assume that the PCs will be motivated by the idea of Kill monster,
take treasure, the ME setting makes clear definitions about good and evil, and the assumption
will be that the PCs will be motivated by more altruistic reasons than simple greed.
1.2.2 Races and Creatures
Obviously, the ME racial environment is reasonably well-defined, and notes will indicate where
changes will need to be made to fit those established roles.
1.2.3 Middle Earth Era
It will be assumed that the adventuring will occur in TA1640, which is the ICE standard era.
Reference should be made to the ICE materials for extended background material.
1.2.4 Monsters
Obviously, other third-party adventures tend to make use of monsters that do not exist in ME
canon literature. Wherever possible, these will be changed to reflect standard ME critters.
Where this is not feasible, the extent of the changes will be minimised, and some rationale
provided for the creatures existence.
1.2.5 Logic and Consistency
As part of the change to adventure reasoning, it is also assumed that adventures need to be at
least semi-realistic in their approach, in that they are logical and consistent. Among other things,
this would imply the following:
No monsters that live on air all environments should provide a realistic environment to
support long-term existence. No mortal enemies living peacefully next door to each other,
with no food, water or toilet facilities.
Creatures should not exist solely to be killed. All critters should have a reason, even if not
apparent to the PCs, as to why they are where they are, and why they are doing what they
are doing.
No stupid puzzles, jokes or other silly things that tend to break the fourth wall it should be
up to the players characters to finish the adventure, not the players themselves.
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1.2.6 Treasure
Treasure should be minimised in ME, given that it should not be the major reason for adventuring.
All valuables available should reflect the published notes for ME.
1.2.7 Combat and Death
Combat should be difficult, and death a major event.
Monsters should fight to the best of their intelligence and abilities, not simply line up all in a
row to be dispatched one at a time with a single blow.
PCs will not automatically be better then most monsters a single orc will generally be more
than a match for any beginning characters, and should give most more experienced
characters a run for their money.
Bad guys, or at least the senior ones, should be given a personality. It is better to have a
distinct individual as the main protagonist, rather than some mindless overwhelming force of
grunts.
Combat should be deadly to the unprepared. The environment should be harsh, and any
player who waltzes into combat without a care should be punished. On the other hand,
combat should offer a reward for those players who can think, and can ambush or fight
intelligently.
It will be assumed that players will invest a reasonable amount into their characters, and as
such, sudden instant should be avoided. No death traps unless players can avoid them by
their actions, not by making a lucky role. No instant death poisons. No overwhelming
enemies if they do something stupid, then kill them, but always give them a chance to all
escape from the adventure alive.
If they do die, the death should hopefully be heroic. Whilst ME is realistic, it is also heroic
fantasy, and players like the idea that their characters are doing more than the mundane.
1.2.8 Magic
Magic is rare and personal in ME, and the adventures should reflect this.
2 Notes
I feel I have finally got this document to a state in which I can place it aside for a while and move
on to something else, namely Tol Falas. It is certainly not complete, but it is in a state where it
can be used by others, and can be built on by others. I would ask people to please review this,
and feel free to make any comments, or additions or modifications.
The adventures are mainly clustered down the Celduin. Reference should be made to the
Northern Mirkwood.gif file for locations. This does not mean that these are the only adventures
possible I have some ideas for a set of adventures in the Grey Mountains, and there are
certainly other possibilities, but I have tried to provide a set of linked adventures that could be
used as some sort of campaign.
I fully realise that not everyone will have all of the material listed, and for some of the more
esoteric publications such as Pegasus, it will be very rare, but hopefully you can get the gist of
the adventures from the notes provided. Continuing this work could entail actually rewriting the
adventures, much as what was done for Sinister Secret of Saltmarsh, but I wont be doing that
myself anytime soon.
Note that none of the adventures listed deal with events that happen solely within Esgaroth, Dale
or Londaroth this was by design. Such adventures can still be run and fit in with these. These
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were designed to give a reason for travel, and to provide an overview of the area. Smaller
episodes can always be inserted.
The following are some notes on specific points: -
2.1
Currently, two adventures deal with the Cult, being TSR.L1 and TSR.T1. The bad guys are not
actual members of the ten, because they should be tucked up safe in Nan Morsereg, however
Brego, the tenth of the ten, could certainly make an appearance in TSR.L1, but should probably
escape. These two adventures currently dont lead anywhere, so if anyone has any ideas as to
further move up the Cult hidey-holes to Nan Morsereg, please let me know.
2.2
Cult of Darkness/Ungoliant/Spiders
I have not placed any adventures that relate directly to this concept, as I feel that it needs to be
planned out more. I have however placed a location for an old ruined Elvish Village which forms
the terminus of the WD.30 adventure. This location is roughly where the location of The Cultists
Lair is located in the The Dawn of Unlight scenario in White Dwarf 64. As such, it could be used
in both adventures.
2.3
There are currently three potential links to the Iron Hills module. The first is the TSR.T4
adventure. This is located in the middle of the Men-I-Naugrim, so having the Dwarves as an
interested party in this would make sense.
The second is the dwarf Katgi, who appears in WD.30. Katgi is an old (678yo) dwarf who has
retired to go fishing. If there can be some background as to who he is, why he has retired to
where he has, and any reasons why the dwarves may wish to re-contact him, it could provide an
interesting twist.
The third is the magic item that was stolen by the goblin in JD.TDR. It was originally written as
being the Broadbeams Ring of Power. That doesnt really make sense, but given the direction
that they were coming from, it would make sense that they had stolen some Dwarven item from
the Iron Hills. If you could provide the item, and possibly the background to the theft prior to them
reaching the river, it could add to the adventure. The party could then be tasked with returning it
to the Dwarves, which would provide a neat link to the Iron Hills supplement.
3 Northern Mirkwood
3.1
Adventure Links
The following is a table of how the various adventures could be linked in a campaign. Obviously,
this need not be a continuous stream, as some freedom for the characters should be given, but it
may help.
1. ICE.DW1 Start at the Vodugarazun in Esgaroth. Recruited by Ulgar to find the missing
villagers from Ulgarstat.
2. TSR.N1 Asked by Ulgar to travel from Ulgarstat to Orlane to see if they are missing any
people. (TSR.N1 will also provide a later link to WD.52.)
3. Genni Ofmere (ICE Laketown Supplement, p180). Fennric and Flana, hearing of the partys
efforts in destroying the Spirit Naga, come to Orlane to ask for their help.
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4. TSR.L1 Once in Cotstow, they hear about Bone Hill, and decide to check out whilst they are
there. Are then led to the Burnt Guard Station at Esgaroth.
5. TSR.T1 Find reference to Lareth (the Beautiful) of Iach Celduin at the Guard Station
travel south to check it out.
6. ICE.DW2 Recruited at Iach Celduin to rescue guards from trolls.
7. JG.P7/2 On way back, see tower ruins and hear story. Decide to check it out.
8. WD.30 Find reference to the ruins in the tower. Travel up the river to check them out. (This
will also provide a later link to WD.64.)
9. TSR.T4 when back in Iach Celduin, they are approached to travel to Relmether to stop
Dieraglir. Note that as per ICE Laketown Supplement Assisting the Gramuz adventure
(p188), this could be put forward by an agent of the Gramuz Thyn Brogdin, who would be
prepared to offer troops if the characters can first locate the bandits base.
10. JD.TDR Back in Iach Celduin after sucessfully stopping Dieraglir, a suggestion is made to
the characters that, as they are at a loose end, they could take a trip south to Buhr Chep for
the market.
3.2
MERP Module Denizens of the Dark Wood Adventure 1 Iron Crown Enterprises
Apart from shifting the location a bit further southwards such that it makes more sense that the
road to Wessuns farm must pass through the forest, no changes are needed.
Note that the road north will eventually end up intersecting the Celebannon-Orlane Road about
five miles west of Orlane, so this would be a good way to lead into TSR.N1. Simply have the
locals suggest that the characters should go to Orlane to check if they have had any missing
persons, and then have them run into the orcs at the intersection as described.
3.3
MERP Module Denizens of the Dark Wood Adventure 2 Iron Crown Enterprises
First change I would make is to start this one in Iach Celduin. It can be run as following on from
TSR.T1. The merchant comes to Iach Celduin to recruit adventurers, and the locals point out the
characters. From then run as normal.
It also provides a neat link to JG.P7/2 have the orcs that ambushed the travelers being from the
tower. On the way back from the trolls, have Rothaar point out both the ambush site (the road
south of the tower) and also talk about the old Elvish tower on the hill to the north. Let the
characters join the dots.
3.4
Shadow World Module Cyclops Vale and Other Tales Iron Crown Enterprises
On the Lake Town book, but not in Northern Mirkwood, is listed the town of Buhr Thurasig,
located up in the Grey Mountains. The town of Coronan, as described in the above module, will
fit for it. Some of the adventures may be used, but some cannot.
3.4.1 Coronan
Aside from changing the town name and the nationalities of its inhabitants, not much else needs
to be changed. Be aware that the local population should be about 100 lake-folk and about 50
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Gramuz of the Bearwynas clan. The Carnavon family could be a rich ex-Lake Folk family, who
form the major part of the town.
3.4.2 Inn of Roses
No changes are necessary.
3.4.3 Disaster at Carnavon Mine
I would suggest that the Trogli are changed to simply be goblins (lesser orcs). They could be a
group of goblins that are not associated with the main orc tribes of the region, and were simply
trying to survive when they were discovered by the miners, but a complete new species could
stretch the imagination. Make them resemble the Goblins Gate goblins rather than full-blooded
orcs.
3.4.4 Cyclops Vale
This could be located directly north-west of Buhr Thurasig, over the other side of the mountain.
The lake could be hidden (and unmapped) behind the mountain, and the river flowing from it, run
westwards to the patch of woods and then out. After heading westwards around the foothills to
the south of the mountain, the characters should hit the river. Then they should follow the river
north-east up behind the mountain in which the Buhr Thurasig Mines sit. Change the Cyclops into
a Giant, and run as is.
3.4.5 Kuvera, The Lost Lake of Gold
After dealing with the giant, they should reach the source of the river, the lake. The tale probably
needs to be changed as to what form the tale or map takes is up to you, but it could simply be a
legend of a early mannish race from the Second Age that acted as per the tale. The triangulation
could be based on the three surrounding mountain peaks. The Rath can be as is, the Dragon
Turtle or Fastalocian is mentioned in Tolkien this is where the legend comes to life.
3.4.6 Hunting Gryphons
You could turn these into Giant Eagles, but personally I wouldnt use this the Eagles are good
and shouldnt be harmed. You could have them being there, and the Characters have to build
some sort of truce or agreement between the town and the birds, but they and their young
shouldnt be hunted.
3.4.7 The Last Three Adventures
Ignore them all these wont work in Middle Earth. The Pech and the Hirazi dont fit, and Morgus
is too powerful.
3.5
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The starting location is no longer at Esgaroth, simply because the travelling distances are too
great for the flight to the forest. As such, the adventure now starts at Buhr Chep.
3.5.1 A Ring of Ruffians
This will be located at Buhr Chep, which is described in the ICE Laketown Supplement (p32).
The easiest way is if they are told at Iach Celduin about the market held on the third-quarter of
the moon, and go down for that. Then they can run into the ruffians trying to beat up the elf, and
it continues from there. Locate the Water Mill on the Chepstream just above the ford (location 5
on the ICE map). It has closed down some time back due to the windmills being built thus the
animosity of Mallen.
3.5.2 The Ring of Fire
The ferry is a new location. It is located to allow people to travel from the Men-Dorwinion to the
South Road without having to go up to Iach Celduin. On each side of the river is a small
hostel/tavern and a larger campsite.
After throwing out the ruffians, a merchant, possibly the weaver, then asks them to go down to the
ferry, and drop off some goods for her for a merchant who is travelling up the west side of the
river. The drop-off happens late in the day, so the characters should stay overnight at the
campsite. The hostel is full it is only small and the merchants tend to book out what
accommodation is available. The campsite is a good location though plenty of company with
various travelers and traders, and they all tend to socialise together around a fire plenty of
companionship, alcohol, talk and laughter.
At some stage during the night, one of the people gets up to attend to a call of nature, and spots
movement down at the ferry landing where the boats are located. He raises a hue, and the
characters and whoever else get down there to discover the goblins party. Continue the call from
there, with the ring-bearer and whoever else escapes stealing a boat and making it into the river.
The following day, someone takes another boat to go and look for the stolen boat. It is found
abandoned on the west bank of the river below the ferry. The characters can then go and track
the bad guys to the Tree-Post Hideout, and so on for the adventure. Note that the Hidden Base
of Gwathkirkad is located off the southern edge of this map.
Note that one day when I get some time, I may go about rewriting the whole adventure and
resubmitting it to the fan-module site. I have contacted John Davis (the author), and we have his
permission to do so.
3.6
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The orcs can still be an outcast band, kicked out from the Sirkag tribe and on the run. They found
the tower only recently and have taken up residence pretty much the same as per the
adventure.
In terms of the adventure, few changes need to be made.
Rooms 5 & 6 The stone pillar is no longer animated. The skeletons can remain, and
crushing room can also remain as an elvish trap room possibly built with dwarvish help.
Room 7 The throne being magic is debatable. It could be an elvish artifact, and it certainly
isnt very powerful, given that it is bound to the area, but the rationale behind it is difficult to
explain. Your choice, but it could certainly have designs on the chair that indicates that it is of
elvish manufacture.
Room 8 The skeleton and bracers should go. Perhaps just turn this into a bathroom facility,
and give further hints of the original owners.
Room 9 The Golem needs to go. Perhaps just another trap-room floor trap door that
drops them into a pit and then closes?
Area D should be fine its simply an additional magic trap, and is reasonably elvish in
nature. Note that the d on the map is incorrectly placed.
Rooms 10 & 11 Fine. The armour and clothes should indicate the previous occupants, and
more stuff can be left, such as documents to fully explain the history in a desk in the room.
Also in here should be reference to the ruins at the start of the Emynen, being an existing (at
that time) Elvish town (See WD.30). If you are using the Dawn of Unlight scenario, then
these ruins would also be a good location of the old hollow where the cultists will meet.
Room 12 no need for a command word how would the orcs know? Obviously all coinage
in this and following rooms needs to be reduced.
Room 17 The gnolls are an issue. Advisors would be good, but gnolls dont exist, and it is
doubtful that any other independent creatures would want to exist with the orcs, or the orcs
with them. Perhaps two human or Uruk Hai mercenaries down on their luck? May just have
to leave these out.
Room 18 The zombies can be four of the original Elvish guards, given animation by the
spirit of the Wight nearby. This would explain the insanity of Aristotle above have a few
dead orcs here, and you have elves who cant be stopped a good reason to secure the
door. Here would also be a good place to have a member of the party, an elf if possible, be
mentally contacted and taken over by the Wight. The Wight can then get him or her to lead
the party to the secret door, down to room 19, and then pull on the rope.
Room 20 Change the two ghouls to a Wight make this the big battle scene.
Room 21 this doesnt really work, so should be changed to something else. Your decision
as to what reward would work in your campaign.
3.7
Why would a Dunedain Noble build a keep here in the second age when there is no easy
way to access it the Men-I-Naugrim wasnt built then?
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How could it have remained unknown and empty for so long the Elves would had to
have known of it, and there is a clearly marked track up to it?
Personally, I would use this elsewhere, possibly up in the Grey Mountains, with the tithing
train being a food train for Angmar.
This is located at the tower just above the small lake just north of the Men-I-Naugrim within the
Emyn-nu-Fuin it doesnt show up to well in the provided map, but it is there.
Note: - Maps for the two levels here are on the Wizards of the Coast Website at:
http://www.wizards.com/dnd/images/mapofweek/May2006/03_MAWMay2006_72_ppi_h4
043g3.jpg
http://www.wizards.com/dnd/images/mapofweek/May2006/04_MAWMay2006_72_ppi_4yj
4.jpg
Again, not too many changes the area is home to lesser giants, and these are them. Main
difference is that you dont need the secret motivating force. The giants are relatively
independent no one crosses them. They are not evil as such, but they are not particularly
friendly. Whether it is a raiding party to destroy them, or just a party to discuss something with
them, you can keep the setting without necessarily requiring the killing and destruction.
This should not be the residence of all giants in the area they should be spread out of the whole
mountain area with their own farms, but this is the residence of the Chief of them. Thus we have
the trail leading up there from the Men-I-Naugrim, and the fact that those who should be aware of
it should know the location. If you need to speak to the giants, this is where you would go. The
reason for going there is up to you.
The main change is to reduce the amount of coinage and treasure there is no need for it all.
The orc servants and the rebellion is an interesting change, but they should all be of snaga
(slave) variety, not warrior orcs.
The ogres could become olog-hai, but that probably isnt realistic. Perhaps just make them a
variety of lesser, lesser giants, or even just youngsters or teenagers.
The Dire Wolves are just wolves simple wolves are bad enough.
The cells the elf can be an emissary from either Thranduil or Amroth either would be
grateful to those who help him. The skeletons, forget about.
Armourer and smith both normal giants, just big and strong.
Troglodytes remove. Give the entire area over to the snaga rebels. The lizards are
optional but unnecessary.
Note that you may wish to reduce the number of orcs, both warriors and snaga surely they dont
need that many servants, and the Necromancer may get upset if too many of his own people are
being used by a nominally independent people as employees
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3.8
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No encounters, particularly with undead, on the hill. The locals are trying to remain hidden,
and given that they dont ever have visitors, they have grown rather lax with security.
Standard chances for observation, though.
With the roster, convert the bugbears to orcs, and ignore the undead, unless otherwise noted.
Tower A Here, I would suggest that this be the ghoul lair entrance. Work out the family of
ghouls that will occupy here, the basement and the lower levels, and then work out their
placements and reactions. There shouldnt be too many, such that:
They are happy to coexist with the orcs rather than simply overrunning and eating them.
Obviously, the presence of the mage will help to keep them nice, but even still, they
would not be friendly, merely tolerant.
Even with small numbers, they should still be scary intelligent and rational, and enjoy
eating people. I always liked the Call of Cthulhu idea of ghouls, rather than the D&D
version
Wall B four skeletons 3 elves and an orc all old and not active.
Tower E perhaps one animated skeleton that is partially caught under some rubble. It can
basically stay immobile until someone stands near it, when it will grab their leg that should
provide a decent scare. It is also enough to keep the orcs out undead should be tough and
scary, not cannon fodder. The magic horn may need to have its powers changed, though.
Catapult H no animation, and make the skeleton orcish (or troll, if you so wish).
The rest of the upper levels of the castle, pretty much as is, making allowances for the
change in party. One shaman would probably be enough, though give him both rooms O
and P. Either that or turn him into the orcish (Uruk?) commander.
There should also be some fresh food you cant live on iron rations for extended periods of
time. As such, there would also need to be some transport mule and cart? This could
provide a reason for finding the area Hey, this guy comes to Esgaroth every so often to buy
food. Who is it for? Lets track him.
The magician doesnt really need both a bedroom, a workshop and an observatory, and the
human companions need somewhere to sleep. Its not as if he is making this a permanent
home.
The basement basically as described above extend the number of ghouls, and forget
about the wraith and other undead. Also, memo to Len Lakofka; if you lock living creatures
into a small room, as you did with AA. The Ghoul Lair, they will starve to death. And if it is
all locked up, with other nasties blocking the doors outside, where did the previous victims
come from? Appear from thin-air? Did the other bad guys quite cheerfully escort the victims
to the doors, unlock them, wave the victims inside, and then close and lock the doors after
them?
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BD The whole stone-guardian and statue should probably be ignored. The cave to the
northeast could probably be turned into an Elvish area for reflection and meditation, with
appropriate furnishings, however.
BE, BF and BG no mirror, no gelatinous cube and no spectators. This area can be part
of the elvish complex that has not been trashed, however, so you may wish to place
some appropriate elvish furnishings or defenses here.
BI, BJ and BK. Might as well remove the entire three rooms, along with the wraith.
BL to BO more ghouls. Give them some sort of family life, maybe with kids, etc
theyre not bad, theyre just misunderstood!
BP and BQ I kind of like. BP, with the mystery light and scent can be explained it is and
elvish sort of thing, the ghouls would avoid it like the plague, and no others would come
down here with the ghouls defending their home. The charm effect could be removed,
but perhaps a peaceful feeling could be imposed on the PCs. With BQ though, it can still
be a study, but the human skeleton has to go. Make it a very elvish study, with
appropriate magical implements like the food and drink producers. As to whether the
spirit of the previous good inhabitant is still here, I leave that to you.
Built originally by a earlier incarnation of the Cult back in TA1169, left fallow for many years,
and recently reoccupied and extended by the current Long Night. It is now used as a refuge
and spy station, for observing both river and lake traffic hidden doors allow inhabitants to
watch without being seen.
No undead.
Furnishings do not disintegrate as they are still in use. Food is not rotten, etc. The area is
live.
6 no bed, just the table, benches, etc. Keep the chest, but no gaseous form. Have it
contain various wealth, trading stuff, minor valuables for bribery purposes etc.
7 and 8, as described.
Turn 9 into the practice range they can play cards in 6. 10 just becomes an entrance hall,
containing dark clothing, muddy boots, snorkels, wet weather gear etc. 10a leads to a secret
exit near the lake
13 to 18 no giant rats normal rats are fine. Pretty much empty and deserted. 16a leads
to an exit in the nearest clump of trees further back on the ridge. 19a leads to a secret exit on
the river.
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3.9
Watch the armour and weapons, such as with the Constables Quarters. Banded Mail never
existed as actual armour outside of fantasy, and plate mail is a bit much. Tone it down to
Brigandine or Scale at most. D&D have a habit of over-armouring people.
Obviously, reduce the wealth. Farmers will deal mainly in barter, and the characters shouldnt
be robbing them anyway. Most of their wealth, what there is, will be in kind. Note that as part
of this, if the characters start flashing high-denomination coinage around, it most likely wont
be accepted they have nothing to change it. Should be fun for any elves with their 5sp
pieces. What do you mean, this is all you have? You want a pint of ale, and expect me to
give you change for that? You think Im made of money? Give them a taste of rural life
Speaking of which, I dont see how a Jeweller and Moneychanger (7) could survive in a small
farming community you may want to look at changing his profession.
Page 15 of 26
The Livery Stable just for a change, make him Gramuz give their racial biases a bit of a
serve, given that he will be one of the first friendly people that they meet.
The two elves obvious solution is to make them two of Thranduils people, and have that
the Mayor has asked the Elven-King for assistance. Any elves from Mirkwood may know
them, but these two should be senior to the character, and will still act as described. Whether
or not you keep Dorian as being a MU depends on your campaign, but having him as the
thinker is still fine. You may wish to give then better names, as well.
The Foaming Mug make the residents in the cellar into orcs hiding out. Obviously, if you
used the above entry to the module, then the orc survivors from the tower fight should be
here keep their injuries the same.
23 The Retired Ranger. Given that he is also a newcomer, he and his wife can also be
foreigners. Pure Dunedain is probably too much, but possibly part-Dunedain from the
Gondorian eastern border guards? If that is the case, change their names.
27 The Hermit. Whilst you may hint that he has some unusual powers, you should restrain
from allowing him to use them until the Dungeon.
The Golden Grain Inn change their names. Snigrot Dogroot? Derek Desleigh? Why not
just stick a label on their chests reading, Bad Guys? It doesnt really need to be so obvious.
More notes on Derek in the Temple Mop-Up section.
The way that this part of the adventure should end is with some sort of roving battle around the
town; between the bad guys in the town and the good guys, supported by the characters. It
shouldnt be the characters taking on everyone, they should start the flame, and then assist it to
burn. Run it as a liberation mission rather than a straight-up brawl.
Best way is that once it starts, and it should be something small that starts it the town is a bit of
a tinderbox, have it break into a series of running battles. Split the characters up if possible, and
have the individual characters or groups supported or responsible for small groups of the good
villagers refer to The Seven Samurai and The Magnificent Seven for hints. It would be good
if this happened in the evening or at night for further confusion. Dont be afraid to let the good
villagers win fights without the characters, and remember that the bad guys dont always have to
fight to the death surrender is an option. It neednt be a bloodbath. It should end with the bad
guys either dead, in custody, fled or having taken refuge in the temple.
3.9.2 The Temple
As said, the temple needs some changes to fit into Middle Earth, which does not have such a
regimented religious outlook. I would suggest that it be dedicated to Yavanna, or whatever her
name is known locally as possibly Alanakyn (ICE Laketown p43). Decorations and such
need to be changed to reflect this. The changes that should occur include:
Change decorations from precious material such as jade or gold to simpler material wood.
There shouldnt be much to loot that isnt the aim of the adventure.
The Guardroom of the Undead remove the skeletons and turn it into a meeting room, with
the wooden benches and a lectern.
The library books are expensive and rare, so there is no need to have so many of them.
Also, no need to have any defaced.
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Abramos chambers obviously there is no such thing as a Lawful evil alignment tongue.
You might want to leave the statues in the subsequent chamber to drop hints as to the
Dungeon.
Generally speaking, the Temple should be taken after the town is cleared. It should be a bit
different than a normal D&D campaign, in that the characters arent simply after wealth, and as
such, looting the good temple should not be something that they first go for. Of course, the fact
that such a small village has such a large temple would be something that would stand out it
isnt very subtle, but hopefully they should be able to restrain themselves.
We thus have three situations that the characters may cause:
A siege situation if a lot of the bad guys retreat to the temple after the town is liberated.
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charm the town council with her, Poor me, I was only acting out of fear of Abramo act, and will
simply be forced out of town. You could then use her for further annoying the characters in other
adventures see WD.52.
On the same lines, Derek Desleigh (with a different name, of course) from the Golden Grain could
be used the same way. Have him as Mishas secret partner, a born survivor. Remove all the
sadistic stuff from him, although he should be more callous than Misha. He could be one of those
guys who you are never sure if you have killed. He gets hit by a crossbow bolt and falls out of
sight, but when you later go to check the body, it seems to have disappeared. Make him very
above it all, lackadaisical, sarcastic and aloof, even to his own people. I have always liked the
idea of recurring villains, and these two have potential as the kind of annoying type.
Once they get to the second level of the Temple they will have both the 6 snaga orcs and Abramo
to destroy. Let them all fight to the death. It should provide an appropriate end to this section of
the module, particularly with them finding Cirilla Finla.
3.9.3 The Dungeon
The first thing that needs to be done here is to personalise it a bit. As such, I would have the bad
guys at the village disclose the identity of the four lieutenants from room 14. Give them all a
personality, and let the characters have a human face to what they are after. As written, they are
a bit of a waste its not as if the characters will even know their names before they kill them.
Personally, I would also consider including a secret or concealed exit from the chamber to the
passage between 2 and 3, so that they dont all get trapped in a dead-end set of chambers. You
may also want to perhaps have one of them sighted above ground on patrol, even if not
contacted there, just so the characters have someone to aim for when they enter the dungeon.
As stated previously, the dungeon is located to the north of Orlane, within the Aelinann. Have
Ranme the hermit, and possibly the elves and the ranger go with the party. The trail is as
described, but there is no need for wandering monsters. The aboveground part of the dungeon
should stay as is.
Have the human cult members be from the farming communities to the north of the village
obviously the characters should try to avoid slaughtering them, but it may be unavoidable. The
defense may need to be more dynamic, depending on the partys action if the entry-room guard
sound the alarm, then a running fight may be necessary. Obviously, wandering monsters are
unnecessary. The changes in the details of the rooms are described below:
8 as described above for the entrance, all are local farmers give all a spear and quilt
armour.
16 & 17 the harpy has to go. Not quite sure as to what to replace it with perhaps marsh
spiders, although there is a spider in 22 below may be overkill. Still keep the exit in the
ceiling, but remove the treasure.
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18 remove the weasel. I still havent worked out how weasels drain blood, either.
22 If you use spiders in 16 & 17, then this one probably should go. What would it eat,
anyway? Perhaps just change it to a pit trap in the floor, hidden in the dirt which caves in to a
spike-lined hole?
23 I think that this whole section should probably go there is no need for it, especially if
you still have the room 4. Just remove the entire passage from the junction with the 24-28
passage.
24 this area needs guards, but the coffer-corpse is too much. Not sure what could go here,
but I dont like the idea of undead it creates too much of a hodge-podge of monsters.
Perhaps some more orcs, being the jailers in charge of 25? This could be the main orcish
hall add some tables and benches in the NW corner, and some a couple of bedrolls in the
NE corner, and have say about 10 orcs distributed between 24 to 26. Keep the prisoners as
is, and have the evil priest direct the orcs, and then finally make his stand in room 27. All of
these should fight to the death the orcs because they believe that they have no where to
go, and the priest because he will not give up the secret passage to 37.
28 No centipedes
29 you could have these as severely brainwashed people those who went completely
mental after the meeting with the Naga rather than undead. They will still act the same.
33 to 35 main orc lair. Have these as mainly females and child-orcs, with only a couple of
males to act as guards.
37 Throne room. Change the Naga into some sort of evil Maia with a reptilian or snake
bent. Obviously this is where Ranme comes to the fore. A Maia should be more than a party
can handle, but if you have Ranme doing some unexpected magical stuff, it should enable
the characters to deliver the damage. Pretty much, you could wing the magic battle of
Ranme and the Naga, if needed, but having him do purely the defensive work whilst the
characters do the offensive would be good he shouldnt be too much of a Deus ex Mechina.
Have him be extremely tired after the combat would be good hes not all that powerful, but
he should be powerful enough that the characters are awed. No explanations should be
given he can drop hints about his order, but his background should be left as being
mysterious. Hey, Gandalf didnt give away all his secrets, either.
Then all you need to do is mop it all up. Provide an explanation (from Ranme) of what the Naga
was and what she was doing here, provide some sort of reward for the characters from the
Nagas personal treasure stash, and leave the rest as something for them to wonder about.
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3.10.1 Introduction
The best way to introduce the characters to Iach Celduin is to have them arrive by water from
Esgaroth, possibly as a result of information received in TSR.L1 about a Cult of the Long Night
agent called Lareth being resident here. On the way down, they would sight the ruins of the
moat-house from the river, and this should interest them enough to explore without requiring any
further prompting. Any players worth their salt should immediately say, Aha, a ruined
fortification, much like at Bone Hill. I bet the bad guys are hiding out there.
You could have the barge-operator give a brief rundown on the moat-house it was an Easterling
outpost built in around TA1230 by the Logath under Grachev Hos of the Sagath, in order to
monitor river traffic. They were pushed out by Vidugavia in about 1232, and the moat-house has
been pretty much a ruin ever since. Refer to the Inner Sea supplement for further information
about the occupation.
3.10.2 The Village
With the village, the map needs to be oriented such that east is now north, i.e., the river runs from
north to south. The river needs to be much broader and straighter, and as such, the mill will use
a mill-race on the west side of the river rather than damming the entire river. The landing place
for the river barges should be just south of the village, such that the barge carrying the characters
will travel through the village before docking, and then the characters enter by walking in up the
road leading past Farm Number 2.
Assuming the new compass directions, the road leading past the Church will be the Men-INaugrim leading into the forest. This road will have a branch about a mile down which will head
southwards down the river. The road leading past the stonemason and the tower will lead
northwards towards Londaroth. The road leading past Farmer's 1 and 4 is also the Men-INaugrim, and will eventually end up in the Iron Hills. The road that branches off this and heads
past Farmer 2 is the Men-Dorwinion, leading past the Iach Celduin Docks and then to Buhr Chep.
Note that there are two competing religious faiths at work in Iach Celduin:
The old faith, being the Cult of the Tree (Alanakyn) represented by the druid and the grove.
This faith still holds true to the north of Iach Celduin.
The new faith, brought up by Gondorians, being the worship of Eru Illuviatar, represented by
the Church. Iach Celduin is a melting pot of the two competing faiths, and this should be
brought home to the characters.
Obviously all family treasures should be reduced. The characters shouldnt be robbing
houses anyway
2. Modest Farmhouse and Barn Elmo and Otis should have their names changed they
sound like Sesame Street characters. Both should be a agents of the Lord of Buhr Ailgra.
7. The Inn of the Welcome Wench. Personally, I think the name sucks but Reduce the
prices. Zert should be from the east rather than the south. The rest of the guests can be
played around with too.
11. Tailor. He shouldnt know Khuzdul, but it would be interesting if he did know Sindarin as
well as Kuduk. Keep him as mild-mannered, shy and retiring, but give him some elvish blood
elves in the party may recognise his ancestry. He shouldnt be an agent of anyone, but
having him known by an elf to have resided at Celebannon at some stage would be a good
twist. He could even be in contact with the Elves, and could act as a go-between in needed.
13. Trading Post. Make the owners Dorwinion. They can still be nasty, and as thus, in the
pay of the Dieraglir as spies.
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19. Black Jay. Having him friendly to the wood-elves, would be a good twist either he has
fought with them before or done some elves a favour. Having midnight meetings with
shadowy figures coming from the forest would be suspicious if the players are watching
these meetings could simply be friendly get-togethers with his past-companions. He could
have previously lived in the forest as a woodsman, which is where his wife and family were
killed.
27 Walled Manor House he is not just the head of the council, but the major landowner.
There is no need to have democracy here, have it as a semi-feudal system. This guy is the
local Lord.
30 - The Castle. Firstly, the Lord of the village should pay for this, not outsiders. It was
planned to protect the crossings and the town due to the incursions and the bandits, but the
plague and effects of it have set it back. It is taking a long time to build because the money
isnt there trade has been reduced considerably post plague.
31 Two Storied Tower. Burne and Rufus are both employees of the local Lord. Burne
should be more of an administrator or Chamberlain rather than a wizard, but he could have
some magic skills if it would fit in the campaign. Rufus will obviously be the Castellan.
33 Materials should be coming from the Iron Hills. The spy can still exist.
34 the path leads through the small woods to the north of the village and into the swamp to
the moat-house.
Make sure that the characters are made aware of the situation regarding the bandits on the
plains, and the effect that it is having on trade, and why the village is suffering. The fact that there
may be spies present in Iach Celduin should be disclosed as well.
In terms of visiting the Moat-House, there doesnt need to be any push given by the village the
fact that they have seen it as they came down should be enough of a reason for most
adventurers to go and take a look at it. The villagers could caution about swamp creatures, but
they shouldnt know about any human inhabitants. They definitely shouldnt know about Lareth
the Cult should be keeping a low profile, and it should be a surprise to the Village to realise the
forces established under their noses.
3.10.3 The Moat-House
For the upper levels, not too many changes need to be made. The main task is to generate the
group of bandits. These should be locals, just out to survive by robbing people, not linked to
Dieraglirs band, though the characters may not realise this. They shouldnt be too tough, and
should be trying to evade any half-decent party.
1. The Pool. Change the giant frogs to an alligator it should only attack if they wander
down to the edge of the pool.
4. Tower I would leave the spider here have it as a hunting spider rather than a web
spider.
12. Corner Room the snake can just be a normal-sized poisonous snake not giant. Use a
Marsh Adder, from the ICE Dagorlad supplement. I wouldnt have the jeweled dagger there
unnecessary.
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17. The lizard is optional, but could be left in. Personally, if left in, I would make it an alligator
possibly the mate of the one in the pool. Have a nest here, and make the female fight to
the death. Obviously, she wouldnt have swallowed a shield.
The dungeons require quite a few changes, mostly to reduce the undead, and modify the other
bad guys. The first change is that the zombies should go. Leave all the undead to be ghouls,
which are actually living creatures rather than undead, and run them similar to as described for
the L1 - Bone Hill changes. They are not allied to any of the other inhabitants, but survive on
their own. If they can pick off a character, they will, but they are not suicidal. Again, run them like
Cthulhu ghouls rather than D&D ghouls. Give them the run of areas 18, 21, 22 and 31.
Keep 19 and 20 as storerooms, but remove the black capes too corny. These can be supplies
laid in by the Cult of the Long Night.
Personally, I would remove the Ogre he is unnessesary, and overkill for a party trying to keep a
low profile. Remove the prisoners from the pantry too the Cult is trying to keep a low profile,
and should not be kidnapping anyone.
For the bugbears and gnolls, change them both to two lots of five-orc squads, but from different
tribes. Have the northern group be dedicated and fight to the death, but I would keep the
interesting quirk of the southern group what were the gnolls being willing to accept a parley.
Have them not keen to fight, because they:
Arent allowed to go outdoors, but are told to stay in their quarters and live on dried foodstuffs
Are treated as the second-ranked patrol the other tribe are treated as favourites.
Are annoyed by the egotism of Lareth (the Beautiful) and the high-handed manner of the
humans
They keep two nice horses there for a status symbol they dont go riding with them, but they
wont let the orcs eat them.
As such, they would be quite willing to desert, providing that the characters agree to pat them
their exit fee and to kill all the humans here. They will then be able to give the excuse that Lareth
dismissed them from service prior to the attack, and they dont know what happened after that.
The giant crayfish in the pool is probably not needed, nor is the treasure there.
As for the humans the members of the Cult reduce the number to manageable levels, remove
the dinky cloaks, and the silly hooting and howling they will yell out if attacked, just like normal
people. With the Lieutenant and the Master, use chain instead of plate. Reduce the amount of
treasure, and have them fight to either the death or to escape. Standard big brawl to end the
whole adventure.
3.10.4 Further Adventures
Iach Celduin is a good location as a base for further adventures, and can be used as a safe
haven. The first subsequent adventure should be ICE.DW2. This can then lead into JG.P7/2,
which in turn can lead into WD.30. The link with Dieraglir of Relmether can also be explored, and
thus lead into travel overland into TSR.T4.
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3.11.1 Introduction
This can start as per the Assisting the Gramuz adventure, but have the party recruited from Iach
Celduin, particularly if they have found the spies there. If they havent, they may be known about
even before they arrive in Relmethir. The recruitment by Thyn Brogdin should be secret and
through an agent he will make troops and himself available once the bandits base camp is
found and scouted.
3.11.2 Relmethir
Relmethir is a new population centre. It is effectively a small hamlet located on the Men-INaugrim to take advantage of passing trade. It should be smaller than Iach Celduin perhaps
just a series of buildings set up on each side of the road. It is a disreputable place, most wellknown as being the birth-place of Dieraglir, and close to his bandit hideout.
Effectively, this is a Western, with Relmethir being the small Mexican village just over the border.
Thyn Brogdin is thus the Texan cattle-rancher. Feel free to crib from any of your favourite
westerns for additional adventures in the area. Dungeon Magazine #42 (July/August 1993) has
an adventure called Ransom, which is based on the film, Big Jake, which could be used as a
side adventure to get the characters out there.
The locations and people from Nulb can be kept for Relmethir. The Waterside Hostel needs to be
renamed to the Relmethir Inn. Keep the same disreputable people, but they dont need to be in
league with anyone.
Keep the smithy and stable, with a renamed Otis being a secret agent of the Lord of Buhr Ailgra.
He is also still the elder brother of Elmo from TSR.T1, so if the characters came from there, then
Otis should know about them and may help them surreptitiously. I would also keep Yday and
Murfles, renamed of course, as their present identities.
The Boatmans Tavern could be renames Skoles Tavern, and be as is. Have Lodriss still being
the secret owner, but have her as Dieraglirs mistress. Tolub then becomes Dieraglir, and Grud
remains Grud. Note that the actual identity of Dieraglir need not be known, no-one should be
able to identify him or describe him, so if he wanders into town calling himself Tolub, then noone should be the wiser. This could be fun if the characters try to recruit help in the tavern for an
attack on the bandits, particularly if the bandits sign up with the characters. Having Tolub going
along on the search for Dieraglir would provide a nice surprise eventually for the characters.
Add a few more basic buildings, and it should be set. Most folks should be transitory, even if
numbers of travelers have dropped since the plague
3.11.3 The Temple Ruins
The temple is located at the end of a track leading north from Relmethir. It is a temple originally
constructed by Grachev Hos back in the twelfth century, and then sacked by Vidugavia shortly
afterwards (See the Inland Sea supplement). It still retains a haunted reputation, and is avoided
by the local Gramuz.
It is also the base for Dieraglirs bandits. Run as is, but it shouldnt be so overtly evil in
appearance. The only random encounters in the area should be ravens and bandits.
Keep the tower as the first base for the bandits, and keep the ravens. The Bandits probably need
to be reduced in number you are not going to get that many people living together in a 40
diameter area. Note that the entire number of bandits probably needs to be reduced. Have:
20 or so out on campaign.
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40 or so in their base camp in the woods to the east of the temple. Note that the escape
tunnel from the tower runs out towards the woods and the path to the Clofacot, such that the
Temple acts as a first line of defense for the camp.
The tower can be run as is, but with the bandits reduced in number. The characters should be
able to capture this point after a tough struggle. They can then track and find the main base, and
then send word to Thyn Brogdin (who should be hiding nearby) for the troops to assault the
camp.
The actual temple can be a simple deserted damaged temple to the Sagath Gods. Remove all
the magical stuff and the stairs down (and thus the dungeons).
Note that at a later stage, I may have a look at converting the dungeons, but it looks like a
difficult task, so for the moment, I am excluding them.
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opposite side of the river. The party should hear their howling, and may even see them coming
down to the river to drink.
3.12.5 The Ruins
The ruins may need to be drawn. Note that the ruins can also be used at a later stage as the end
point for the White Dwarf 64 scenario, The Dawn of Unlight as the location of the Spider
Cultists Lair. In this way, when they receive a hint as to where the summoning should take place,
the characters can say, Hey we know where that is, we have been there before. Note that I
have not specified this scenario.
The Hsaio could exist make it a new creature from out of the east no need to have the players
being able to recognise it. Give it the spell effects as an at-will skill, and it should be a tough
creature to destroy.
The goblins are orcs, the leader is an Uruk Hai (the party should be at a sufficiently advanced
level to take these). They just need to be from a raiding group hiding out they do not need
to be associated with the temple in any way.
The skeletons I am not sure about, given my hesitation about trivializing the undead, but they
may have to be used Im not sure what they could be replaced with. Taking a lead from the
movie, The Mummy, perhaps turn them into large beetles about one to two feet in diameter,
with armoured carapaces. They would be scared by fire, which is how the orcs initially
corralled them, but would be hungry and relentless once released.
The outer shrine should have a bas-relief of the late, unlamented spirit naga.
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All the paladins and knights should simply be soldiers a good trick would be to have then as
Gramuz warriors. That would explain why the place is not local knowledge in Esgaroth, and
would also give the characters that dont like Easterlings, food for thought Easterlings arent
all bad.
High Priests Room the wraith could still exist, but have him as a ghost wraiths should be
associated with Sauron this is just an unquiet spirit.
Armory personally, I would remove the nightmare, and the weapons, and simply have this
as an antechamber and guardroom for the cells. You may still want to have some baddie
here but I dont know what. Perhaps just a trap magic sigil that Misha Devi knows about
and wants to avoid?
The Dank Chamber a spider may be a better ME monster than a Hook Horror.
After they escape with the treasure, have them hijacked when they least expect it by Derek
Desleigh and some hired thugs/bandits. The characters should not be killed, but simply have
most of the treasure taken from them try to organise it so that the characters are taken unaware
so that they cannot seriously fight back. They should be forced to surrender to a well-executed
hold-up.
Leave them their weapons have Misha act as a swindler rather than a truly nasty piece of work.
Sorry guys, thanks for the hard work, but I have to go now. No hard feelings, huh? Basically,
the characters should have come to respect and possibly even admire her chutzpah.
This leaves you the option of having the characters encounter Misha and Derek at a later stage,
and sets up a relatively friendly rivalry, rather than an all-out war. You could even have them
become allies again at a later stage against some evil threat the two should be relatively good
people, just criminal and mercenary.
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