TEXT: THE DOOM OF ARNULF
  BY DEAN PAOLILLO
  T
  he Doom of Arnulf is a Lord of the Rings Adventure that takes 
  place in the late ird Age sometime between Bilbo’s finding 
  of the Ring of Power and the War of the Ring. It is designed for 4 
  characters each with 2-4 advancements.
  Narrators should keep in the mind the subtle magic of Middle-Earth 
  while narrating this adventure. In the Doom of Arnulf, the gloomy 
  weather is an essential thematic element embodying this tale. e 
  safety, comfort and essential goodness of Alatopel, despite its current 
  plight, should be emphasized and contrasted with the dark, hostile 
  woods and hills of the surrounding countryside. 
  BACKGROUND
  When Angmar was brought low and the realm of Rhudaur fell into 
  ruin, there were some men of Rhudaur who retained their noble 
  heritage and did not succumb to the malice and evil fostered by the 
  Witch-King of Angmar. Arnulf ’s ancestors were a high-minded 
  people, of noble heart and mien. ey stood loyal to the kingdom of 
  Arnor and opposed those of their kin who swore fealty to Angmar’s 
  dread lord. In the darkest years under Angmar’s shadow, Arnulf ’s 
  folk were slain or forced westward into exile, swearing oaths that they 
  would someday return and rebuild their homes.
  When Angmar and its allies in Rhudaur were finally defeated, 
  Arnulf ’s people returned to their land, driving away the Hill People 
  who had usurped it from them long years ago. What little remained 
  of Rhudaur had fallen into barbarism. Few men dared to count it 
  their home for the Shadow still lingered over the land and most men 
  shunned Rhudaur. Arnulf ’s ancestors were resolute and hoped to 
  restore their people and their realm. But the toll of long years of evil 
  sapped the dreams of glory and the Dunedain blood had worn thin. 
  e glory of Rhudaur and Arnulf ’s folk has passed and the people 
  are now simple farmers and woodsmen of a land still burdened by its 
  wicked past. e shadow of evil descends over the land once more. 
  PLOT SUMMARY
  Arnulf the Old is the aging chieftain of a wooden stronghold, little 
  more than a great hall and village upon a high hill, named in the 
  Sindarin tongue, “Alatopel.” e hold of Alatopel is beset by evil. 
  Strange wolves have begun nightly attacks and woodsmen have gone 
  missing. e pall of terror hangs over the simple but decent people. 
  Arnulf ’s nephew Cardoc is a malicious and ambitious man who has 
  fallen into the service of a magician named Yrreth. Tutored in the 
  dark arts of sorcery by Yrreth, Cardoc bewitched his uncle. While 
  under the spell, Arnulf banished his only son Malbeth and sent his 
  fair daughter Deoch away with Cardoc. Yrreth is a skillful magician 
  in service to the former master of Angmar, the dreaded Witch-King. 
  Orcs and werewolves are at his service and he plans to gather a larger 
  host to plague Eriador when the time is right. Yrreth is the descen-
  dent of the Hill People who were driven away by the ancestors of 
  Arnulf. Motivated by this ancestral legacy of vengeance; he intends to 
  destroy Arnulf and all he loves. 
  When the player characters arrive in Alatopel, they discover that the 
  old chieftain is very ill. But with the spell broken, he realizes his wick-
  ed nephew Cardoc tricked him with sorcery. He begs the characters 
  to find his son and rescue his daughter so he can make amends with 
  his children before he passes to the Hall of Mandos. He sent a band 
  of men to rescue his daughter but they never returned. Now, with the 
  strange wolves plaguing his people, he cannot spare any more warriors 
  in an attempt to rescue Deoch. e characters are his only hope.
  If the characters inquire in the village, they learn that the lord’s son 
  has become a leader of a small band of bandits and some believe he’s 
  responsible for the missing woodsman as vengeance for his banish-
  ment. During their first night at Alatopel, the werewolves in service to 
  the magician attack them in the night. After overcoming the were-
  wolves, the characters set out upon the road and after overcoming 
  several natural hazards; the characters discover the remains of the war 
  band sent to rescue Deoch. e characters find evidence that Orcs 
  and not bandits slew the men. As they continue on their journey, they 
  encounter Malbeth’s band beset by an Orc ambush. Upon defeating 
  the Orcs, characters can parley with Malbeth and convince him to 
  aid them to find Deoch or return to his father to protect the villagers. 
  ey learn that Malbeth’s band has secretly been defending the safe-
  hold against the Orcs and that several of the missing woodsmen have 
  joined his band while others have been taken captive or slain by Orcs.  
  After the encounter with Malbeth, the characters gain entrance to the 
  keep of Cardoc and Yrreth through a secret cavern with the assistance 
  of a Dwarven warrior seeking vengeance against Yrreth for reasons 
  of his own. Together, they affect the rescue of Deoch but are pursued 
  by a large force of Orcs and evil men led by Cardoc all the way back 
  to Alatopel. A final pitched battle is fought and should the characters 
  prevail, they preserve a warm hearth amidst the dark north.
  HOOKS FOR INVOLVING CHARACTERS
  A Debt to be Paid
  A noble, warrior, or other character of Dunedain descent (espe-
  cially one who hopes to advance as a Ranger in the future) may owe 
  Arnulf ’s family a debt from the past, perhaps from aid or succor given 
  long ago in the wars against Angmar or more recently. e message of 
  Arnulf is directed to this character specifically, begging him to come 
  to Rhudaur to aid the old chieftain in his time of need.
  e Grey Pilgrim’s Request
  Gandalf requests a boon of the character or characters. He has heard 
  of ill tidings from lands once under the dominion the Witch-King. 
  Arnulf the Old’s recent behavior is worrisome and he suspects that 
  some old evil of the land may plague the chieftain’s house. He bids 
  
  the characters to seek out Arnulf and learn the truth of the matter on 
  behalf of the Wise.
  LOVE AND DUTY
  A character may hail from Rhudaur or more specifically from Ala-
  topel and is sought by the lord of his land. e Narrator with the 
  cooperation of the player could also make the player’s character the 
  true love of Deoch, the lord’s daughter and thus the rival of Cardoc.
  SCENE ONE: THE GATE
  It is a chilly autumn evening and you are weary from your journey.  e 
  day was gray and overcast and drizzle accompanied your march, dampen-
  ing your cloaks and caking your boots with mud. As the sun sets unseen 
  behind the clouds, the last light of day gives way to the darker blue hues 
  of the coming night. Alatopel is a welcomed sight and you can smell the 
  smoke of the cooking fires as its inhabitants prepare for their suppers. As 
  you near Alatopel the gate is closed and a bearded watchman, a spear in 
  his right hand, eyes you warily from behind the wooden palisade.
  “Well met strangers, what purpose do you have here?” He challenges as he 
  rests his left hand on his horn.
  e watchman is named Iwar and he is suspicious and unfriendly to 
  all strangers because of the evils plaguing Alatopel. Iwar will expect 
  the characters to announce who they are and what business they have 
  in the village. After the characters introduce themselves to the watch-
  man, the Narrator should make Recognition Tests for each character. 
  If successful, the watchman’s attitude will shift from unfriendly to 
  indifferent. e Narrator should apply the applicable Test Modifier 
  found in the Core Rulebook to social tests in dealing with Iwar. Char-
  acters can either attempt to use their Persuade skill to convince Iwar 
  of their good intentions or make Bearing tests to impress the guard 
  and gain entrance. e base TN is 10.
  e Narrator should also ask for Observe skill tests against a TN of 
  15. If successful, even in the gloom of the coming night, the character 
  that succeeds at the test notices strange tracks in the mud around the 
  walls of the palisade and near the gate. Allow a Survival test with a 
  TN of 15 to determine that very large wolves made the tracks.
  Once inside, Iwar calls to a younger man working within a nearby 
  smithy and tells the lad to escort the characters to the chieftain’s hall. 
  e boy’s name is Loegir and he’s Iwar’s eldest son. He has only seen 
  fourteen summers and has not yet grown his first beard. As the char-
  acters follow Loegir, they notice that some people are finishing board-
  ing up their windows and their pale faces are wrought with worry. 
  Animals are ushered into pens and stables and as the sky continues 
  to darken, they notice urgency among the folk who are still outside. 
  Loegir, like his father and most of the people of Alatopel is distrustful 
  of strangers. Characters may attempt a Persuade skill test at TN 15 
  to convince Loegir to talk to them about the dangers plaguing the vil-
  lage. If successful, Loegir will reveal that horrible wolves have attacked 
  in the night. Several men have been killed defending the walls and 
  he is worried about his father and wishes he could stand with him 
  and help defend against the depredations of the wolves. If a character 
  inquires, he explains that his father feels he has “too few seasons” for 
  standing guard.
  NPC STATISTICS
  Iwar, Wall Guard
  Race: Man (Middle) Racial Abilities: Adaptable (+2 Stamina), Do-
  minion of Man, Skilled
  Attributes: Bearing 5 (+0), Nimbleness 6(+0), Perception 10(+2), 
  Strength 8(+1), Vitality 8(+1), Wits 6 (+0)
  Reactions: Stamina +1, Swiftness+2, Willpower +0, Wisdom +2
  Defense: 10
  Order:  Warrior
  Order Ability: Evasion
  Advancements: 1
  Skills: Armed Combat: Polearm (Spear) +5, Climb +1, Intimidate 
  +3, Observe +4, Ranged Combat +5, Ride +2, Run +2, Siegecraft 
  +4, Survival (Hills)+2, Track+2
  Edges: Wakefulness
  Flaws: none
  Health: 9
  Courage: 4
  Renown: 0
  Gear: Spear, long knife, horn, short bow and a quiver of 20 arrows. 
  Loegir
  Race: Man (Middle) Racial Abilities: Adaptable (+2 Stamina), Do-
  minion of Man, Skilled
  **Attributes: Bearing 6 (+0), Nimbleness 7(+0), Perception 6(+0), 
  Strength 6(+0), Vitality 8(+1), Wits 6 (+0)
  Reactions: Stamina +1, Swiftness+0, Willpower +0, Wisdom +0
  Defense: 10
  Order:  none (Loegir is too young and may eventually become a war-
  rior and a craftsman)
  Order Ability: none
  Advancements: 0
  Skills: Armed Combat +2, Climb +1, Observe +1, Ranged Combat 
  +1, Ride +1, Run +2, Survival (Hills)+1, Track+1
  Edges: none
  Flaws: none
  Health: 8
  Courage: 4
  Renown: 0
  Gear: knife, short bow and a quiver of 20 arrows
  **Loegir has –1 to all attributes because he is only 14 years old.
  SCENE TWO: THE GREAT HALL
  Two burly, dark haired guardsmen in leather armor and helms upon 
  their heads stand guard at the entrance of the great hall. ey have 
  spears in hand and shields on their backs.  eir bearded faces are 
  grim and they challenge your approach. Loegir explains you have 
  come to see Arnulf the Old.  e guards allow you past their post. 
  Inside the hall, a large table is set and nearly a score of men, the 
  chieftain’s host, are sitting preparing for supper. eir weapons are at 
  the table with them. e aroma of roasted meat greets you. Ale, thick 
  loafs of bread, cheese and roasted chickens adorn the table and several 
  servants busily carve a roasted boar.  e lord’s seat at the head of the 
  
  table is empty.
  e men turn their gaze upon you as Loegir begins to announce you to 
  the assembly. A large warrior with a thick black beard and a tangle of hair 
  cuts him short.  “ Let the strangers speak for themselves boy. We would 
  hear the purpose of their arrival from their own hearts so we can judge 
  whether they are true or bring more ill tidings to this hall.” 
  All eyes turn towards you.
  e speaker who interrupted Loegir is named Torrgund. Torrgund is 
  the captain of the remaining warriors in service to Arnulf the Old.
  e Narrator should make Recognition Tests for each character. A 
  successful recognition test changes the attitude of the NPCs from 
  unfriendly to indifferent with appropriate social adjustments for any 
  social skill or attribute tests. is is a good time for characters to 
  exert their Bearing and impress the gathered host. Characters should 
  make a Bearing test against a base TN of 15. A successful test gains 
  the respect of the host, especially of Torrgund, dispelling suspicion re-
  garding the motives of the characters. A failure will require characters 
  to make a Persuade skill test against a base TN of 10 to dispel suspi-
  cion of malicious intent. If the characters succeed in either impressing 
  the host or persuading the host of their good intentions, they will be 
  invited to sit at the table and join in supper. 
  While characters are dealing with Torrgund, an Observe skill check 
  at TN 10 will reveal that they are being watched from a doorway 
  on the west wall. e figure is that of the minstrel Bardwyn. Should 
  the characters fail to win Torrgund’s approval, he will step forward 
  introduce himself and allay the suspicions of Torrgund and the other 
  warriors in the hall. He will sit down to eat with the characters and 
  the other assembled warriors, ensuring them that the player charac-
  ters are worthy. e Narrator should make a Recognition test for the 
  character with the highest renown, if successful; Bardwyn tells a tale 
  of the character—endearing the characters to their hosts.
  Once the characters explain they have come to help Arnulf, Bardwyn 
  will say:
  “
  Alas, Arnulf is not well. Even after the spell of Cardoc no longer clouded 
  my lord’s sight and poisoned his ears, he fell gravely ill. He is old and 
  his heart is filled with misery and withers from it.  But that is not the 
  worse of our fortunes. Two score men were sent to find my lord’s daughter 
  Deoch, and free her from Cardoc and find his son Malbeth but none have 
  returned! Over the course of a fortnight, several woodsmen and hunters 
  have disappeared as well.  We can spare no more less we leave our homes 
  poorly defended from the great wolves that attack us in the night.” 
  Torrgund will add: “e wolves are horrid and powerful and of their 
  number none can say. ey have snatched animals and our folk. Only last 
  night, old Orin was slain.”
  Torrgund and Bardwyn will answer other questions and provide 
  any information that the Narrator feels is appropriate. Bardwyn will 
  definitely share that he believes Cardoc may have taken residence in 
  an old ruined keep that is far to the north. If a character makes a suc-
  cessful Inquire skill test with a TN of 15 then Torrgund will whisper 
  that he thinks, “…the wolves are not earthly creatures.” If the characters 
  ask to speak with Arnulf, Bardwyn will be reluctant but a successful 
  Persuade skill test at TN 10 will convince him to arrange the audi-
  ence with the ailing lord.
  Some characters might be interested in speaking with the servants or 
  other warriors. If they do, a successful Inquire skill check at TN 15 
  will reveal that Bardwyn is in love with the lord’s daughter Deoch and 
  wanted to search for her alone but Arnulf refused his request.
  NPCs:
  Bardwyn
  Race: Man (Middle) Racial Abilities: Adaptable (+2 Swiftness), 
  Dominion of Man, Skilled
  Attributes: Bearing 10 (+2), Nimbleness 8(+1), Perception 10(+2), 
  Strength 7(+0), Vitality 8(+1), Wits 10 (+2)
  Reactions: Stamina +1, Swiftness+2, Willpower +2, Wisdom +2
  Defense: 11
  Order:  Minstrel
  Order Ability: Gladden
  Advancements: 1
  Skills: Armed Combat +1, Craft (instruments) +5, Debate +4, 
  Games+2, Climb +1, Inspire +1,Intimidate +2, Language: Westron 
  (Common)+8, Sindarin+7, Lore: Realm (Rhudaur) +6,  Lore: Realm 
  (Arnor) +5, Lore: History(Rhudaur)+5, Lore: History (Angmar)+3, 
  Mimicry+1, Perform +4, Persuade +4, Ranged Combat +1, Ride +1, 
  Run +1, Stealth +1
  Edges: Favour of Fortune
  Flaws: none
  Health: 8
  Courage: 4
  Renown: 2
  Gear: Longsword, dagger, instrument
  Torrgund
  Race: Man (Middle) Racial Abilities: Adaptable (+2 Swiftness), 
  Dominion of Man, Skilled
  Attributes: Bearing 9 (+1), Nimbleness 8(+1), Perception 7 (+0), 
  Strength 10(+2), Vitality 9(+1), Wits 7 (+0)
  Reactions: Stamina +2, Swiftness+1, Willpower +1, Wisdom +1
  Defense: 11
  Order:  Warrior
  Order Ability: Evasion
  Advancements: 2
  Skills: Armed Combat: Blades (Longsword) +6, Climb +2, Inspire 
  +2, Intimidate +2, Healing +1, Observe +2, Language: Westron 
  (Common)+7, Language: Sindarin +3, Lore: Realm (Rhudaur)+5, 
  Lore: History (Rhudaur)+4, Lore: History (Angmar)+2, Ranged 
  Combat +5, Ride +4, Run +3, Siegecraft +4, Survival (Hills)+2, 
  Track+2
  Edges: Bold, Warrior’s Heart
  Flaws: Stiff Necked
  Health: 11
  Courage: 4
  Renown: 2
  Gear: Leather armor, large shield, spear, longsword, horn, short bow 
  and a quiver of 20 arrows.
  
  SCENE THREE: ARNULF THE OLD
  After supper, Bardwyn leads you from the main hall down a corridor 
  to the west, past several doors until he stops at a door at the end of 
  the hall. He knocks upon the door and an older matron opens the 
  door and gazes at Bardwyn and gives a disapproving look. Bardwyn 
  hastily explains the matter to her and she steps aside, allowing you 
  into the bedchamber of Arnulf. e room smells musty and the fire 
  burns steady sending shadows dancing about like mocking phantoms. 
  Arnulf lies under covers on his bed. His hair and long beard are all 
  gray and white. His face is gaunt, wrinkled and pale. His breath is 
  raspy. His armor and shield are displayed nearby. His mail is well kept 
  and his longsword rests against the side of his bed, hanging from a 
  post at the foot of his bed. Bardwyn approaches and the old chieftain 
  turns his head and opens his eyes. 
  “Visitors my lord, friends in our time of need.” Bardwyn whispers. 
  Arnulf turns his head to gaze at you.
  “Step closer, friends, my eyes are not what they once were and tell me 
  your names.” Arnulf gives a weak grin. 
  e Narrator should make recognition checks for the characters. e 
  Narrator should adjust Arnulf ’s response depending on the back-
  ground of the characters, the hook used to begin the adventure, or 
  any past connection to the NPCs in this adventure the Narrator and 
  player may have agreed upon. After the introductions Arnulf says:
  “You have come in our darkest hour, for that you have my eternal grati-
  tude. I pray to the Lords of the West that you can end this scourge upon 
  us. But will you honor an old man’s request? I speak to you not as a lord 
  of my people, or with the authority of my lineage but simply as a father. 
  Seek out my children Deoch and Malbeth and bring them to me before 
  I draw my last breath. I was ensorcelled by my wicked nephew, Cardoc, 
  the son of my sister Orva, who died in childbirth.  Alas, one must wonder 
  whether the infant took the life of his mother out of malice!  I would beg 
  their forgiveness for what has come to pass.”
  e Narrator should give the characters a chance to respond. True 
  Heroes will take up the cause without thought of reward. Should the 
  characters be of a heroic mold and do just that it should earn them 
  each a point of Courage and is a trigger for a point of Renown. If the 
  characters take up the cause without mention of the reward, Arnulf 
  will say:
  “You are brave and true, with no thought for profit from our misery. 
  Noble indeed and though you do not ask for it, I willingly give it. To each 
  of you, a horse from my stables, 30 pieces of silver and mail made by 
  Garberend the Smith that I will commission. Lastly, my eternal gratitude, 
  which I shall tell to Mandos, when I see him within his hall.”
  If the characters request compensation, Arnulf inquires about their 
  price. Characters who request a monetary reward will be offered 30 
  silver pennies if they undertake the quest. Because the characters have 
  proven to have a mercenary nature, Arnulf will refuse to give them 
  the money until they return with Deoch and Malbeth. e characters 
  may wish to make Persuade Tests against a TN of 15. If successful, 
  Arnulf will agree to give them money in advance.
  It is possible that the characters ask for other goods or services. e 
  Narrator should decide whether the request is one Arnulf could 
  reasonably grant. It is possible that a character may make an unusual 
  request. For example, a character might ask for Deoch’s hand in mar-
  riage if the Narrator is using the “Love and Duty” hook for the story. 
  e Narrator may decide to grant the character a point of Courage, 
  trigger a point of Renown or have some other effect that may influ-
  ence social tests with the inhabitants of Alatopel.  
  Arnulf will answer a few questions about his daughter, son, and neph-
  ew before he grows to weak and the old matron ushers everybody out 
  of his room. e characters now must decide whether to start their 
  journey in the night or wait until the morning. e Narrator should 
  have the characters make Stamina Checks to see if the characters lost 
  any Weariness levels for their journey to the settlement. A second 
  check should be made if the characters decide to press on into the 
  night. After a full day’s travel, the Narrator should see the rules in the 
  Core Rulebook regarding remaining awake. e best course of action 
  is sleep and set out by day on the horses given to them by Arnulf.  
  Of course, the night will not pass uneventfully and a few hours after 
  midnight, the strange wolves make their attack on the settlement.  If 
  the characters decide to head out on the road then the werewolves 
  attack them.  Unfortunately, they will face the werewolves alone and 
  may already be weary from their exertion. Should they survive, the 
  settlement is spared the assault for at least one evening.
  SCENE FOUR: HOWLS IN THE NIGHT
  In the night, the weather turns foul and a steady, cold, rain falls masking 
  sound and further obscuring vision into the dark hills and forests that 
  surround you. Suddenly, as the wind whistles, a horrid howl can be heard, 
  followed by another and without a doubt, the howls are growing more 
  audible as the beasts draw nearer.
  If the characters wisely remained as guests of Arnulf ’s, they are 
  likely sleeping in the great hall’s common area and guards will raise 
  the alarm. e Narrator should feel free to have the guards provide 
  assistance. e statistics for Iwar or Torrgund can be used for the re-
  maining guardsmen. e Narrator should determine which statistics 
  are best with consideration given to the abilities and advancement of 
  the characters. e key is to provide a challenging and frightening 
  encounter but still ensure that the characters are healthy enough (and 
  alive) to continue on the adventure. e Narrator might want to con-
  sider the tragic death of one of the NPCs—Iwar on the guard tower 
  mauled by a werewolf or Loegir, running to join his father in battle 
  both make good candidates for a dramatic and tragic death. Alter-
  nately, the Narrator might want to give the characters the opportunity 
  to save the NPCs from such a fate.
  Of course, if the characters chose to venture into the night, they stand 
  alone against the werewolves. ere is a pack of six werewolves plagu-
  ing Arnulf ’s folk.  See page 297 of the Core Rulebook for statistics on 
  werewolves.
  SCENE FIVE: THE ROAD NORTH
  e rest of the night passes, but the rain has not abated. After you 
  wash the sleep from your faces, you once again join Arnulf ’s people 
  for a breakfast of eggs, bacon and bread. Refreshed and ready for 
  
  travel, you exit the hall into the rain ready to search for the children 
  of Arnulf.
  If Arnulf awarded horses to he characters; they are brought to the 
  chieftain’s stables by Bardwyn and allowed to choose their steed. e 
  Narrator should allow characters to make an Appraise skill test if 
  they have skill ranks in the Ride skill. e TN is 10. If the character 
  succeeds at the skill test, he picks a fine steed. If the character scores 
  a superior test, the horse he selects receives a +1 bonus to the horses 
  strength and vitality. In that event, Bardwyn is impressed with the 
  character’s acumen and offers praise” “Ah, you have chosen “Swiftshad-
  ow” he’s one of my lord’s finest. He would approve of your choice.” 
  e Narrator should create other appropriate responses to characters 
  that might score a superior test.
  If the characters were awarded mail by Arnulf, then once the charac-
  ters set out, as they approach the gate, they see the smithy Garberend 
  step out from his shop, tools still in hand. He greets the characters 
  and wishes them well on their quest. He tells them he shall make 
  them the finest suits of mail and claims he knows a few secrets of the 
  Dwarven masters. At last, they proceed on the open road leaving the 
  safety and modest comfort of Arnulf ’s hall for the northern wilds.
  e tower the characters were told about lies about 17 leagues (51 
  miles) to the north through forest-covered hills with old paths once 
  used but now overgrown and reclaimed by nature. Assuming charac-
  ters are riding at a walk for 8 hours, it will take them 5 days of travel. 
  e rain, however, reduces the travel rate slightly. ough, thanks to 
  the horses, the characters are lightly burdened and actually will gain 
  .1 miles per hour traveled. e Narrator should see pages 250-253 
  in the Core Rulebook for more information regarding traveling in 
  Middle-Earth.
  e Narrator may wish to have a few natural hazards of traveling.  
  For example, the Narrator may decide the storm grows worse with 
  cold, powerful winds blowing down from the mountains. An old, 
  rotted tree comes crashing down unexpectedly on the characters. e 
  Narrator should have the characters make Ride skill test at a TN 10 
  to avoid being tossed from the saddle.  A Swiftness Reaction test at 
  TN 10 is needed to avoid being hit by the falling tree and its large 
  branches. If the character failed the ride check he suffers a –2 penalty 
  to his Swiftness Reaction roll.
  Because of the muddy conditions, tracking is much easier (the TN 
  is only 5). A character with tracking that succeeds at an Observe 
  skill test at TN 10 will discover a large group of old tracks made by 
  men on foot. e tracks lead north in the direction the characters are 
  heading. e characters will discover the source of the tracks the next 
  day.
  SCENE SIX: COPSE OF THE DEAD
  e characters discover a copse in the woods with an old encamp-
  ment.  Forty men, in various states of decay, lie dead; their bodies 
  stripped of valuables. eir terrible wounds betray deaths by black-
  fletched arrows, sword slashes and axe strokes. 
  ese were the men sent by Arnulf to rescue Deoch. ey were at-
  tacked in the evening and decimated against the night-eyed Orcs. Orc 
  tracks are everywhere. If inspected, the tracks of the Orc raiders lead 
  north through woods and thickets.
  SCENE SEVEN: MALBETH’S STAND
  If the characters continue to follow the Orc trail, they’ll discover it 
  leads to a recent Orc camp. e characters can discern that the Orcs 
  remained in the location for at least a week. If they continue to follow 
  the tracks, they come upon the sounds of battle. Approaching, they 
  spy Orcs on the knoll of a hill that overlooks a narrow path. Several 
  Orcs are firing arrows while other Orcs are storming down the slope 
  to attack Malbeth and his fellows. e Narrator should say some-
  thing similar to the following:
  As you cautiously follow the Orc tracks through the woods. Orcish cries 
  can be heard up ahead. As you draw closer, Orcish warriors rush over a 
  slope while another score of Orcs rain black fletched arrows down on an 
  unknown opponent. e Orcs are unaware of you, for the moment.
  e targets of the Orc ambush are the wrongly exiled Malbeth and 
  his expatriate band of Wolves’ Heads. A group of 10 outlaws and 
  eight woodsmen who left Alatopel to aid Malbeth are the targets of 
  the Orcs. A band of 40 Orcs are attacking Malbeth and his followers, 
  all of them are on foot. e Orcs, however, are unaware of the char-
  acters and are taken by surprise. e characters have the opportunity 
  to turn the tide of battle and save the day. ere are currently 15 Orcs 
  along the ledge firing bows and the rest are entering battle on foot 
  with battle-axes and scimitars.
  Use the statistics for Orcs in the Core Rulebook; however, these Orcs 
  wear piece-meal armor that absorbs only 4 points of damage.
  If the characters should prevail, they gain Malbeth’s gratitude for 
  their timely aid.  Once the characters explain their purpose, they will 
  easily be able to convince Malbeth to return from exile. He will not, 
  however, return until he saves his sister Deoch. He explains how he 
  has been defending Alatopel against the Orcs since he was banished, 
  claiming from the Orcs any spoils to distribute to the outlaws who 
  he now commands. He has scouted a large Orc band to the north.  
  e Orcs inhabit an old tower that was once under the auspice of the 
  men allied with Angmar. It is set on a steep, high hill named Amon 
  Garzak. 
  Amon Garzak is the highest point in the area and more like a small 
  mountain. e west slope is easily approachable, however, that leads 
  directly to the old fort’s gate. e other approaches are lest sure and 
  the eastern side is so steep that it requires a long, laborious climb. 
  e characters should realize that the hold of the Orcs and the home 
  of Cardoc are one and the same. It is up to the characters to decide 
  whether they will accept Malbeth’s aid or whether they’ll insist that 
  he and his band return to Alatopel. A Persuade roll at TN 15 con-
  vinces Malbeth to return to his home. e character, however, has a 
  +5 bonus because of Malbeth’s friendly attitude. Malbeth, however, if 
  given the choice, would choose to accompany the characters to rescue 
  his sister.
  
  NPCS
  Malbeth, son of Arnulf
  Race: Man (Middle) Racial Abilities: Adaptable (+2 Swiftness), 
  Dominion of Man, Skilled
  Attributes: Bearing 10(+2), Nimbleness 8(+1), Perception 8 (+1), 
  Strength 10(+2), Vitality 9(+1), Wits 7 (+0)
  Reactions: Stamina +2, Swiftness+1, Willpower +2, Wisdom +2
  Defense: 11
  Order:  Noble, Warrior
  Order Ability: Noble Mien
  Advancements: 4
  Skills: Armed Combat: Blades (Longsword) +6, Climb +2, Inspire 
  +3, Intimidate +2, Observe +3, Language: Westron (Common)+7, 
  Lore: Realm (Rhudaur)+6, Lore: History (Rhudaur)+5, Lore: His-
  tory (Angmar)+3, Persuade +2, Ranged Combat +4, Ride +5, Run 
  +1, Siegecraft +2, Survival (Hills)+2, Track+3
  Edges: Command
  Flaws: none
  Health: 11
  Courage: 4
  Renown: 2
  Gear: chainmail, large shield, spear, longsword, horn, short bow and a 
  quiver of 20 arrows.
  SCENE EIGHT: THE DEBT OF KHALIN
  e rain has stopped and the air is rich with a fecund odor. Hills rise 
  up before you and the Tower of Amon Garzak, a small keep squatting 
  atop the highest hill, overlooking its lesser brothers. In the distance, 
  you can see the Ettenmoors, the peaks of the mountains hidden in 
  thick clouds. 
  e characters spy the old tower on Amon Garzak shrouded in heavy 
  mists as the rain abates and the air warms slightly. A Keen-Eyed char-
  acter will be able to discern Orcs along the tower’s battlements and 
  Orcs moving along the western path to disappear into the woods or 
  into the ruined keep. A stealthy frontal assault is impossible. As the 
  characters debate what to do, the Narrator should ask for Observe 
  skill tests with a TN 10. If successful, the characters spy a small, 
  stout figure in the woods ahead of them, making his way towards the 
  fortress and heading in an easterly direction. An elf or other Keen 
  Eyed character realizes the figure is that of Dwarf. Alternately, a 
  character that succeeds at an Observe check of TN 15 arrives at the 
  same conclusion.
  e characters can try to make contact with the Dwarf or they can 
  try to follow him without being seen. If the characters chose to follow 
  him, it requires an opposed Stealth and Observe skill test. If the char-
  acters are successful, they follow the Dwarf to the steep, eastern slope. 
  e Dwarf carefully maneuvers around the base of the hill and ducks 
  behind some large boulders and into heavy underbrush and into a 
  cave. e characters should realize the Dwarf has found or is aware 
  of another way in. e characters could continue to follow the Dwarf 
  but another opposed Stealth versus Observe check is necessary. e 
  characters should realize they might be better off seeking the aid of 
  the Dwarf or may fail the stealth check at some point. e Dwarf will 
  immediately raise his battle-axe in defense but will not strike unless 
  provoked. e characters have an opportunity to gain an ally if they 
  make peaceful overtures to the Dwarf. 
  e Dwarf will reveal his name as Khalin Ironbeard. Khalin will 
  explain that long ago, some of his clan were enslaved by the forces 
  of Angmar and forced to build the tower that overlooks the hills of 
  Rhudaur. His people, however, discovered a natural cavern in the 
  hillside and while they lay the foundation to the keep, they exploited 
  the natural cavern by building a secret tunnel to the outside. Khalin 
  explains that he has a score to settle with “ a black-hearted villain 
  named Yrreth.” He will tell the characters that Yrreth slew his older 
  brother Gorin twenty years ago and took from him old tomes, for 
  his brother Gorin was a scholar and student of ancient lore.  Khalin 
  has come back to the Tower of Amon Garzak to take his vengeance. 
  Yrreth slew Gorin because the Dwarf refused to sell him or otherwise 
  share the magical lore he possessed. Gorin preferred that such tomes 
  remained in the safe and sturdy hands of the Dwarves. Too often have 
  the Dwarves seen the power of sorcery corrupt the wills of men and 
  Gorin believed the knowledge he kept would cause immense evil if he 
  shared it with Yrreth. Unknown to Khalin, his brother was right. e 
  spell contained in the tome was the spell taught to Cardoc who used 
  the spell to bewitch Arnulf and set the present events in motion.
  Khalin will lead the characters through the caves. He is aware of the 
  passages into the lower chambers thanks to the records stored by his 
  brother, Gorin, who preserved the histories and tales of his ancestors 
  who escaped the tower’s lower dungeon.
  NPCS
  Khalin
  Race: Dwarf Racial Abilities: Animal Aversion, Craftsmanship, Fire-
  starting, Hardness of Body, Hardness of Mind, Healthy
  Attributes: Bearing 10(+2), Nimbleness 5(+0), Perception 6 (+0), 
  Strength 13(+3), Vitality 9(+1), Wits 7 (+0)
  Reactions: Stamina +3, Swiftness+0, Willpower +0, Wisdom +0
  Defense: 10
  Order:  Warrior
  Order Ability: Evasion
  Advancements: 4
  Skills: Armed Combat: Axes (Battle Axe) +10, Climb +6, Intimi-
  date +3, Observe +5, Language: Khuzdul (Common)+7, Language: 
  Westron (Common)+4, Lore: Realm (Rhudaur)+2, Lore: History 
  (Rhudaur)+2, Lore: History (Angmar)+2, Lore History (Blue 
  Mountains)+4, Ranged Combat +2, Ride +2, Run +1, Siegecraft +6, 
  Survival (Hills, Mountains)+5, Track (Orcs)+5
  Edges: Warrior’s Heart, Bold
  Flaws: Stiff Necked
  Health: 12
  Courage: 3
  Renown: 1
  Gear: chainmail, Battle-Axe short bow and a quiver of 20 arrows.
  
  SCENE NINE: THE CAVES
  e path is treacherous to negotiate, loose pebbles, still slick from the 
  heavy rains of the past few days, making for uncertain footing. As you 
  ascend, you see a narrow crack in the hillside, partially obscured by 
  boulders and thick vegetation.
  e caves below the tower are Dwarven made and crafted for expedi-
  ency and efficiency. e quickly fashioned corridors, while still a fine 
  display of Dwarven masonry, are narrow barely five feet in height. 
  Taller races are required to crouch down making traveling uncomfort-
  able and tiresome. Stamina Test to resist Weariness should be made 
  with a reaction test TN of 10.
  Eventually the narrow passage opens up into a larger, natural cavern. 
  Another presumably natural cavern that slopes downwards connects 
  to this area, though Khalin cannot recall any lore from his ancestors 
  that suggested another tunnel passage. e Narrator can use the side 
  passage that leads deeper underground for an adventure of his or her 
  own devising. e passage leads to encounters with all sorts of wicked 
  and fell beasts that dwell in the dark places of the earth. In fact, one 
  such creature has crawled from the depths and made its home here. A 
  Small Giant Spider (see the Core Rulebook page 295 for a descrip-
  tion and statistics) has taken residence in this chamber. At first, it 
  preyed upon Orcs that discovered the caverns. Rather than attempt to 
  kill it or drive it away, the Orcs decided it made an excellent guardian 
  for any trespassers who may discover the tunnel. e Orcs now feed 
  it captives whom they chain to a wall facing the opening into the deep 
  earth. Bones of the creature’s victims litter the cavern floor and sticky 
  strands of web cling from the cavern ceiling to the floor.
  e webs and bones should easily alert the characters of the danger in 
  the chamber; nevertheless, the spider lunges quickly at any poten-
  tial prey. Should the characters defeat the spider, there is a staircase 
  carved into the rock that leads to a stout door. e door, however, has 
  worn through the decades and its lock can be picked with a success-
  ful Nimbleness test at TN 10 or smashed open. It is now a weak 
  wooden door with only 1 protection and 1 structure point. Smash-
  ing the door, however, could alert Orc guards nearby. e Narrator 
  should secretly make an Observe test for the Orc guards at TN 10. 
  If successful, 4 Orcs hurry to investigate the ruckus. If the characters 
  successfully vanquish the Orcs they are able to ascend another set of 
  stairs into the main hall of the keep.
  SCENE TEN: STRONGHOLD OF EVIL
  e Tower of Amon Garzak is actually a small stone keep. e char-
  acters will find themselves in the main hall and that hall is currently 
  filled with Orcs and evil men. Cardoc is here at a long table with his 
  companions, all together, there are 8 men and 12 Orcs feasting and 
  drinking to excess. It is a filthy, loutish display.  Deoch is not pres-
  ent. e characters can attempt to sneak quickly across to a spiral-
  ing staircase or attack the enemy, hoping the surprise is enough to 
  dispatch the foes in the hall. If the characters choose to sneak across 
  the hall to the stairs, they must succeed at an Oppose Stealth versus 
  Observe test. If the characters are successful, they managed to sneak 
  by unnoticed, if not, the alarm is raised and the characters must hold 
  off the enemy, while somebody finds Deoch and then escapes back 
  through the tunnels. A daunting task! 
  Deoch is held in a room guarded by a single Orc. e Orc has fallen 
  asleep giving the characters a chance to free Deoch and escape back 
  down the stairs without drawing attention. e character will easily 
  persuade Deoch to flee with them. Anything is better than being a 
  captive of Cardoc and his wicked allies. Characters, including Deoch 
  will have to sneak back to the passage that leads to the dungeon. is 
  is an excellent juncture to have the characters spotted by Cardoc who 
  shouts at them to stop.
  SCENE ELEVEN: THE FLIGHT BACK
  e characters will be harried as they flee through the tunnels and 
  out into the countryside. If Malbeth and his Wolves’ Heads await 
  the characters in the woods, they’ll fire arrows at any Orcs that sally 
  forth from the tower. e Narrator should have Orcs in small num-
  bers spring up along the path of the characters, but not in sufficient 
  numbers to actually slow the pace of the characters.  e narrator 
  should allow the characters to make a hasty return over a few hectic 
  days back to the hold of Arnulf. e characters should feel that any 
  delay or protracted rest would allow the Orcs to overtake them. e 
  characters and their allies should reach Alatopel with scant time to 
  prepare for Cardoc and the Orcs’ attack.
  SCENE TWELVE: THE SIEGE OF ALATOPEL
  e wooden palisade of Alatopel looms before you. Weary and harried 
  from the pursuit of the enemy, you find a sudden burst of energy when you 
  spy the walls. As you approach, a horn blows from inside the holding and 
  the gate is opened to allow you and your companions entrance.
  A cheer rises from the people if Deoch and Malbeth are present. If 
  any of the woodsmen survived, family members in the assembling 
  crowd rush forward to greet them with tears in their eyes. Bardwyn 
  steps forward, shouting praises to the characters and when he spies 
  Deoch, his face is a mixture of relief and guilt. Bardwyn quickly turns 
  to Malbeth to welcome him back. If the characters fail to warn Bard-
  wyn and the villagers of the coming Orc attack, Malbeth will take the 
  lead and begin giving some hasty orders and then ask to be taken to 
  his father. He invites the characters to accompany him and his sister. 
  e Narrator should allow the characters to witness a tender scene 
  when Malbeth and Deoch appear before their father. He weeps and 
  asks for their forgiveness and both tell him that there’s nothing to 
  forgive. e face of the old man brightens and for a moment he seems 
  stronger and able-bodied. Arnulf addresses the characters pledging 
  his family’s eternal gratitude and his own, personal heart-felt thanks.
  Malbeth interjects and informs his father of the danger of Cardoc 
  and the Orcs. Arnulf tries to rise but fails and his children implore 
  him to rest. Arnulf tells the characters that he asks no more of them 
  and bids to make haste from the hold. Naturally, true heroes will 
  decline to leave. Arnulf is heartened and rises despite any protest and 
  prepares for battle, ordering his servants to bring him his mail and 
  taking up his sword. He exits the hall with the characters, ready to 
  lead his people. 
  Characters with Siegecraft can help the villagers prepare the defenses 
  
  and should test his Siegecraft against Cardoc’s Siegecraft. e Narra-
  tor may wish to allow a character to make an Inspire test at a suitably 
  dramatic moment. By twilight, the Orc host led by Cardoc and his 
  evil men attacks the hold. Several well-armored Orcs are with Yrreth. 
  His Orcs refrain from the attack. Yrreth is unhappy with his ally’s 
  folly and foolishness.
  e Narrator may wish to use the basic rules for Battles found on 
  page 238 of the Core Rulebook, starting the battle at “even” on the 
  Battle Resolution Table, or the Narrator may elect to use Unit Com-
  bat as described on page 239 of the Core Rulebook to resolve the 
  battle. Whichever method is chosen, the Narrator should ensure each 
  character has an opportunity for some personal combat. If the Narra-
  tor decides to roll on table 9.25 to determine a character’s activity in 
  the battle then a character who scores an opportunity for a Valorous 
  Deed should be allowed to face Cardoc in personal battle, face the 
  Captain of his men, Waelgauth or battle the Orc Captain Gugol. e 
  Narrator may wish to give a character an opportunity to attack the 
  magician Yrreth. e Narrator may also elect to have Yrreth flee with 
  his Orc guards covering his retreat; thus sowing the seed for contin-
  ued adventure.
  THE UNITS HAVE THE FOLLOWING STATISTICS:
  Orcs
  Size: 6 Strength: 5 (can attack at range) Toughness: 5 Mobility: 7 
  Morale 18
  e Warriors of the Hold
  Size: 3 Strength: 5 (can attack at range) Toughness: 6 Mobility: 7 
  Morale 18
  e Wolves Heads of Malbeth
  Size: 1 Strength 6 (can attack at range) Toughness: 6 Mobility: 7 
  Morale 14
  NPCS:
  Cardoc, e Black Apprentice of Yrreth
  Race: Man (Middle) Racial Abilities: Adaptable (+2 Willpower), 
  Dominion of Man, Skilled
  Attributes: Bearing 8(+1), Nimbleness 7(+0), Perception 9 (+1), 
  Strength 8(+1), Vitality 8(+1), Wits 10 (+2)
  Reactions: Stamina +1, Swiftness+2, Willpower +2, Wisdom +2
  Defense: 10
  Order:  Rogue (Outlaw), Loremaster
  Order Ability: Dodge, Spell-Casting, Ancient Scripts, Secretive
  Advancements: 6
  Skills: Armed Combat +6, Debate +1, Climb +3, Conceal +3, Ob-
  serve +5, Healing+1, Insight +1,Language: Westron (Common)+7, 
  Language: Black Speech, Lore: Realm (Arnor)+4, Lore: History 
  (Arnor)+4, Lore: Realm (Rhudaur)+5, Lore: History (Rhudaur)+5, 
  Lore: History (Angmar)+4, Lore: Magic (Sorcery)+5, Lore: History 
  (Angband)+1, Perform+1, Persuade+3, Ranged Combat +3, Ride 
  +1, Run +1, Survival (Hills)+3, Track+1
  Edges: Ally (Yrreth)
  Flaws: Arrogant
  Health: 9
  Courage: 2
  Renown: 3
  Spells: Voice of Command, Command (Sorcery)
  Gear: chainmail, large shield, spear, longsword, horn, short bow and a 
  quiver of 20 arrows.
  Waelguth
  Race: Man (Middle) Racial Abilities: Adaptable (+2 Swiftness), 
  Dominion of Man, Skilled
  Attributes: Bearing 5(+0), Nimbleness 6(+0), Perception 6 (+0), 
  Strength 10(+2), Vitality 9(+1), Wits 4 (+0)
  Reactions: Stamina +2, Swiftness+0, Willpower +0, Wisdom +0
  Defense: 10
  Order:  Warrior
  Order Ability: Evasion
  Advancements: 1
  Skills: Armed Combat: Axes (Battleaxe) +6, Climb +2, Intimidate 
  +3, Observe +2, Language: Westron (Common)+6, Language: Ork-
  ish (local dialect) +2, Lore: Realm (Rhudaur)+4, Ranged Combat: 
  Bows (Shortbow) +4, Ride +4, Run +1, Siegecraft +2, Survival 
  (Hills)+3, Swim +2, Weather-Sense +1
  Edges: Bold
  Flaws: None
  Health: 11
  Courage: 0
  Renown: 1
  Gear: Leather armor, large shield, spear, battle-axe, short bow and a 
  quiver of 20 arrows.
  Arnulf the Old
  Race: Man (Middle) Racial Abilities: Adaptable (+2 Swiftness), 
  Dominion of Man, Skilled
  Attributes: Bearing 12(+3), Nimbleness 5(+0), Perception 8 (+1), 
  Strength 5 (+0), Vitality 4(+0), Wits 12 (+3)
  Reactions: Stamina +0, Swiftness+1, Willpower +3, Wisdom +3
  Defense: 10
  Order:  Noble
  Order Ability: Domain, Noble Mein
  Advancements: 3
  Skills: Armed Combat: Blades (Longsword) +7, Inspire +6, Intimi-
  date +3, Observe +7, Language: Westron (Common)+9, Language: 
  Sindarin +5, Lore: Realm (Rhudaur)+6, Lore: History (Rhud-
  aur)+7, Lore: History (Angmar)+4, Lore: History (Arnor) +6, 
  Observe +4, Persuade +2, Ranged Combat +3, Ride +4, 
  Edges: Rank 1
  Flaws: 
  Health: 4
  Courage: 4
  Renown: 4
  Gear: chainmail, large shield, spear, longsword, horn, short bow and a 
  quiver of 20 arrows.
  
  Yrreth the Magician
  Race: Man (Middle) Racial Abilities: Adaptable (+2 Swiftness), 
  Dominion of Man, Skilled
  Attributes: Bearing 11(+2), Nimbleness 7(+0), Perception 8 (+1), 
  Strength 4(+0), Vitality 5(+0), Wits 12 (+3)
  Reactions: Stamina +0, Swiftness+1, Willpower +3, Wisdom +2
  Defense: 10
  Order:  Magician
  Order Ability: Spellcasting 2, Wizard’s Heart
  Advancements: 4
  Skills: Armed Combat +1, Climb +1, Debate +4, Intimidate 
  +2, Language: Common (Westron) +7, Language: Sindarin+5, 
  Language: Black Speech: +5, Language: Orkish +4, Lore: Realm 
  (Angmar) +5, Lore: History (Angmar) +5, Lore: History (Mordor) 
  +5, Lore: Realm (Mordor)+3, Lore: History (Arnor)+4, Observe+3, 
  Persuade +6, Ranged Combat +1, Ride +2, Run +1, Search +2
  Edges: Strong Willed, Tireless
  Flaws: none
  Health: 5
  Courage: 2
  Renown: 3
  Spells: Beast Speech, Command (Sorcery), Enslave Beast (Sorcery), 
  Evoke Fear (Sorcery), and Voice of Command, Ruin (Sorcery)
  Gear: chainmail, large shield, spear, longsword, horn, short bow and a 
  quiver of 20 arrows.
  Gugol, Orc Captain
  Race: Orc Racial Abilities: Claws, Curse of Daylight, Tough Skin
  Attributes: Bearing 6(+0), Nimbleness 8(+1), Perception 8 (+1), 
  Strength 8(+1), Vitality 9(+1), Wits 5 (+0)
  Reactions: Stamina +2, Swiftness+1, Willpower +0, Wisdom +0
  Defense: 11
  Order:  Warrior
  Order Ability: Favored Weapon (Scimitar)
  Advancements: 4
  Skills: Armed Combat +6, Intimidate +5, Language: Westron (Com-
  mon)+5 Language: Orkish+6, Lore: Race (Orcs)+4, Ranged Combat 
  +4, Ride +5, Run +5 Siegecraft +4, Stealth+5, Survival (Hills)+1, 
  Track+3
  Edges: Keen-Nosed, Night-eyed 2
  Flaws: Hatred (Dwarves, Elves)
  Health: 9
  Courage: 0
  Renown: 1
  Gear: Orcish chainmail, large shield, scimitar, long knife, longbow 
  and a quiver of 20 arrows.
  SCENE THIRTEEN: THE PASSING OF ARNULF
  If the characters and the people of Alatopel successfully defeat the 
  Orcs and men of Cardoc, the survivors of the battle rejoice. Arnulf 
  still stands; several slain Orcs are heaped about him. His sword is 
  slick with his foe’s blood. Suddenly, Arnulf staggers and falls to his 
  knees. His son and daughter rush to his side. Bardwyn and several 
  others hastily join them. Arnulf ’s helm is removed and his son cradles 
  him in his arms. e old lord addresses those around him. 
  “My time has come. My doom is known. Time takes what no Orc of 
  Cardoc could. My thanks to you who came to our aid. My love to you, my 
  children, my people.” Moments after expressing his love and gratitude, 
  Arnulf dies. Villagers and weary warriors surround their fallen lord. 
  e clouds finally break to reveal light blue sky and the rays of the 
  Sun warm the day.
  If the characters and the defenders of Alatopel are losing and are fall-
  ing to defeat, Arnulf, in desperation plunges into a mass of the enemy, 
  slashing and hacking at the enemy and forcing them back for the mo-
  ment. An Orc stabs him from behind and as he falls, his opponents 
  overwhelm him. His heroics may allow the heroes to plot a retreat or 
  aid in the escape of some of the people of the hold. It will be a desper-
  ate attempt and most will not escape the peril of the invading Orcs.
  EPILOGUE
  If the characters are successful, after Arnulf is laid to rest, the char-
  acters are honored as heroes and Bardwyn as promised composes a 
  song in their honor. e mail armor provided to the characters as part 
  of their reward is of excellent workmanship. e Narrator should 
  make individual skill tests to see if any are actually masterworks. 
  Regardless, each character now has a corselet of chainmail. ey 
  are, of course, also given silver from Arnulf ’s wealth. e Narrator 
  may decide that Malbeth and Deoch grace each character with other 
  treasures.
  If the Narrator opted to have Yrreth escape, the characters should 
  realize that the hand behind Cardoc escaped unscathed. If Yrreth 
  escaped Khalin intends to continue his quest for vengeance and will 
  declare his intentions. Whether or not Yrreth escaped the threat of 
  the Tower of Amon Garzak remains and Narrators can use its pres-
  ence to provide further adventures for the heroes. e Narrator may 
  wish to develop additional encounters in the tower, such as remaining 
  Orc guards, Yrreth and lastly, there’s always a threat from the cave 
  that leads into the deep recesses of the earth. Other adventures await 
  in Middle-Earth.
  
SOURCE: textdata/thevault/Lord of the Rings (LotR)/LotR (Decipher)/Adventure/LotR - The Doom of Arnulf.pdf