TEXT: LOR5 A Thousand Years Of War
  A Chronicle set in 2975 TA for company having 10-15 advancements.
  An elf with a connection to Mirkwood and a Man of 'Arnor'.  Characters with a wide
  variety of skills and experience over many parts of North-Western Middle-Earth.
  Synopsis.  It is the year 2975, T.A.  A millenia since the witch-king waged war on the
  realms of Arnor, in a series of battles of which their was ultimately no victor.  Men have
  forgotten this time, but the witch-king has not.  At his masters behest he is to test the
  resolve of the occupants of the Northern Realms to see what remains of their ancient
  lineage, and strive to lessen what aid they could possibly send to the Southern kingdom
  of Gondor, come the eruption of the next war.
    In chapter 1 The party will learn, from a comment from Radagast, that the trees around
  the river Anduin, near to the great east road, are disappearing.  From Thranduil they will
  learn of greatly increased activity in Southern Mirkwood and even orcish advances into
  Northern Mirkwood.  The trees are being sundered to create a great raft to carry an
  artefact of great power from Dol Goldur to Mount Gram, a mighty captain of the Witch-
  King is the sorceror involved.  This building is taking place in a hidden place of power on
  the Anduin itself.   Raids into Northern Mirkwood are diversionary to keep the elf
  numbers, and woodsman, concentrated there.
   In chapter 2 The party will hopefully begin to pursue this artefact as it crosses the high
  Pass, going through goblin town, and gathering many goblins to go to Mount Gram.  The
  party may be beaten back and have to not go via Goblin town, but a totally outdoor
  journey, or potentially pass through Moria.  Party will likely have need to pass into
  Rivendell to warn them.  From here rangers will be sent out to quietly muster able folk to
  resist any invasion.  Long hidden artefacts of Westernesse will be revealed to counter this
  threat.
    In chapter 3  Party will assist in a sudden and strong raid against an advanced force of
  the enemy around Fornost.  From information they will learn that the artefact, the
  'Wyrding of the North' is to be placed in the barrow downs to cause an evocation of dark
  and night and to rouse the wights within the barrows to seek out the living. Hopefully
  able folk and such will come to counter this, and then small orc armies will then strike at
  certain, now less well, defended areas to cause despair and chaos.   Meanwhile the main
  element of the plan is to assail the collected rangers and able folk and a secret force will
  make to the barrow-downs to raid ancient treasures and flee North with them to Carn
  Dum where an attempt will be made to undo as many as possible.  This way it is hoped a
  generation of able warriors of the North will be slain and possible weapons removed from
  potential use in coming conflicts.
    For the parties part it is hoped somewhere along the way they can stop the artefact being
  made or use the plans to rapidly raid into Mount Gram before any great army is readied.
  
  A Thousand Years of War
  Contents
  Chapter 1
  Mysteries in Mirkwood
  Act 1
  Words from the 'Wise'
  Act 2
  Fights in the Forest
  Act 3
  Secrets of Minas Angen
  Awards
  Chapter 2
  The Misty Mountains Cold
  Act 1
  Pursuers and Pursued
  Act 2
  Under and Over
  Act 3
  The Sanctuary Of Imladris
  Awards
  Chapter 3
  Storms In Arnor
  Act 1
  Destiny at Deadmans' Dike
  Act 2
  The Artefact Of Terror
  Act 3
  Minions of Darkness
  Awards
  Epilogue
  House Rules
  To cut down on dice rolling for monsters / NPC's
  1.  Dodge: assume a 10 is rolled and to this is added swiftness reaction.  Add +3 for
  evasion, +3 for warrior order ability dodge.
  2.  Parry: Assume a 7 is always rolled and added normally.
    Hence a monster block listing will always have a rating for defence / dodge /parry and
  ranged and cuts down on the need for a dice roll or two.
  3. Skills basic skill level for physical, combat, knowledge and social.  Specific skill
  bonuses include stat and miscellaneous but not speciality
  battle axe
  2d6+8
  9
  Means this forest troll has +9 to hit with axes, and +11 in total with a battle axe.
  4.  Wounds If fast play wounds noted for creature it will have 1, 2 or 3.
  WOUNDS
  penalty
  -3
  -6
  dead
  fast-play
  1
  hits taken,
  5
  10
  13
  2
  hits taken,
  10
  20
  26
  3
  hits taken,
  16
  23
  39
  This orc has 3 fast play wounds. After taking 16 health he is at -3, after 23 he is at-6, after
  39 he is dead.   Faster than playing full wounds but more realistic than saying the orc is
  killed by 3 hits (afterall daggers don’t do as much damage as a battle axe).
  
  CHAPTER 1
  MYSTERIES IN MIRKWOOD
  In which the party learns of increased activity in Southern Mirkwood and mysterious
  disappearance of the trees on the banks of the Anduin.  They battle some troll-variant in
  an old ruin in the mountains of Mirkwood.  Find cause of tree felling near banks of
  Anduin, and get prepared to trail the enemy band.
  Act 1 Words from the 'Wise'
  The party should be assembled somewhere in Northern Mirkwood.  The Elven Halls
  could be one place or perhaps woodman town.  Maybe some other elven outpost.  It is
  summer of the Year 2975.
    So it is you are gathered at a meeting of similar minds.  Recent news is that much
  activity has been seen of orcs and worse in the south of Mirkwood.  Once abandoned
  haunts have been re-occupied and trolls have seen once more in the mountains of
  Mirkwood.  It is thought likely a large attack is imminent and many outer outposts have
  been stripped of guardians to reinforce the centre and East of Northern Mirkwood.   The
  woodman are to actively patrol the now lighter guarded North-West areas, just in case
  this is a ruse.
     If an attack is likely it is best its intention is known and its aims disrupted.  It is
  proposed small groups are dispatched to infiltrate into enemy held territory to disrupt
  what can be disrupted and to learn of the enemies plans.  It seems most likely the hill of
  Sorcery has been re-occupied by some force.
    What is requested of the parties company is to investigate an old fort in the mountains of
  the misty mountains thought to be recently occupied by trolls.  Assumes the party have
  great experience in combating trolls, something other folk from these parts don’t have.
  • Several troll tracks been found, not as large as normal trolls
  • The deep cover of the tree boughs seems to assist them to move in dusk /dawn
  conditions
  • Can they be a special breed of 'forest troll'?
  • Several ruins in the mountains of Mirkwood, especially towards the western end, all
  were thought abandoned when the necromancer fled in 2941.
  As the party are setting up to leave, checking equipment and maps to the area they are
  going, a tallish looking man with a brown beard, wearing scraggy and unkempt brown
  robes approaches.  It is Radagast the Brown and it is likely he has met the party before
  and he will seem less lucid and more distracted.
  " May bird-song fill your hearts with joy, and great blessings be on your journey.  I am
  the dweller of Rhosgobel and friend of the forest.  I beseech a task to you on completion
  of your next sojourn.  On the Eastern banks of the Anduin, not far the isle of Carrock the
  trees, alas, are missing.  Its as though some great hand has plucked them from the
  tranquility and comfort of the earth itself.  I have found no trace of their passing as
  though they were lifted up into the sky beyond.  Their was a lingering fell power there,
  but alas I could not trace…and a king-fisher looked unwell so I had to tend to
  
  that…which reminds me the honey yield of the bees of Carrock is low and needs my
  attention, find me there, amongst the summers blooms….and he is suddenly gone.
  Awards:  What lores do the party have of the region.  What concerns do they show.
  Gain 25 -100 xp each for seeking lore and knowledge and being enthused and up for this
  grim task.
  Act 2 Fights in the Forest
  The journey toward the area of the trolls sightings may be uneventful.  As they near you
  could have them blunder into a deep forested area occupied by:
  • spiders recently displaced by the trolls.  They will be few in number, have not set up
  complex webs and have no spiderlings or egg clutches, and no incidental treasure.
  • orcs, in regalia of the eye and Mordor, recently re-assigned, and occupying some
  caves at the North-west tip of the mountains.  Maybe this orc group has either
  Easterling leader or Dorwinion slaves, or both.  Perhaps the caves need expanding to
  become wolf pits.
  • Lone forest troll lugging back a couple of small forest deer it has just hunted.  Deer
  have slowly been returning to these areas of the forest, but will likely soon be driven
  away again.
  The forest trolls are currently holed up in the ruins of Ilmaryen Keep.  This is located 8
  miles North of the Men-I-Naugrim, in the South western end of the mountains of
  Mirkwood, Emyn-nu-Fuin.  Prior to the driving out of the necromancer this place held
  many goblins and wolves.  The keep has a steep slope leading up to it from the North and
  a better track leading up from the South.
  • Keep was built sometime around TA 900 by men.
  • The keep was occupied by the shadow in 1400 TA.   In 2943 TA, the last remaining
  goblins were killed by the elves.
  • In 2950 dwarven engineers started to dismantle the keep, but stopped there work
  when the fires of Mount Doom where re-lit.
  The main keep is all but gone but its two end towers remain relatively intact.  The Forest
  Trolls dwell in one tower, and the other is used by visitors and orcs.
  Northern Approach
  " A very steep path climbs up towards two thick set if not tall towers of the fort.  A
  rapidly falling stream criss-crosses this path.  The towers must be a good 400 feet
  vertically up, with the path being about 400 yards in total.  The path looks an exposed
  walk, maybe climb, in parts.  It is likely this is a minor way up, recent in origin and a
  more sturdy path exists elsewhere".
  The orcs have look-outs facing the North steep climb where anybody climbing is quite
  vulnerable to observation and arrows as the path twists up.  Make 1 TN 10 roll to resist
  weariness unless climbing / walking up very slowly.  Anybody climbing up slowly is a
  TN 10 to be observed by the occasional look-out.  Anybody going more rapid is less
  
  likely to be spotted (TN 15 observe) but may suffer weariness.  Also a degree of
  slipperiness where a fast flowing, but not wide or deep stream flows.  In parts it is akin to
  a small waterfall.  A couple of TN 10 climb rolls should bypass these well enough.
  Anyone trying to drag a mount up here will have a face half a dozen TN 20 rolls for
  climb and such and be a lot more visible.
   Alternatively a character could try to climb up various ways, using bushes and small
  trees as cover.  This should require a TN 15 to at least climb, stealth and weariness at
  various parts of the climb.
  Southern Approach
  "There is a wide track, suitable for a cart or large wagon leading from the forest road
  proper, up to the two towers of the keep.  After travelling along this track for 6 miles get
  to the base of the mountains. The track is surrounded on all sides by heavy trees and
  foliage cover making approach well covered".
   From here it, at a distance of some 2 miles, (Observe-spot TN 15 for non-elves, 5 for
  elves) looks like the main keep is dismantled.  This may explain why the track up this
  area is littered with worked stone (from the main keep) rolled downhill for some
  undisclosed future use perhaps.  TN 15 Stonecraft (tell original stonework of men in
  origin, and recent work on it done by dwarves).  The area look quite scorched, in the last
  50 or more years, and the wilderness has not yet fully recovered to provide great cover up
  to the keep.
    Surprisingly the few orcs in the tower do not set a watch on the Southern track. In the
  day a party will only be observed by sound until they enter the direct keep environs.
  Don’t tell the party it will be so easy.  There are also many large rocks at the top to
  provide cover.   If approaching at night then it is highly likely the forest trolls are very
  active in the region between keep, and the base of mountain.
  Other Approaches
  It is difficult to fully account for the ingenuity of PC's.  They may try to scale the
  mountain from both the West side, which would be well hidden or to drop from the
  higher eastern areas having gained access elsewhere.
  Ilmaryen Keep and Environs.
  Consists of two 50 feet tall, and 75 feet wide stout looking towers and the ruins of a keep
  in between, the gap being about 160 feet between the two.  Both towers look to have
  three stories and a crennallated   roof area.
  The western tower looks most in disrepair and in fact has a gaping hole in its eastern side,
  which has large wooden boards leaning against it (TN Craft; building.  TN 10.  This
  looks like a ceiling/floor and is in fact the 1st floor above the ground floor ripped out by
  the tall trolls and now used as a door).  Within are a maximum of six forest trolls, minus
  any you deem to have encountered earlier on.  They are cunning if not smart.  They will
  go into a rage if hit by fire or axes.  They occupy the whole ground floor and have ripped
  out the ceiling and stairway up.  Anyone climbing up there will found a trashed and
  mostly missing 1st floor.  A stairway goes up still to second floor which is largely intact.
  
  In here you could have a heavily pregnant spider, or one with a young brood who is
  bidding her time.
  Ilmaryen Keep In Southern Mirkwood
  Men-i-Naugrim
  5 miles
  Emyn-Nu-Fuin
  Ilmayren Keep
  
  Equally the rampaging of the trolls could have loosened some wall boards, that hide a
  secret stash of Gondorian gold bars, never found by previous occupants.  Up to a dozen
  worth 12 GP each, weighing 2lb each..  You could substitute another treasure, perhaps
  coins or stolen jewellery from a time when bandits dwelt here.  It is highly unlikely
  anything magical will be found here.
    Combat in the western tower will not likely rouse the orcs in the east tower as they are
  used to the racket by now.
  MONSTER BLOCK, non-Spell User
  Skills
  total
  NAME
  Forest Trolls of The Mountains of Mirkwood
  Health
  20 Boons
  Combat
  basic
  5
  Stamina
  5 hardy
  battle axe
  2d6+8
  9
  Swift / Init
  2/5 night eys1
  spears
  2d6+6
  7
  Willpower
  3 wary
  Physical
  basic
  2
  Wisdom
  2 fell hand: spiders
  track
  men
  5
  Defence
  8*
  athletic
  run
  3
  Armour
  skin+ bark, AP 7, lge Sh
  Academic
  basic
  -3
  Courage
  0 Flaws
  black speech
  3
  Corruption
  12 Hate spiders / elves
  westron
  3
  Renown
  0 Fealty to Nazgul
  Social
  basic
  -2
  Size
  L
  Battle Rage
  Intimidate
  might
  3
  Dodge:
  12 Parry
  23
  ranged
  13
  WOUNDS
  20
  0
  20
  -1
  20
  -7
  20
  0
  20
  -3
  DEAD
  20
  0
  20
  -5
  AP is only 3 versus axes and 0 versus fire.
  Dim sunlight roll stamina TN 10 to avoid turn to stone.
  Turn in normal daylight.
  Slightly shorter and less broad than normal trolls.  More 'tree' look to them still perhaps.
  The Eastern Tower is currently home to a very small, but able, orc band.  There are 7
  members and they are very recently arrived.   Their role is basically as a 'presence' only,
  but to hopefully draw the attention of the elves and woodmen.  They are to act as though
  they are preparing the fort for a large influx of others of their kind.
    Within the tower the 8 rooms over 3 floors are relatively intact, though the contents may
  not be.  The lower floor of the tower was a large armoury, but is now where the orcs are
  billeted.  The 1st floor was a barrack-house, and the 2nd housed captains of dark renown.
  The upper 2 floors are empty, except for ruined bedding and storage.  The lower floor
  doesn't yet have a great stench of orcish occupation, but will in time.  Orcs are well
  equipped, even to the extent of them having masterwork scimitars, a large number or
  arrows, and a goodly amount of rope, oil, torches, sacks, and light tools.
  MONSTER BLOCK, non-Spell User
  Skills
  total
  NAME
  Uruks, Of  The Long Eye, stationed in Mirkwood
  Health
  13 Boons
  Combat
  basic
  4
  Stamina
  4 Night Eyed 2
  scimitar
  10
  
  Swift / Init
  2 Evasion
  short bows
  6
  Willpower
  2 Favoured Weapon
  Physical
  basic
  2
  Wisdom
  2
  scimitar athletic
  climb
  5
  Defence
  10
  observe
  listen
  3
  Armour
  skin+mail, c+h, AP 6, sm Sh
  Academic
  basic
  1
  Courage
  0 Flaws
  lang
  orc
  5
  Corruption
  15 Fealty (to nazgul)
  lore
  mordor
  3
  Renown
  0 hatred (elves, men)
  Social
  basic
  1
  Size
  m
  Intimidate
  Fear
  4
  dodge
  15 Parry
  22
  Ranged
  15
  WOUNDS
  penalty
  -3
  -6
  dead
  fast-play
  1
  hits taken,
  5
  10
  13
  2
  hits taken,
  10
  20
  26
  3
  hits taken,
  16
  23
  39
  After dealing with the trolls and orcs, whether by combat or making note of their actions,
  i.e. not much, and number, not many, the party can travel the road west toward the edge
  of the wood and begin investigation of the tree issue for Radagast.
  Awards  Chances are used a lot of physical skills and some lore, so maybe up to 250 in
  skill earned points to distribute.  That number again if the trolls and orcs prove
  troublesome in combat, with maybe another 100 exp for bravery and valiance in the
  combat (i.e it wasn’t a walk in the park and took some thought).
  Act 3 Secrets of Minas Angen
  The party leave the forest, and in whatever order, discover the site of the missing trees,
  find the workshop in Minas Angen, meet with Beornings and Radagast at the Carrock,
  and decide to pursue whatever it was needing a large raft, west over the mountains.  Can
  assume the path out of the forest is fairly safe to travel.  An observant person may spot a
  few elven watch-post and the odd elven sentry.  They will have nothing extraordinary to
  report.
  The Carrock
    Is as described in The Hobbit, thought the animals are somewhat more watchful of
  approaching strangers.  South of the Carrock along the river a few houses are being built
  and a number of River-Houses dwell.  They all fit in seamlessly with the surrounding
  steep riverbanks, tree copses and rocky outcrops.
   The dwellings in the Carrock themselves look little changed and not expanded since
  2941.  A number of large Beorning folk are working here on tending to agriculture and
  armed woodsman seem to be on watch and patrol with bows.  If approach anywhere near
  the famous bee-hives can see a brown robed man talking to the bees.
    "The Empress bee, the Queen of Queens, is a little unwell and has a feeling of sadness
  she has gained from the land and flora upon it.  The honey yields have dropped somewhat
  and the small amounts of 'Empress Jelly' have somewhat lost their protective edge and
  
  curative properties.  I am trying to coax her back to full health, so best you tarry here not
  too long.  Now strangers, how can I help".
  He seems most surprised if it is mentioned he requested their aid.
  He will add that the trees seem to have stopped disappearing over the last week or so.
  If any wood-men are asked why they are on guard or are otherwise approached they say
  " Four nights back a terrible black cloud hung over this region and the forest and the
  lower mountains.  People were stricken by a lethargic and fearful malady.  Seemed to last
  the whole night.  Also sporadic thunder rumbles and severs short bursts of rain.  Radagast
  himself was struck down with the malady worst of all its seems, he went quite pale.
  Since then everyone seems ok but we have been extra watchful".
  The Missing Trees
  About 13 miles down from the Carrock, in a fairly flat clear area are 16 great holes in the
  ground along the river.  The river here is very wide at 40 yards or so, and moderately
  fast, and would need a degree of skill to boat across and get strength to swim.  It is as
  you have been told that the trees have been seemingly ripped out of the ground.  PC's
  May think they are ents or ent-wives that have moved.  Any skill in forests, agriculture,
  flora, etc at TN 15, will show miunte details of shrivelled and decayed roots to the trees
  (where the have been blasted by sorcery or sundered), showing they have been ripped out
  rather than moved of their own accord.
   The trees have been ripped out , carried somewhat further downstream and made into a
  great raft able to carry the artefact.  May seem a lot of work but the only 2 places where
  this artefact could be forged is Dol Goldur or Barad-dur.  These were the tree deemed
  suitable and nearest  to Minas Anghen.
  As the tracks have been cleverly hidden by sorcery the party may struggle to find the next
  step.  Suggestions are:
  • Make a wisdom reaction of TN 20, then able to follow some well hidden tracks at a
  roll of TN 10.
  • Sense Power TN 25, may follow what is in essence a lay-line of sorcery suppressed
  by the sorceror who created it.
  • Observe(Spot) TN 25 about 400 yards down river the remains of the raft on the West
  side of the River.
  • Observe (Feel) TN 25 as pass over the subterranean part of Minas Anghen assuming
  walking very close to the river.  A search / sense power roll TN 15 will then reveal
  passed the phantasms that guard the Minas Anghen
  • Fluke a dwarven lore about some ancient 2nd age dwarven chambers along the river
  • Deduce by measuring etc the most likley point to take the trees by measuring the
  closest distance to other tree South or Minas Anghen, or East to Mirkwood itself.
  That is from Minas Anghen the 16 trees are 400 yards, Mirkwood is 700 yards, and
  
  trees South of the chambers are 900 yards.  Hopefully by estimating a location, one of
  the other methods above will come to fruition.
  • Something else I cant think off but some bright spark can.
  • In my campaign the party had actually found this place in 2944, so elves in the party
  would certainly have memory of this!!
  The Chambers of Minas Anghen
  Very small 'fort' built into a small naturally rocky 'jetty', of sorts, of the river.  It also
  extends partially into / under the river bank.  It was built sometime in SA 1300 during the
  'spirit of co-operation' between elf and dwarf as a small minerals exploitation base, which
  only lasted for 12 years or so, but has resisted the elements well since then.
    Search TN 10 will find a large set of steps cunningly carved into the rock leading down.
  See Map.  Scattered within are items for making large raft.  A number of fine axes, stiff
  and strong twine, and wooden planks lie in its main chamber.  The other chambers are
  empty but show signs of being occupied by orcs.  Search TN 15, will ind a discarded and
  burnt piece of paper, that got extinguished by the damp.  On it are partial plans of a large
  raft, notes showing buoyancy and attachment points.  Craft; TN 15 looks like it was
  going to be carrying something quite heavy and unwieldy.
  Unfortunately beyond a dark corridor that extends East under the banks are three
  werewolves left behind to stop these such investigations.  See Core Rulebook
  Awards  Act award dependent on good thinking of 125xp.  The werewolves, like the
  trolls, should prove a decent challenge worth 60xp each.  Some lore and roleplaying
  awards if a sense of perhaps urgency and some great doom may be on the way for 50xp
  each.
  A good chapter award of 500xp to share, plus up to 75xp each for general roleplaying,
  enjoyment and participation in the Chapter.
  Party will have to manage to cross the river somehow and pick up the trail over the Misty
  Mountains Cold, in Chapter 2
  
  CHAPTER 2
  THE MISTY MOUNTAINS COLD
  The party are pursuing a large artefact or machine of some sort, made recently in
  Mirkwood.  It has crossed the river Anduin on a large raft and is headed up to the high
  pass, to go through goblin town and onwards eventually to Mount Gram.  From here a
  mighty army of goblins will be rallied.  A captain of the witch-King himself is overseeing
  the operation.  The party will likely be beaten back as it tries to enter goblin town.  A
  decision then needs to be made to take the high road over the mountains or turn back and
  go through Moria.
  Act 1 Pursuers and Pursued
  Having crossed the river you stand at the feet of the Misty Mountains.  As the weather is
  fine you can see their grandeur and majesty, and great height and challenge.  With a track
  of only TN 10 can find great wheel tracks the have been formed in the earth.  A large cart
  must bear whatever you pursue.  Myriads of booted Uruk-Hai footprints are also with the
  cart.  Track TN 15 (large beasts) will show slight remains a large hoofed footprint,
  perhaps from some great beast of burden.
   You follow the tracks from the flat plains near the mountains and up the main 'road' over
  the peak.  This road once formed part of the great link from West to East.  Of late the
  road has become more safe, as woodmen and the river folk of Anduin have aided in
  keeping it clear.  If such folk are on the pass currently they may not be of enough force to
  face whatever fiend drives the orcs and their beasts forward.  The enemy appear to be
  going at some quite forced pace.
   If the party succeed in a run roll of TN 10, and then a weariness of TN 15 they will catch
  glimpse of the column as it passes into the mountains.  If they fail the Dark Captain, will
  have laid shadows and phantoms to mask it passing.  Whatever the rolls above as there
  near a place to camp for the night, they see up many 1000's of yards flashes of burning
  fire as though fiery arrows where lighting up the sky.  Suddenly a darkness suppresses the
  whole of the mountain, thunder rages and winds swirl up on high, then great screams
  echo out from the mountain, the fires are dimmed and all is quiet.
  The Pass-Wardens Camp
  Eventually meet a small plateau as you are about two-thirds the way up.  Here must have
  been a 'semi permanent' camp.  It must have also been the scene of last nights
  conflagration.  Spent and burnt arrows litter the area.  Up to a dozen have found good
  mark as evidenced by the dead and partially burnt Uruk-Hai.  The bodies of partially
  devoured men of the vale and forest below can also be found.  Areas of rock and small
  wooden framed buildings have been rent by some great and terrible power.
   Out of a hidden cleft appear two bewildered and wounded men holding small wooden
  bows.  They seemed relieved at your presence.
    " Can you assist our Captain.  The enemy leader cast a shard into his shoulder, a shard
  which disappeared after contact, foul fiend.  His now lingers in a terrible state and the
  septic wound is beyond our skill".
  
   The captain looks a well experienced and grizzled folk of Beorning lineage.  His left
  shoulder has a black and foul wound, and his whole body trembles with cold and
  infection.  Need a TN 15 heal to figure how to counter this sorcery and a TN 25 (treat
  wounds) heal due to its terrible nature.  If healed the Captain will fall into a deep sleep
  for many days but will recover, but never fully.
   The men will impart information if asked.
  We were but 8 pass-wardens, who hold station here in Spring and Summer.  We saw a
  great cart pulled by 4 strange looking Ox-like beasts, but with great tusks and humped
  backs.  Many armoured orcs where with them.  We decided to impede cart, beats and orc
  by firing fiery arrows at them.  This caused them panic and one beast looked sorely
  wounded.  Then the shadow and fear came on us and a great rending of the land and our
  flesh.  Our captain rallied us with great victories of yester-year but a bolt was fired by the
  Dark Captain and our leader fell.  We picked him up and carried him, fearing we would
  be slaughtered by the orcs.  But their leader showed great command and they carried on
  with their toil up the mountain.
  Hopefully our arrows of fire will have alerted our folks below and a rescue team will be
  on its way.  Any elf can see in fact that about 2 dozen men and elves, are making their
  way up the path.
  Awards.  Non-combative scene, but a chance to demonstrate physical skills and healing,
  maybe some lore, and inspiring themselves and the pass-wardens, and using reactions to
  resist fatigue.  100xp to share, plus individual skills bonus up to 25 for the tracker, healer,
  and such.
  Act 2 Under and Over
  Continue on until you are nearly at the top.  Hidden ahead are a group or orc archers, six
  in all with a couple more bearing large horns for blowing.  They have Stealth (surveill)
  +6, and Observe (smell) +5.  If the party spot the archers they may be able to circumvent
  then and kill the horn wielders before they get a chance to blow.   If the orcs spot the
  party they will open fire at medium range for a short-bow.  Anyone charging up moves at
  2/3 speed due to slope, at +2TN due to terrain.  Any weariness is also at +2TN extra.
  Anyone casting spells can make an Insight of TN 10 (or sense power TN 15) to notice
  there actions are being 'watched'.
  MONSTER BLOCK, non-Spell User
  Skills
  total
  NAME
  Uruks, Of  The Long Eye, Misty Mountain archrs
  Health
  13 Boons
  Combat
  basic
  4
  Stamina
  3 Night Eyed 1
  scimitars
  6
  Swift / Init
  4 Evasion
  short bows
  13
  Willpower
  2 Favoured Weapon
  Physical
  basic
  4
  Wisdom
  1
  Short-bow athletic
  surveill
  6
  Defence
  10 Accurate
  observe
  smell
  5
  Armour
  skin+mail, c, AP 5, sm Sh
  Academic
  basic
  2
  Courage
  0 Flaws
  lang
  orc
  5
  Corruption
  15 Fealty (to nazgul)
  lore
  mordor
  3
  Renown
  0 hatred (elves, men)
  Social
  basic
  0
  
  Size
  m
  Intimidate
  Fear
  4
  dodge
  17 Parry
  22
  Ranged
  15
  WOUNDS
  penalty
  -3
  -6
  dead
  fast-play
  1
  hits taken,
  5
  10
  13
  2
  hits taken,
  10
  20
  26
  3
  hits taken,
  16
  23
  39
  Horn wielders have +8 scimitar and no bow skill.
  Reached the plateau of the High Pass and the barely crumbling ancient road can just be
  seen.  The party may see two great stone doors open into the mountain and a procession
  of at least 100 Uruk-Heading in behind the cart and beasts described by the Pass-
  Wardens.  The door will shut with a resounding thud.
  • If the horns sounded about 60 goblins spearmen and archers will be waiting on the
  other side of the doors, if the party can find a way to open them.
  • Shadows and Phantasms may hide the door entrance if the Long Eye had time to cast
  such a spell
  • Party on a search TN 20 may find a secret entry into the goblins myriad maze.
  Goblin Town
  • If the straight road is followed it is also the most dangerous.  The party will be
  plagued constantly by goblins and occasional select Uruks of The Long Eye.  The hit
  and runs will not let up and the party may be very wary, be unable to tend their
  wounded and may just double back and leave.
  • They could pass by secret ways but this will involve wisdom reactions to avoid
  getting lost, and stealth, it also means if an alarm does sound they will be harrassed
  from all sides and become trapped.
  On the plus side this action puts pressure on the Captain and he will leave up to 25 Uruks
  behind.  He will also not have chance to convince, Alog the goblin-chief to supply him
  with soldiers, and there will therefore be 500 less goblins available to him at Mount
  Gram.
  MONSTER BLOCK, non-Spell User
  Skills
  total
  NAME
  Goblins,  spearman of gundabad, moria and msty mtns
  Health
  7 Boons
  Combat
  basic
  0
  Stamina
  1 Keen Nose
  Swift / Init
  1 Night Eyed 2
  spear
  2d6+4
  4
  Willpower
  -1
  Physical
  basic
  2
  Wisdom
  0
  observe
  smell
  3
  Defence
  13
  athletic
  hide
  3
  Armour
  leather, AP 2
  Academic
  basic
  -1
  Courage
  0 Flaws
  orc
  goblintown
  3
  Corruption
  8 Craven
  Renown
  0 Hatred (elves, dwarves)
  Social
  basic
  -1
  Size
  s
  Dodge
  13 Parry
  13
  Ranged
  12
  
  WOUNDS
  penalty
  -3
  -6
  dead
  fast-play
  1
  hits taken,
  3
  6
  7
  2
  hits taken,
  5
  11
  14
  3
  hits taken,
  8
  13
  21
  MONSTER BLOCK, non-Spell User
  Skills
  total
  NAME
  Goblins,  guardians of gundabad, moria and msty mtns
  Health
  8 Boons
  Combat
  basic
  2
  Stamina
  1 Fell hand: dwarves
  scimitar
  2d6+5
  5
  Swift / Init
  1/4 Wary
  dagger, thr
  2d6
  3
  Willpower
  0 Keen Nose
  Physical
  basic
  3
  Wisdom
  0
  observe
  smell
  3
  Defence
  10
  athletic
  sneak
  3
  Armour
  mail, c+h, AP 5
  Academic
  basic
  -1
  Courage
  Flaws
  orc
  goblintown
  2
  Corruption
  Fealty (to King), Hatred
  Renown
  Battle Fury
  Social
  basic
  -1
  Size
  m
  Intimidate
  Fear
  2
  Dodge
  11 Parry
  14
  Ranged
  12
  WOUNDS
  penalty
  -3
  -6
  dead
  fast-play
  1
  hits taken,
  3
  6
  8
  2
  hits taken,
  6
  12
  16
  3
  hits taken,
  10
  14
  24
  MONSTER BLOCK, non-Spell User
  Skills
  total
  NAME
  Goblins,  Chiefs of gundabad, moria and msty mtns
  Health
  9 Boons
  Combat
  basic
  Stamina
  1 Night Eyed 2
  scimitar
  2d6+5
  7
  Swift / Init
  1/4 Evasion
  Willpower
  1 Favoured Weapon
  Physical
  basic
  Wisdom
  0
  scimitar athletic
  run
  5
  Defence
  11
  observe
  listen
  3
  Armour
  mail, c+h, AP 5, smSh+3
  Academic
  basic
  Courage
  Flaws
  lang
  orc
  5
  Corruption
  Fealty (darkness)
  lore
  mordor
  3
  Renown
  hatred (elves, men)
  Social
  basic
  Size
  m
  Intimidate
  Fear
  5
  Dodge
  11 Parry
  19
  Ranged
  14
  WOUNDS
  penalty
  -3
  -6
  dead
  fast-play
  1
  hits taken,
  4
  7
  9
  2
  hits taken,
  7
  14
  18
  3
  hits taken,
  11
  16
  27
  The High Pass
  
  • This route may be taken as an alternative.  About 15 Uruks will have been dispatched
  this way, they role is to set traps and slow down the party.  The path is not suitable for
  the large cart.
  • Wolves will also be in evidence here and one very potent Warg, will do its best to rile
  the giants who often dwell here.  If the party face down the giants more fool them.  If
  they sensibly seek to avoid and duck and weave and press on, you could have a
  number of greater eagles swoop down to other influence the giants of to scatter the
  wolves.  If the party can isolate and kill the great Warg the other wolves will scatter.
  • Taking this route gives the Dark Captain some time so at Mount Gram will be the
  number of goblins listed, unmodified.
  Moria
  • This would be an extreme last choice.  It will greatly slow the party and allow better
  recruitment for the captain, adding another 750 goblins available at Mount Gram.
  The way through Moria will be quite tricky travel wise as it is in great disrepair prior
  to Balins attempt to re-settle in 15 years or so times.  They will be very few goblins
  and no balrogs encountered, especially if the party takes higher routes.  This area may
  have several cave trolls though.
  • The West Gate will open and close normally.  The area outside is not so flooded as it
  will be in later times and there are no tentacled beasties waiting.
  Other Routes
  Knowledgeable characters may now of other ways over the mountains
  Difficult to predict how things will be from now on.
  • They may see the convoy heading North to Mount Gram accompanied by any number
  of goblins, or maybe not.
  • Can the party take on the 50+ Uruks still in the convoy and the dark captain?
  • Quite sensibly the party may decide to head to nearby Rivendell to inform the forces
  there?
  • Could contrive to have an elf or two from Rivendell have seen activity on the
  mountains and passes and have them meet the party.
  • Party member could be sorely wounded from a poisoned arrow and need healing
  assistance.
  Hopefully by some means the party head toward Rivendell.
  Awards  Could have faced some stiff combat based challenges.  They should be
  rewarded from bravery and valour, not recklessness and stupity.  Likely used nay number
  of physical skills as well.  Should get a decent scene reward of 300xp, plus up to 100xp
  extra each for other things listed above.
  Act 3 The Sanctuary Of Imladris
  
  Journey to Rivendell should not be too troublesome. The land will seem peaceful and
  tranquil, and a weariness level can be lifted almost immediately.  The party may notice
  they are being watched against a +12 surveill skill, and eventually anyway a number of
  elves will make themselves known if the parties intent feels right.  Everyone of the
  players, if not their characters, should have a good feel for what Rivendell is like.  Refer
  to the Hobbit, Lord of the Rings, The Core Rule Book and the Fellowship Source Book.
  Have present whomever you wish, even Gandalf and Aragorn, both somewhat incognito.
    The party should be warmly greeted and given as comfortable and restful quarters as are
  possible in the days.  Elrond will be keen to here what they say and at a dinner a sort of
  mini-council will be heard.  Many Dunandan and elves present, and especially a very
  attentive Glorfindel (whom had a prime role in the conflicts of c.1975).  How the council
  responds depends on what the party have seen, have a suspicion of, and what they are just
  guessing.  Some points may be
  • Selected folk of the North will be made aware and beginning scouting areas North of
  Rivendell and near the Ettenmoors and such
  • Secret arms caches will be made in hidden stations
  • Way-points to feed large number of folk will be set up secretly and discretely.
  • Party if they are willing should go somewhere North and Central, perhaps around
  Fornost or a nearby village, or hidden sanctum.
  • Glorfindel and a company of elves will be made ready to move and react as events
  occur.
  • Things must be done quietly and quickly, and no alert or provocation should be made
  toward the enemies of the North less trouble comes, when in fact it is not due.
  • A messenger will be sent west to the Blue /White Mountains to alert the dwarves and
  elves there, that times of strife and ill-fortune may be coming.
  • Anything else the party can suggest will be given favour, as will any request they may
  have.
  Awards  Up to 150xp should be earned for meeting some of the great and good, and
  hopefully the party should so due respect and awe.  If a character wishes to spend an
  advance on either lore and language or courage and renown it can be done at the cost of
  0.5 or 1 point less respectively.  It may also be a time to earn a flaw or oath or some such
  to the might lords here, but a relevant edge can also be earned.
   After a few days rest, all weariness should be lifted and all ills cured.  For the characters
  next three positive skill or reaction rolls a +1 bonus can be added due to the inspiring
  nature of their meeting and interaction.  If generous you can allow any courage point
  spent in the next 48 hours to have an extra +1 to whatever action it affects. A chapter
  award of up to 600 can also be shred between the party.
  
SOURCE: textdata/thevault/Lord of the Rings (LotR)/LotR (Decipher)/core/LotR - A Thousand Years of War.pdf