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The Sword and The Stone-2

The party is contacted by Funwar IV, a dwarf seeking help to find the tomb of his ancestor Funwar I. Funwar I died in the Battle of Dagorlad fighting for the Last Alliance against Sauron. Funwar IV believes the tomb contains a valuable family heirloom sword and other treasures. He provides clues on the tomb's location and magic protecting it. The party agrees to journey 170 miles south to Dagorlad to search for the tomb. Along the way they may encounter nomadic traders, wildlife, or remnants of Mordor's influence like rogue wolf packs.

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0% found this document useful (0 votes)
177 views29 pages

The Sword and The Stone-2

The party is contacted by Funwar IV, a dwarf seeking help to find the tomb of his ancestor Funwar I. Funwar I died in the Battle of Dagorlad fighting for the Last Alliance against Sauron. Funwar IV believes the tomb contains a valuable family heirloom sword and other treasures. He provides clues on the tomb's location and magic protecting it. The party agrees to journey 170 miles south to Dagorlad to search for the tomb. Along the way they may encounter nomadic traders, wildlife, or remnants of Mordor's influence like rogue wolf packs.

Uploaded by

xnexus
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Chronicles of The Wanderers of the Wilderlands

LR2 The Sword and The Stone.

Synopsis
Late 2944 / Early 2945.

The party are contacted by a crippled dwarf, Funwar* IV (wolvesbane) from the Iron
Hills, who actually fought under Dain at the Battle of FA. He lost a hand to a large wolf,
and crushed its skull with his other!! In non-conflict times he was a travelling
blacksmith. Meeting in Dale, Erebor itself, or Esgaroth. He requires an able group to
travel South, toward the dead marshes.
(pronounced as Fin-Wah)
A few dwarves were present in the War of the Last Alliance. At a fairly hidden location
he says, is a tomb belonging to an ancestor, who died during this campaign. He has an
amulet which is linked to a fine blade, he thinks buried there. He also has some vague
details on a map with some notes. Closer the stone gets to the sword the more it glows,
which should help them find this hidden tomb. He says he is basically an impoverished
noble, who really needs the sword as a great token for a wedding 'trove' for his daughter.
Needs to re-earn his wealth.
When the party arrive they find the tomb freshly broken in, a ring-wraith sensed the
tomb and used spells to break down the wards, hence it is no longer hidden and is
revealed and easier to find, even though the gem doesnt glow much in that area. All
items within have been taken, and a 'vengeful spirit' has arisen as a result, maybe? In it
were the dwarf-lord and 6 of his guard. Slain some few days before the battle that drove
Sauron from the field. His tomb is therefore not in the area flooded by the marshes and is
slightly more NE.
Gem glows slightly and if follow its light approach a ruined fort, in the marsh itself,
dating back from the time of the last alliance. Recently been re-occupied by troops from
Mordor. From 2 different orc clans, and without a leader there, as the ring-wraith has
moved on, there is tension, also a troll there, whom neither clan are 'fond' of. A group
from Mordor will arrive soon to assess all the items from the tomb. Eastern men are due
to garrison the place when the orcs have finished re-building in a few years time.
Party need to see what trouble can be caused, retrieve sword and other treasures. May
be pursued?
On return to the lake area, find dwarf and he accepts sword. He also gladly agrees to
share any relics from the tomb and is keen to hear any tales, and suggests he buys them a
great breakfast tomorrow or maybe evening meal the next night? . The next day he is in
fact gone, without a trace.. He has studied the sword, and placed the gem in it, for it has
space for such a thing, and it has commanded he returns to his homeland..
"In fact the ancestor Funwar, was actually fighting on the side of the enemy. This is not
well known and has been lost in history. The map and notes states his fathers name as
Turnkey, which Funwar IV assumes is some lost humorous term, in fact it said Turncoat,
and the difference has been lost over the ages. The sword is in fact called 'Elf-Binder'.
When returned intact to the gem, it allows some empathic contact with the 'great enemy'
himself, The wards put on the tomb were as much to keep things in, as out and away!!"
The crumbling 'noble house' lies somewhat south of the iron hills, his ancestral home
which is a bit of a ruined hall part of an old tin and copper mine, not his current place,
which is very central in the iron hills clan.
If the party decide to follow him, and they can find out where is current home is, on the
end of the first day they find two travellers dead, a single sword wound, and their eyes
cut out. Maybe eyes are needed to power the empathy abilities??
Back at his ancestral home, some men who have been dwelling their, petty bandits, fall
under the swords sway. The dwarf awaits the group of Easterlings who would have taken
up in the ruined fort near the dead marshes, to be re-directed to dwell here and form a spy
unit, on the dwarven kingdoms, and to sour elf-man-dwarf relations. Of course the party
may get their first, if they can track the dwarves cart and mule, or some other plot device.
Conflict, non-lethal, at the Hall. Besieged by eastern forces, trying to attain the sword,
rescued by iron hill forces??

A Note on Monster Blocks


Just a brief stat block for adversaries.
Boons includes all positive racial abilities, edges and order abilities
Creatures will have fast play 1,2 ,3 wounds. The level of this is highlighted.
Defence is Mod Nimb+10+a note of any shield + size as if opponent is medium sized.
Bearing mod is only given for spell users
CONTENTS
1 CHAPTER 1: THE DWARVEN HEIRLOOM

1.1 Scene 1 FUNWARS' REQUEST


1.2 Scene 2 THE JOURNEY SOUTH
1.3 Scene 3 THE TOMB of FUNWAR I
1.4 Cast Of Characters

2 CHAPTER 2: THE HOLD OF THE NAZG L

2.1 Scene 1 SURVEILLANCE AND SCOUTS


2.2 Scene 2 RUIN RAIDERS
2.3 Scene 3 RETURN TO THE LAKE
2.4 Cast Of Characters

3 CHAPTER 3: THE HALLS OF THE LINE OF FUNWAR

3.1 Scene 1 THE SWORD HEADS EAST


3.2 Scene 2 STAND-OFF IN THE MINES
3.3 Scene 3 THE EASTERLINGS ARE COMING.
3.4 Cast Of Characters
1 CHAPTER 1: THE DWARVEN HEIRLOOM.

1.1 Scene 1 FUNWARS REQUEST

Set in one of the towns around the lake, probably be in a tavern, market, but anywhere
will do. Approached by a swarthy, ageing dwarf. He has many scars, and the most
prominent thing about him being his lack of a left hand. He is perhaps slightly taller than
the average dwarf.

" Greeting and warm cheer to you. Are you the ones I have heard tales about, for I am
looking for able folk, to do me a great service. I am Funwar IV (he has renown of 2),
some call me wolvesbane. I lost this at the great battle, and the hard times I had before it,
are harder still. I am a dwarf of some lineage, but alas little wealth. I intend to rectify
this situation with your help. I am in need of a sign, a symbol, a relic, for my daughters
trove. I have an ancestor who I believe has just what I may need. He died at the time of
the great war when the shadow was first cut down, nearly 3 millenia ago. With him was
buried his mighty blade and other relics and wealth of my house. It is my belief thats his
tomb still exists intact as I have notes and tales to say it was protected by mighty wards
and words to hide it. How can we find it, well I have a gem that is said to glow when the
sword is near! Are you willing to undertake the long journey to Dagorlad? In return you
can have a share each of any other treasures buried in the tomb. With the shadow
lessened from Mirkwood I feel the time to travel is as safe as it will ever be. I can supply
you with a few pack animals and a few weeks food supply. Are you the stout-hearts I
seek? Can I entrust you my mine, and my kins, future? I realise re-opening a tomb is
frowned upon but with times as they are, something just feels right about my quest? "

Using various skills to tell he is being honest and is telling all he knows to the best of his
ability. TN of 10

He says great travel his beyond him now and he will not accompany you. He has a
simple blue gem on an iron bracer. Also a tattered collection of bound notes, maps,
drawings, some old, some new.

An approximation of where tomb is in Dagorlad


Rough drawing of a tomb
Hidden dip it appears to be in
Faded words of magic
Picture of a short bladed sword
Funwar Turnkey name is noted
Burial with loyal house-guard
Lots gaps in family history, only detailed since migration to Iron hills in 2768
Pre third age seemed fairly 'nomadic' in nature.

Characters may have various lore skills that can confirm these rumours and facts. TN at
least 15. Also note that
Region: Most tombs of the battle were hastily built. Funwar must have died either
pre or some time after main battle.
Region: The marsh supposedly flooded most areas hence tales of ghosts and such.
Race: Very little at all known of this line, or this dwarf, odd he seems so lost to
history?
Magic: For his tomb to be protected by magic must mean something significant.

Awards A few skill awards and role-play awards based on the party having amicable
conversation with the dwarf, him gaining confidence in them, and them maybe
contributing to his knowledge base. Award up to 5 skill awards based on TN, and
perhaps 25-100 scene and role-play awards dependent on how well it went.

1.2 Scene 2 THE JOURNEY SOUTH

Using the distances given in the Core Rules, the total distance to the tomb is about 170
miles.
See Map 1
1.2.1 Wilderland

A very sparse region, with many miles crossed on rough, coarse grasses, insects and sprse
bird-life. Very little signs of larger animal life, and even less humanoid. Mostly rolling
hills, some crags and flats. May have possible encounters with
Small fertile area bearing an abundance of flowers and birds and evidence of small
mammals and game.
Medium copse of very old trees. Evidence on a spot TN 20, of its use as a camp-site
on rare occasion, but a camp-site of skilled folk who hide themselves well. A bear
may have passed this way, or still be present, many foxes may be the top of the food
chain, feeding on numerous mice and voles.
Eastern / Dorwinion nomads, 6-12. Talk of civil strife far to the East, dark shadows
over the sea of Rhun, terrible cults and secrets in rumour. Will trade gems and wines
and cloths for items of metal / tool nature. Assume there leader has +6 to such skills,
but has -2 penalty due to need for things. May have seen troll signs or wolves, if the
party impress them.
Rogue wolf pack, once under the control of Mordor, they are somewhat leaderless
and without purpose. Not necessarily hostile, and will drawn somewhat to any in the
party who have attained corruption points.
Troll, in an area of some desolation. Cave may be tracebale (track TN of 10). Inside
will be many broken wine gourds and pots, few dead orcs skulls, and a cloak of some
fine make and a fine spear of gold and silver. (preserved, so as not to corrode and has
a heroic +1 bonus versus men of darkness, +2 against Easterlings in particular).
Anyone with lore:Gondor on a
TN 10 can see the two are from Gondor,
TN:15 belong to a noble house there.
TN 20 house no longer exists
Returning item to authorites in Minas Tirith will yield both gold and +1 renown, as
well as being a good and proper act. The spear has jewellery value of about 25gp.
Rough terrain requiring TN 10 manoeuvring rolls, whether climb, ride etc.
Heavy downpour hampers movement and vision, may be 'lost' somewhat, spook any
horses or other animals.

1.2.2 Dagorlad and the Dead Marshes.

Scene of great battles of the past will loom in the distance. Increase in numbers of flies,
and generally wetter, than not wholly marsh, under foot even some miles away. Numbers
of birds increase, but even these have little colour and seem to match the mood. Rolling
hills, crags and occasional copse, replaced by a vast expansive plain. Great mountains
and hills of Mordor loom large to the SouthEast. Whole area of some dread. Requires a
TN 5 willpower reaction or affected some what by fear (see p. 277)
See Map 2
Awards up to 1 exp. award per mile travelled if the characters showed patience dealing
with a scene of little action or role-playing, and not over-reacting if you opt for a scene /
encounter of some action. Rather did they get a feel for the new lands they explore, the
sparseness of the wilds, respect for its rawness and subtle beauty? Intuitive methods to
aid survival, stealth and such may attain up to a further 100 exp.

1.3 Scene 3 THE TOMB of FUNWAR

The gem barely glows here, but according to the map and notes, this rise feels about
right. Look down from atop the rise into a small dip, about 15feet deep and 60 feet
across. The tomb is within a large mound of moved earth. To your dismay the tomb
door is open, and in fact lying on the ground before it. You see know a half dozen lightly
footed boot marks, of humanoid type, leading away from here to West and South, they
then get very tricky to follow.
See map of Funwars Tomb.
The Hidden Tomb Of Funwar I c 3429 SA

2nd Vault

10 feet

1st Vault

Outer
1.3.1 Outer Vault

As you investigate see that the door has been very recently removed and broken. Inside
you see dust still has thick and undisturbed for the most part. For example you see no
footprints within. Your light source (the Sun?) illuminates what is probably an outer
tomb, maybe used by the house-guards, and beyond this tomb a small tunnel leads in
further. Four stone plinths, roughly shaped, line the east wall and the dried skeleton of a
dwarf lies on each. Their hands are placed on long handled axes. They wear mail and
great helms, with the armour that looks penetrated by arrows, signifying perhaps death by
an ambush than some glorious last stand. The bodies do look disturbed and maybe
certain artefacts have been removed from them. The axes here, with a bit of a sharpen,
can be made back up to masterwork quality. Two of the dwarves still wear silver chains
of their wrists, worth about 10sp each.

1.3.2 Inner Vault

Narrow tunnel leads about 20 feet further in to another vault. Areas here is heavily
disturbed were the Nazgul has opened the door . Within here is the disturbed and evil
spirit of the dwarf, Funwar I. It will attack with great anger, especially any elves or
dwarves. The party may wonder why this is so??
In the inner vault are 3 more stone plinths bearing bodies. The two attending captains
one has had his right arm disturbed and it lies on the floor, and the other , his left is no
longer in contact with the rest of the body. A shield and axe has been removed. The
body of the presumed dwarf-lord, his skull is missing as is the sword and scabbard
probably removed also. A bronze chain (8sp value, had spiritual meaning not wealth)
remains around his neck, that bears a small red gem. Value 12 gold pennies, it is a very
nice piece, he took from a slain elf maiden of Lindon. The armour of those in here looks
pierced by many arrows as well.

The gem barely glows here. If follow the tracks South and West , though these are
rapidly lost as the area grows marshy, the gem begins to shine more. After a 9 hour
trudge, through tricky terrain, atop a slow but fair rise is the ruins of a fortress.

Awards Skill awards dependent on how tomb was explored, spirit was dealt with and a
deduction on what has happened. Award up to 10 skill awards based on TN, and perhaps
50-150 scene awards dependent on how well it went, whether characters should honour
under duress, how they aiding each other. Any courage points spent fighting the spirit
should be re-cooped.
Chapter award of up to 500.

1.4 Cast Of Characters

Easterling Nomads. Only 2 to 4 will be the equivalent of a starting character, and maybe
1 to 2 will have up to 3 advancements. Majority therefore, have no order, the ones of
note may be a loremaster: wise women, craftsman: gardeners, warrior:basic.
The Lost Pack up to 20 wolves of which, 11 are adults, 7 of these are males, and three of
which are from the same litter and are the driving force behind them (2 fast play
wounds).

MONSTER BLOCK, non-Spell Skills total


User
NAME Wolf, of the Lost Pack
Health 9 Boons Combat basic 5
Stamina 3 fang d6+1 5
Swift / Init 3
Willpower -1 Physical basic 3
Wisdom -1 track scent 4
Defence 10 athletic run 6
Armour skin, AP 2 Academic basic -3
Courage 0 Flaws
Corruption 8
Renown 0 Social basic -1
Size M Intimidate fear 3

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 Crag Troll A loner and more viscous than most trolls. Due to a conflict ages past he
has lost most of the claws on his right hand, lessening the damage it does by 2 points.
MONSTER BLOCK, non-Spell User Skills total
NAME Crag Troll
Health 18 Boons Combat basic 5
Stamina 5 hardy claw 3d6+4 7
Swift / Init 1 night eys2 rock 3d6 3
Willpower 1 Physical basic 2
Wisdom 0 track men 4
Defence 8* athletic run 1
Armour skin, AP 3 Academic basic -3
Courage 0 Flaws black speech 2
Corruption 10 westron 1
Renown 0 Social basic -3
Size L Intimidate might 3

WOUNDS penalty -3 -6 dead


fast-play 1 hits taken, 7 14 18
2 hits taken, 14 27 36
3 hits taken, 22 32 54
Malevolent Spirit of Funwar His spirit, though evil had rested somewhat in clam, until
the ring-wraith disturbed his 'peace'. The presence of such a powerful force has re-
kindled all hatreds and rage and the spirit lurks within the confines of its tomb, awaiting a
chance to let the blood of elves, before it will rest once more. If its physical form is
destroyed, rather like a wight, its tomb needs emptying, and its contents exposed to the
sun. It has no spells but is physically tough.

MONSTER BLOCK, Spell User


NAME Least Wight Skills total
Health 13 Boons Combat basic
Stamina 6 shortsword 2d6+6 6
Swift / Init 3 claw d6+4 4
Willpower 4 Physical basic
Wisdom 3 Observe spot 4
Defence 11 stealth hide 9
Armor Academic basic
bearing 3
Flaws
Courage 0 Social basic
Corruption 15 Intimidate fear 8
Renown 0
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
Spells None TN bonus
No Icey Touch
2 CHAPTER 2: THE HOLD OF THE NAZGUL

Like much of the area, Sauron intends to re-build forces and forts, until when he has
power and confidence enough, Barad-dur will arise again. This watch-fort was cut off in
mid-SA 3433, and finally emptied and ruined in late SA 3435. It had garrisoned a mix of
eastern men cavalry and orc spearmen. The garrison was killed by elves. Men of Gondor
used some of the stabling and walls as shelter in the winter of SA 3436-38. It made a
useful staging post for those moving from the front-line besieging Barad-dur. It is likely
Anorien, brother of Isildur and son of Elendil stayed here a month before the 'bolts of
Barad-dur' slew him in SA 3440.

It has been occasionally used as a shelter by travellers / nomads, and has had orcs in it
since late TA 2942. Most recently it is being re-built and its foundations strengthened
against floodwaters and the creeping marshlands. Eventually again it will serve as a
cavalry station for Eastern Men, loyal to Mordor.
There are members of two orc clans currently here, a working group of lesser orcs
(goblins well call them) and some tougher orcs (Uruks), who serve one of the nine. The
Uruks favour spears and charging, the goblins will usually try to avoid combat, but see
2.2.2.5, below. The two groups despise each other, but are kept in line when their dark
leader is present. A troll has recently moved here, in a ruined out-building. Everyone
hates it, and the each clan uses him to harass and bully the other.

2.1 Scene 1 SURVEILLANCE AND SCOUTS

Characters would do well to watch a while. Need to ensure they realise a full assault
without some tact, or splitting up the enemy, is near suicidal.
In the day can hear occasional sounds of construction going on.
At the night even more so with stones being replaced and re-shaped.
Every 36-48 hours delivery of 1 large carts of supplies, pulled by a beast of burden
and 3 uruk teamsters arrives. If 2 consecutive are ambushed the orc captain
dispatches a squad of orcs to investigate. If a cart is ambushed and a survivor gets to
the base, the orc captain will dispatch troops.
Goblin workers roam out at night foraging, on one such foray a group of them will
gang up and kill the Uruk who is with them.
A goblin may be thrown to the troll to teach the other goblins a lesson.
Goblins may get an Uruk intoxicated and manipulate him into seeing the troll and
sealing his doom.
A group of wolves may arrive, and goblins dispatched upon them. This group will do
a large perimeter patrol.
The Nazgul may return. It will be preceded by 24 hours by a group of Easterling
riders in black, who will whip the orcs into shape.

2.2 Scene 2 RUIN RAIDERS


The number of inhabitants in the ruins should depend on what the party can handle, and
how well they have manipulated some of the strife within. One uruk could perhaps be a
captain elite or a sorcerorus magician.
The sword the party seeks is on the 2nd floor of the tower.

2.2.1 External of the Ruins

Quite simple building composed, at least once, of a large hall, with a small watchtower,
outer store and a stable.
No map is supplied as it's all quite self-explanatory

2.2.1.1 Site Over-view

The watchtower has been largely repaired (craft: stone-smith, or similar TN 10. Actually
likely tower was a 4 or 5 storey high historically. (Looks more like two and a small
upper storey, after its recent repair). Large stable looks in good state of repair. Main
keep still has holes and a partial roof, all of which looks new. Outer store basic
foundations, and about 40% perimeter has a small wall, up to 7ft tall, with a platform so
defenders could fire out. A small area outside looks like it is under some agricultural
activity (lore / craft: gardens TN 5, a pasture is being re-planted).

2.2.1.2 Outer Store

Barely consists of foundations being built on site of a previous hold. It will have 7
compartments on completion (lore: TN 15, size of 3 storey but likely only have one
floor).

2.2.1.3 Stable

Made of local stone with timber from about 3ft up to its height of 14ft. Has intact double
wooded doors. (If the party has been observant they will realise there is a troll in here
with a large club) If they have just blundered into area roll a track TN 15 to note vague
troll footprints).
As noted below the troll within is unremarkable and will attack anyone not showing
great authority to it. Needs an Intimidate or similar presence upon it of TN 20 to give it
an order. Add 5 to TN if order is from anyone except a human. (It will recognise and
obey any dark magicians, ring-wraith etc.). A good guise may therefore make it easier to
influence.

2.2.2 Internal of the Main Keep

Made of Stone, in a style of more than 3000 years ago. No attempt has been made to
merge old and new construction, hence an ugly look to a once fine hall. Stone floor and
narrow high windows. Perhaps these once doubled as arrow stations. Even in its glory
days, this place would have felt dark and cold.
2.2.2.1 Ground Floor

Keep has a double door sized area for entry in its East (facing Mordor), though no new
door as yet. Sheets of sackcloth are used as a barrier. Within is a huge great hall,
currently a bit of a smelly heap of an orc barrack. Stone and wood bunks are being made,
(Siegecraft / fortifications TN 10: and perhaps up to 80 folk could be billeted here upon
completion).
The roof is only 75% completed. 5 small rooms off to North-side, presumably from
officers and leaders, all are currently empty and look damp.
In the west a large pit has been built, with rope ladders down. It looks like a previous
cellar is being extended somewhat.
South-West has a set of steps attached to the wall. Beneath this, is the wall itself, is a
doorway into the tower.

2.2.2.2 Middle Floor

Aside from some structural repairs, this area is no re-used as yet. May have consisted of
a number of smaller rooms, perhaps a kitchen, mess hall and such in the past. From here
one can easily climb onto the roof.
From the roof (with a TN of 10) access to the top of the tower can be gained.

2.2.2.3 The Tower

Once fairly tall watchtower, very visible in the surrounding plains. Would have been a
welcome site to the cavalry forces that were stationed here. Of the 5 floors only 2 and a
small watch-post have been repaired and modified.
Base of the tower is a small cookhouse, used to make stews to feed the orcs here, and to
distil orc brews and grogs. Sacks containing root vegetables and spices put into these
concoctions.
Next floor up of the tower is the current room of the keep commander, a few suggestions
for his order are outlined below
Simple bunk and desk and chair, with a few sacks of personal effects. On the table are a
number of scrolls carrying orders of a written nature, rather than word of mouth as is
more common. The scrolls basically outline
Time-scales for completion.
List of materials due to be sent. None are anything out of the ordinary except craft
TN 10: Smithcraft, items useful for making a good signalling device.
Detachment of 60 Easterling cavalry is due in about 5 weeks.
A drawing of Funwars' tomb and a sketch of the sword.

The top of the tower has both a simple telescope (about x12 magnification) and a small
beacon for signalling. It is not adequate to the remoteness of the area and a better signal
light is on its way.

The sword itself is actually hidden under the bed, with a TN of 10 to find where it has
been secreted.
Too one side are the missing shield and axe from the tomb

Funwars Sword, Elf-Binder The sword is slightly shorter than a short-sword, but
broader set, ideal for a shorter but strong race like a dwarf. It is certainly masterwork
quality and if toyed with and swung, feels nicely balanced. Time has not ravaged its
edge, blade preservation. It can be detected as vaguely enchanted, but until the gem is
placed inside it, it seems weak and unclear. Using the blade in battle gains the wielder a
corruption point.
Anyone, other then of the line of Funwar needs a spot TN 25, to notice when the sword
is held in a certain way, at dusk in fact, it has a groove within, the same size as the
gemstone. As though a veil spell is upon it. A dwarf of Funwars line can see this at
anytime and with a relative craft roll of TN 15 can make the gem fit in, or remove it, it is
quite delicate and tricky.
When fully restored the blade bestows the following.
+1 to armed combat.
Wielder gains the flaws: Hatred (Elves), Misery (-2 to all social skills based on
charm and frienship)
Wielder gains the edge: fell-handed (2) versus elves.
Immediately gain 3 corruption points and gain 1 corruption point per month.
Gain the sorcerous spell Evoke Fear as a magical ability. Its use gains 1 corruption
point per use.

The Shield of Steadfast . Simple black glass hammer on it. It is a masterwork small
shield, adds +1 to parry. It is not magical. Wielder gains a corruption point.

Grimfires Axe of Striking . Very old battle axe, dating from the early second age. In its
time it was used to battle to worms of the north, as well as a more nefarious use toward
the later centuries of the second age. As such it has both a heroic and un-heroic quality.
It basically is +1 to strike men of good heart, and does +2 damage versus worms and
similar 'nameless things'.
If used for evil purpose it loses the worm damage ability and become +1 to damage
men of good heart as well, and the wielder gains 3 corruption points.
If used for good intent the wielder gains 1 corruption point, which will be lost in time,
and the weapon loses its man-striking ability and becomes +4 damage versus worms
and the 'nameless things' Gandalf states live in the deeps.

Assume 'Grimfire' and 'Steadfast' are of Funwars Folk, fellow fallen dwarves..
2.2.2.4 Lower Dungeon.

This area looks as though it may be divided into two parts. One may be a store, but
currently doubles as a pit for goblins to sleep in. The other may become a forge area,
perhaps for the making of regalia and items to keep a cavalry unit supplied.

2.2.2.5 Routines and Tactics of the inhabitants


Whatever number of inhabitants the narrator decides is here there should be at least 24
goblins and 12 Uruks and 1 leader.
If attacked the goblins will generally panic like a rabble, but gain in confidence. (Maybe
give them a willpower roll dependent on situation. For example if even 1 elf where to
charge a group of them they would scatter). But if their assailants begin to fail against the
Uruks or troll, they will then improvise weapons and gang up on individuals.
The Uruks will attempt to get organised and deploy their number in good order, seeking
to attack limited enemies at a time and overpower them quickly. They favour spears and
melee.

2.3 Scene 3 RETURN TO THE LAKE

Assuming they have the weapon and head back North. Dependent on time used so far,
and the narrator's whim, you may have them followed. For up to about half the distance
back, there is a chance they will be followed. After that assume not.
The journey back will obviously be nearly the reverse of the journey there. Making use
of some of the details of the journey south may break up any tedium with a 'dull' journey.
Awards Numerous Skill awards dependent on how surveillance was carried out,
ambushes and assault success etc.. May award up to 20+ skill awards based on TN, and
perhaps 250 scene awards dependent on how well it went, whether characters should
honour under duress, how they aiding each other. Any courage points spent fighting any
enemy spell-casters, or worse, should be re-cooped.
Chapter award of up to 1000, as it is likely the largest, longest to play, of the chronicle.

2.4 Cast Of Characters

Goblin workers, clan of whitestone. Unremarkable group of standard lesser orcs.


Mostly unarmoured and lightly armed

MONSTER BLOCK, non-Spell User Skills total


NAME Goblins, stone-workers
Health 6 Boons Combat basic 0
Stamina 1 Keen Nose
Swift / Init 1 Night Eyed 2 dagger 2d6 1
Willpower -1 Evasion Physical basic 2
Wisdom 0 craft stone 3
Defence 13* athletic hide 2
Armour skin, AP1 Academic basic -1
Courage 0 Flaws orc whitestone 3
Corruption 8 Craven
Renown 0 Hatred (elves, dwarves) Social basic -1
Size s

WOUNDS penalty -3 -6 dead


fast-play 1 hits taken, 2 5 6
2 hits taken, 5 9 12
3 hits taken, 7 11 18
Uruk Guards, those of the marshes long. Favoured group of greater orcs. Leader is a
Nazgul. Very loyal to each other and their lord, and despise and hate everything else.
Favour spears and rapid charges to overwhelm their enemies. Rarely engage in ranged
combat, preferring ambush and rapid over-run. Occasionally use wolves.

MONSTER BLOCK, non-Spell User Skills total


NAME Uruks, Of The Spear Head
Health 12 Boons Combat basic 4
Stamina 3 Night Eyed 2 spear 2d6+5 7
Swift / Init 2 Evasion
Willpower 2 Favoured Weapon Physical basic 2
Wisdom 0 :spear athletic run 5
Defence 10 observe listen 3
Armour skin+mail, c+h, AP 6 Academic basic 2
Courage 0 Flaws lang orc 5
Corruption 15 Fealty (to nazgul) lore mordor 3
Renown 0 hatred (elves, men) Social basic -2
Size m Intimidate Fear 5

WOUNDS penalty -3 -6 dead


fast-play 1 hits taken, 5 10 12
2 hits taken, 9 18 24
3 hits taken, 14 22 36

Keep Overlord. If you deem it worthwhile for the ruins as a whole to have an overlord, it
can be
one of the Uruks above with 2 more advances than any other, or
slightly more powerful one who has spent a rank on becoming a captain and has one
elite order ability, or
perhaps the detailed Uruk rogue/magician below.

MONSTER BLOCK, Spell User Skills total


NAME Sorceror, Captain of Dagorlad
Health 10 Boons Combat basic 2
Stamina 5 dominion shortsword 2d6+4 6
Swift / Init 2 (5) adaptable dagger, ra 2d6 3
Willpower 3 skilled Physical basic 2
Wisdom 2 wary observe spot 3
Defence 11 Spellcasting stealth sneak 4
Armour Mail,c, MW AP 5 Academic basic 3
Courage 1 lang orc/westron 4
Corruption 11 Flaws lore region / mordor 5
Renown 2 Fealty (Nazgul) Social basic 1
Size m Dull eared Inspire 6
0 Persuade charm 7
WOUNDS penalty -3 -6 dead
fast-play 1 hits taken, 4 8 10
2 hits taken, 8 15 20
3 hits taken, 12 18 30
Spells TN bonus
Veiling Shadows +2
Kindle Fire, Fiery Missile, Burning sparks +0

He at least will have masterwork armour and weapon. His men call him The Calling
from Afar
If a magician he may also have a gift from his ring-wraith commander, a fine black-steel
helm that confers
His men call him The Calling from Afar.

+3 to Persuade (Charm)
Dwimmercraft in Veiling Shadow Spells

Troll Nothing special about it, just placed here as extra strength.

MONSTER BLOCK, non-Spell User Skills total


NAME Hill Troll
Health 18 Boons Combat basic 5
Stamina 5 hardy claw 3d6+6 7
Swift / Init 0 night eys2 spear 3d6 3
Willpower 1 Physical basic 2
Wisdom 1 track men 3
Defence 8* athletic run 3
Armour skin, AP 3 Academic basic -3
Courage 0 Flaws black speech 4
Corruption 15 westron 2
Renown 0 Social basic -3
Size L Intimidate might 4

WOUNDS penalty -3 -6 dead


fast-play 1 hits taken, 7 14 18
2 hits taken, 14 27 36
3 hits taken, 22 32 54
3 CHAPTER 3: THE ONCE GREAT HALLS OF THE LINE OF
FUNWAR.

On your return the dwarf can be contacted as pre-arranged in Chapter 1. Most willing to
hear about his ancestors' fate, but once he has the blade, only has vague interest in what
else the party found and made decisions on. After taking the blade, he is fairly agitated to
go, and agrees to allow the party to, appraise other items they may have found, and he
will buy them a special breakfast in the money and add whatever reward he can muster.
He then retires to the Inn he is staying at, 'The Lakers Watch', and will meet them at 8am
for breakfast and further discussion. He is most keen to study the blade and see what
other notes he has can reveal.

Come the morning and the dwarf will have fled, very early, pre-dawn in fact. When re-
united the gem becomes able to empathetically send messengers between wielder and the
words true master, Sauron. Contest of will, which any normal mortal will loose, despite
the weak link the sword has, this is not a palantir. It is long since the great enemy has
sneered the mind of a dwarf . To assist this new 'ally' Sauron will instruct the Easterling
Cavalry detachment to liase with the dwarf will all speed.
The dwarf is compelled to return to his ancestral homeland, and this is where he has fled.
He has gone on his small two wheeled / 1 horse cart. His rooms at the Inn are empty,
though he has left a coat hanging on a rack. A piece of paper inside is a contact for some
work his has been commissioned to do, making some small carts for a silver mine
recently re-established in Dale. This info is not significant to the Chronicle, just shows
he left in a hurry, and possibly, a distracted state.
He will have a lead on the party, and tracking will be very difficult as they have no
idea where he has gone. Other dwarves, or maybe one in the party, will confirm he lives
in the main conclaves of the Iron Hills but had a family hall somewhat more South and
East, may even allow certain dwarves in town to know exact location.
In time, a few days actually, some scouts from the area will report two dead farmers
found at a crossroads. Each killed with a single stab wound some days ago, and their
eyes cut out. Can maybe track the cart, or follow track as it passes by spent mines.
Party may try to seek out the dwarves daughter, and other family in the Iron Hills. May
need some diplomacy for such a meeting, but they will give location of dwarves ancient
home.
Someone may come up with another way. If the party decide not to pursue, you could
have a member of Funwars clan / family come to town to seek his fate, maybe the party
where the last to see him.

3.1 Scene 1 THE SWORD HEADS EAST

The journey may actually be a far distance dependent on the parties start location. From
the town of Esgaroth to the hall is 72 miles. It is assumed when the party arrive Funwar
IV will have been there a few days, parleyed with the outlaws there, and struck up some
kind of deal.
The journey will probably consist of half in plains, gentle hills, in fairly fertile land,
some scattered settlements. The second part will cross steep hills, around the base of
mountains. Pass through 1 or 2 abandoned settlements attached to spent mines. Some of
these abandoned mines may be homes to wolves and trolls. If there positions are noted it
is likely in time forces will be dispatched to deal with them. Maybe the wolves are from
the battle of FA. If the party investigate deeply into the mines they may find goblins that
have set-up there, ghosts or malevolent spirits, tomb of dead miners, bats of the enemy
(perhaps tended by a goblin tribal spell-caster), abandoned deeper dwarf settlements and
more grand tombs. Delving too deep, if the party did, may reveal serpent like beasts and
giant insects. Any such delays will give Funwar more time to develop his defences, give
himself a chance to recruit stray goblins and wolves to his cause. Even a small advanced
force of the Easterlings may have arrived. Funwar given time will
Fortify the area
Cause a landslip to block the only track in
Seek to persuade his family to join him, and use the swords influence to sway others.
May require a few ride / teamster rolls dependent on how party travel.

Eventually the track will climb is a small valley for 600 yards, then dip into a bowl where
is the site of the 175 year old 'Halls of Funwar'.

Awards Whatever skills the party have used should be rewarded. Perhaps an xp per mile
travelled in difficult terrain. Not being distracted by ruins, and possible areas to explore,
and sticking to the task in hand should be rewarded a 50-75 xp scene award.

3.2 Scene 2 STAND-OFF

The hall was at first a surface (area 1), then shallow mine (areas 2 to 4), first established
in 2785. In time a large natural cavern was entered (area 7, opened into in 2803) and this
becomes hall and home. After a good 100 years of delving, assaying, and subsequent
extraction the tin and copper ran dry, and the hall was slowly abandoned again, until
Funwars' Father left the area to go to the main steading at the Iron Hills in 2879. At its
height in 2857 four whole dwarven families lived here, a total of 37 dwarves at its largest.
This place was (is) a home and a work area, so is a 'dull dungeon' to explore. My
attempt to create the feel of a small dwarven community
3.2.1 External to the Hall

Perhaps once on this small plateau stood building of wood and, partially of stone. Over
the years these seem to have decayed, or maybe have been re-used. (Need
Observe:search TN 15, or Stonecraft TN 10 to notice stone door carved seamlessly into
the rock face at the North edge of plateau). A track of TN 15 will reveal a small number
of human sized footprints have accessed the area. Also see with a TN 10 hoof-prints, and
a TN 5 shows cart tracks.
Door is hinged to open up as double doors and has a keyhole hidden (TN 10) behind a
hinged flap. Lock is TN 15 to pick, but isn't locked!

3.2.2 Details of the Inner of the Hall


see attached map to note hall / mine split over 4 levels, or tiers. Any room number , XY,
corresponds to the number in section 3.2.1.XY

The Great Halls Of Funwar


Established: TA 2785

18
N
11

12
10

17
9

8 7

13

14

5
6
16

33
15

2
19

The High Tier 3 yards


The Lode Tier Spiral stairwell
The Lower Tier
Door
The Base Tier
All doors unless noted are average (see p.242).
All ceilings in passageways are 5 1/2ft high unless noted
All room ceilings are 7 to 9 ft all unless noted.
Spiral stairs are wide enough for a dwarf to pass through carrying a load in his pack
and tools in his arms.
3.2.1.1 Outer.
See description above. This is the plateau where the surface mine was started.
3.3.1.2 Entry Hall
Stonesmith TN 15 will reveal this was a partial-mine face some 100 years ago, and
looking at the geology, for tin and copper. It now is a stable of sorts with a cart, cart-
pony and three riding horses in here. All animals look well tended.
3.3.1.3 First Face
Craft; mines / Stonesmith TN 10 Site of the first true internal mine face. Very fractured
rock has been structurally strengthened. Narrow spiral stairwell down. Evidence of
tracks for rail carts, but long since removed.
3.3.1.4 First Great Hall
Finely shaped room, probably not naturally this large. Columns carved from rock
reaching up to a 10ft high ceiling with the columns splay out like tree branches. 4 large
stone block in its centre (Stonesmith / Craft; sculpture TN 5, probably a great stone table
here once). Last use of this area was as a smelter / forge, though its early life was
probably as a more of a gathering 'moot' hall.
3.3.1.5 Recent Vein
Craft; mines TN 10. Still some thin veins of metal. Judge that this was excavated in the
latter years of the mine. 3 broken ore carts are in here.
3.3.1.6 Tracked Corridor
A track for cart transport still exits here.
3.3.1.7 The Great Hall of The Funwars
Great natural cave. It is likely for a time this hall once rang out with song, smells of fine
meat on the bones, of pipe-smoke and grand talk fuelled by warm meads. Now, like many
great dwarven halls it is silent. The room has great carved columns, each the likeness of
dwarves, with dates and names you recognise from Funwar IV's notes. A large stone
table dominated the centre, with a huge fire-pit in the middle of this, accessed from the
SW (looks directly in the direction of Khazad Dum) . Stone benches and chairs ring the
grand table, perhaps up to 40 could get around it for the one great communal meal
dwarves make of their evenings.
3.3.1.8 Family Room
In times past this would have been a room for a whole dwarf family of up to 8. Bunks of
various sizes line its walls.
It is used now by the three bandits whom Funwar IV has gained the assistance off.
Personal affects are scatter about, raincoats, worn boots, belt, shirts, the odd dagger,
playing cards and dropped copper piece.
3.3.1.9 Family Room
In times past this would have been a room for a whole dwarf family of up to 8. Bunks of
various sizes line its walls.
It is used now Funwar IV himself. This room has more dcor in the form of stone
statues, a number of rusting axes on the wall. One bunk has a large sheet thrown over it,
obscuring something. It contains a wooden tripod with a black pained helm on, with a
candle in, if lit gives an eerie red fiery eye affect. Cause a reaction against fear
(willpower, TN 12). It is quite new.
3.3.1.10 Family Room (Tomb after 2973)
After a partial collapse of the cave in 3.3.1.18, the two brothers who lived in this room
were entombed in here, along with their father who was moved from the Halls
Mausoleum in area 3.3.1.16 (father had died naturally in 2938). On the door, in Khuzdul,
is written,
Funnan & Faddon, the sons of Forstin, re-united, TA 2973.
3.3.1.11 Family Room
In times past this would have been a room for a whole dwarf family of up to 8. Bunks of
various sizes line its walls. The area is slightly damp, and filling with a subterranean
moss as water infiltrates from cracks in the NW corner.
3.3.1.12 Mine Face / Workshop / Nursery
Exhausted mine face. Have a number of wooden benches and stools and a small fenced
area. Search TN , find a number of bits of small broken knife blades and nails and wood
pegs. Fenced area was a nursery for 'dwarvlings', so even from an early age they become
accustomed to task and toil.
3.1.1.13 Mine Face / Animal Pens
Exhausted mine face. Has a number of pens in it and my well have been adapted for
keeping mountain goats and sheep in. They were likely slaughtered in one of the tunnels
and lowered down into the great hall.
3.1.1.14 Mine Face
Rather small compared to other face. Craft / Lore TN 10, note the ceiling here looks very
unstable and maybe the cause of the abandonment of the faces. A pile of 'shaft props' in
here and about 300ft of rope in small bundles.
3.1.1.15 Mine Face / Corridor
Craft /Lore TN15, this area looks very ore poor and was maybe just an exploratory dig,
that became a corridor
3.1.1.16 Armoury / Tools-Shop
Here were made and stored weapons and armour, for times of peril (and also as a tithe to
pay to the Leaders of the Iron Hills). Maybe have in here a hidden door (TN 20 to find)
behind which can be found a supply of fine small shields, long-knives and battle-axes,
say 6 of each, some master-work if the Narrator is feeling generous.
3.1.1.17 The Last Face
By Craft / Lore TN 5 can see this was the last face used. Still some meagre deposits of
ore within.
3.1.1.18 Exploratory digs
Workings that yielded no ore
3.1.1.19 Exploratory digs
Workings that yielded no ore
3.1.1.20 Water Source
Small borehole, with water bubbling up through to form a pool. Load of skin-hide tubing
/ pipes in here. Craft / Lore TN 15 beginnings of an attempt to set up a system to pump
water throughout the hall. Dwarves bathed here. If anybody searches the pool they find
a sodden rotting dwarven wind up toy 'dwarf'.

Notes on the scene. I suggest that the dwarf and the bandits and the party meet fairly
early on, so the halls are largely unexplored. This may add to any fighting retreat against
the Easterling hordes.

3.3 Scene 3 THE EASTERLINGS ARE COMING.

At some time of tension, the great doors of the hall should open and a skirmish group of 6
Easterlings should enter. They will be un-prepared for conflict as they assume they are
meeting allies. A second wave of 6-10 men will likely be not too organised. After this
their captain will have realised he has a serious problem, having already committed, and
maybe lost 25% of his force.

Notes on scene / chapter / chronicle. This Chapter may run like a 'reverse dungeon'.
That is, the characters may gain easy access to the halls and will be met by the dwarf and
his new allies as soon as they note the characters. This encounter should be one of words
and influence, with combat as the losing option. With judicious use of inspire et al, and
perhaps courage points, it may be able to separate the dwarf from the sword, assuming
the party have decided the sword is influencing the dwarf. If they haven't perhaps, at the
cost of a courage point, one dwarf / or magically sensitive character has a dream of ill-
portent, the sword bringing ruin to the area, the despoiling of Thorins Tombs, and such.
Combat is a solution but killing Funwar IV isn't an ideal ending. The 'reverse' bit kicks in
when the 60 or so Easterling Horseman arrive. The party may have to defend the
dungeon. The presence of the dark man, especially if they have a foul leader, will stir up
the local fauna, winged ones be able to reach the Steading in the iron Mountains in good
time. Can the party hold out until a force of two dozen dwarves arrive?. Caught in the
open against cavalry these dwarves could well loose, but under the ground, in ancient
halls they should win. To aid in the spirit of LOTR, the dwarves should arrive at a
critical time. Maybe the party have beaten off a sortie or two, but the bulk of the enemy
are getting ready to attack again, in better order and with more tactics. An epic ending
with Balwyn removing Cold-Strike the Easterlings' head with a great stroke of his axe
will do, perhaps even the cowardly Easterlings then spear the dwarf captain in their
retreat after faking surrender and the dwarves accept no further quarter and kill them to a
man. Between the dwarves and the party they may have dozens of horses, as well as
weapons and other supplies, they could then sell. If Funwar IV is dead, the proceeds of
these should go to his daughters dowry.
Also have a small matter of a corrupting weapon to deal with. Perhaps be broken down
by dwarven craftsman, or elven smiths. Maybe it is kept by a character vowing to use it
for good purpose.
Awards

3.4 Cast Of Characters


Funwar (IV) Wolvesbane A dwarf of the Iron Hills. Born in 2854. Had 6 advancements
in warrior, (noble start package), pre battle of the FA, and has added 5 in craftsman,
smith, since. Always 'resented', maybe too strong a word, leaving their 'great cavern',
and he vowed he would re-claim it for his children, and have his daughter and her
betrothed dwell their and bring merriment and toil back to it. Using his short-sword, has
a throwing dagger. Wears no armour or shield.
MONSTER BLOCK, non-Spell User Skills total
NAME Funwar IV, Dwarf Veterans of the Iron Hills
Health 17 Boons Combat basic 6
Stamina 5 dwarven s.sword 2d6+6 12
Swift / Init 1 warriors heart dagger 2d6+2 7
Willpower 3 evasion Physical basic 4
Wisdom 0 weap mas craft smith 11
Defence 11+smSh swift strike 1 athletic climb 6
armour Academic basic 3
heroes
Courage 5 fell hand/elf healing treat w 6
Corruption 0 flaws lore iron hills 4
Renown 1 hatred Social basic 1
Size m misery debate bargian 6
Armour None / AP 2 persuade oratory 4
WOUNDS penalty -3 -6 dead
fast-play 1 hits taken, 7 14 17
2 hits taken, 13 26 34
3 hits taken, 20 31 51

Bandit Folk of Esgaroth Run out of town shortly after the dragons attack for trying to
profit from misery. Only 4 remain out of a band of nearly a dozen. All are 'middle men'
of Dale. Rogue order to a man, mix of pick-pocket and outlaw. 1-2 advances.
MONSTER BLOCK, non-Spell User Skills total
NAME Bandit Scourge of Esgaroth 1 adv.
Health 9 Boons Combat basic 1
Stamina 1 evasion long-knife 2d6+3 3
Swift / Init 3 / 6 dominion dagger, Throw 2d6+2 5
Willpower 2 adaptable Physical basic 3
Wisdom 2 skilled ledgerdemain ride 4
Defence 12+smSh fleet foot* stealth hide 4
Armour none wary Academic basic 1
Courage 0 Flaws lang westron 3
Corruption 5 craven lore long-lake 4
Renown 0 grasping Social basic 2
Size m perform sing 3
debate negotiate 3
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
Easterling Cavalry Clad in no armour, but will have scale available. All will be armed
with spear, small shield . Twelve of them will have short bows. Despite being nearer to
their enemies they will favour a billet here rather than in a swamp! Most will be basic
with no advances. They are a fairly newly formed unit.
MONSTER BLOCK, non-Spell User Skills total
NAME Easterling Cavalry, Novice
Health 10 Boons Combat basic 2
Stamina 2 travel sense spear 2d6+4 4
Swift / Init 2 dominion sbow 2d6+2 3
Willpower 1 adaptable Physical basic 2
Wisdom 1 skilled athletic ride 5
Defence 11+smSh observe spot 2
Armour mail, c, AP4 Academic basic 3
Courage 0 Flaws lang easterling 4
Corruption 8 Fealty (to captain) lore Rhun 3
Renown 0 Social basic 0
Size m perform sing 2
debate bargain 1
WOUNDS penalty -3 -6 dead
fast-play 1 hits taken, 4 8 10
2 hits taken, 8 15 20
3 hits taken, 12 18 30

Cold-Strike, unit Commander Evil and cruel, and a willing servant of Mordor, like his
line of fathers before him. He is 39 years old and has a very wrinkled, scabby face and is
'ugly'. He owns masterwork leather and masterwork scimitar. He also carries a spear but
doesnt have a shield. He has 5 advances in warrior, with a 'scout' starting package.
MONSTER BLOCK, non-Spell User Skills total
NAME Easterling Cavalry, commander 5 adv.
Health 14 Boons Combat basic 3
Stamina 2 travel sense scimitar 2d6+6 9
Swift / Init 3 dominion sbow 2d6+2 5
Willpower 2 adaptable Physical basic 2
Wisdom 2 skilled athletic ride 5
Defence 12 battle observe spot 2
hardened
dodge Academic basic 3
Courage 3 siegecraft leader 6
Corruption 12 Flaws lore mordor 4
Renown 2 Social basic 2
Size m Intimidate fear 4
Armour leather, AP 3 debate parley 3
WOUNDS penalty -3 -6 dead
fast-play 1 hits taken, 6 11 14
2 hits taken, 11 21 28
3 hits taken, 17 25 42
Warriors of the Iron Hills Veterans from the battle of FA, these are a grim and
determined folk, filled with renewed hope and vigour. Each is clad in dwarf mail with
battle axes and a few mattock uses. Only 6 have short-bows. Each is a warrior with 4 to
7 advances, and all have the 'sentinel' starting package.
MONSTER BLOCK, non-Spell User Skills total
NAME Dwarf Veterans of the Iron Hills
Health 15 Boons Combat basic 2
Stamina 4 dwarven batte axe 2d6+5 12
Swift / Init 1 warriors heart spear, thr 2d6+3 7
Willpower 2 evasion Physical basic 3
Wisdom 1 weap mas craft smith 7
Defence 11+smSh swift strike 1 stealth hide 4
Armour dwarf mail / AP 7 Academic basic 3
Courage 5 Flaws healing treat w 6
Corruption 0 lore iron hills 4
Renown 1 Social basic 2
Size m intimidate majesty 5
inspire 3
WOUNDS penalty -3 -6 dead
fast-play 1 hits taken, 6 12 15
2 hits taken, 11 23 30
3 hits taken, 18 27 45

Balwyn, Captain of the Dwarven Host . When Thorins call went up at the battle of FA,
Balwyn lead a charge to get to his lord. Alas when he arrived, his lord had already been
slain. His count of slain goblins for that day was more than 50 (and people say that
weariness rolls in combat will never be needed) . He is Captain of his own company
now and is as happy and content as any dwarf can be. He is clad is mithril dwarf-chain
and carries a heroic great axe with a lineage over a 1000 years old. With 8 advancements
in warrior, and 4 in Captain, he is a worthy foe, and a great ally.
MONSTER BLOCK, non-Spell User Skills total
NAME Dwarf , Balwyn Capatin of The iron Hills adv 14
Health 18 Boons Combat basic 5
Stamina 6 dwarven battle axe 2d6+5 20
Swift / Init 2 warriors heart dagger 2d6+2 7
Willpower 2 evasion Physical basic 4
Wisdom 4 weap mas craft smith 8
Defence 11+smSh swift strike 2 observe spot 6
dodge Academic basic 3
Courage 5 wise healing treat w 8
Corruption 0 air of command lore iron hills 4
Renown 1 Flaws Social basic 2
Size m battle fury intimidate majesty 8
Armour mithril dwarf mail, AP 17 inspire 6
WOUNDS penalty -3 -6 dead
fast-play 1 hits taken, 7 14 18
2 hits taken, 14 27 36
3 hits taken, 22 32 54

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