MASTERNPC TABLE
Lvl Hits AT(RM) DB Sh Gr Melee Missile MM
OB OB
8 88 RLUO) SO Y5 AML 104bs) 85sb = 20
Notes: Hillman Scout. +10 broadsword and +5 rigid leather armor
Goons(X12) 4 40 CH(IS) 15 Y AML S5sc SOsb 15
Notes: Half-ore warriors. There are exactly adozen goons under Lahwere’semploy-
ment.
Matriarch 9 43 NOQ) 45 NO — 59s 4l1sl 10
Notes: Dunnish Animist. +10 Staff: X2 PP Multiplier. 36 PP Knows all Animist
Spell Lists, except Creations and Animal Mastery. 56 years old.
Villagers 3 30 «SL6) 830 NO — Wel 30sk 15
Notes: Dunnish Warriors. There are eighteen of them present in the village if the
Mauwiarch encounters trouble.
Asagath 19 123 RL(10) 65 NO A/L WM45Ssp_ 130b0 20
Notes: Easterling Warrior. +15 spear, +10 bola, and +15 rigid leather armor, 41
years old.
Elfwine 16 125. CH(I5) 35 YS A/L 135bs 115cp 10
Notes: Rohir Warrior, Nineteenth King of Rohan. +10 weapons & armor. For more
information, see Lords of Middle-earth Vol. 2, pages 56 and 58.
Snowshade 13 20 NOG) 45 — — 80fi
‘Notes: Meara ‘super’ horse. Speed= VF. Size= L. Crit= Reg.
Note: Lvl=level; Hits = hit points; AT=Merp armor type (NO=no armor, SL=soft
deather, RL=rigid leather, CH=chain); RM = Rolemaster armor type; DB =
defensive bonus; Sh = shield; Gr = greaves (A=arm greaves,L=leg greaves); Melee
OB = melee offensive bonus; Missile OB = missile offensive bonus; MM = movement
|and maneuver bonus,stolen steed
of the
sOVEREIGN
An Adventure in the Mark
by Jorge Quinonez
‘Setting: The foothills of the White Mountains, ncar the capital city of Rohan, Edoras
‘The deeds occur in the first century of the Fourth Age.
Requirements: A group of adventurers on the side of justice. a
‘Aids: Anaffinity for horses, familiarity With the surrouncling lands outside Exboras (i...
the White Mountains), and a lure of money,
Rewards: 1000 gold pieces from the Royal Treasury of Rohan, the gratitude of the:
King of the Marc, andl any loot the bandit might possess.
‘THe TALE
‘Snowshade, a descendant of Shadowfax and Snowmane, is undaubtedly the finest
of the Meara horses in the King's stables. And uniil recently, Elfwine, the nineteenth
King of Rohan, was the prood awner ofthis grand horse. Late one summer might, the
horse was taken from his stable by an unicnown thief who left a nove for the King.
“The note stated that he would never sec his belowed horse again, except perhaps in
the hands of his principal for, Asagéth, a king of onc of the greatest Easicriing nations,
“whoresided inthe East, by the inland Sea of Rh, The purpose of the note was simple:
1 upset the King Elfwine, perhaps weakening him for the thief's master, Asagath.
‘As for Snowshade, the thief was holding her in Danish lands, south ofthe Westfold
‘Gest of Eddoras,a territory of another of Mark's enemies, the Dunlendings), awaiting
the coming of a sccret party of Easterlings who would take the Mara to their King.
Well aware of therisks of iniruding into Dunnish territory with large groups especially
oir, who would bedead giveaways), the King Elfwine, preferring mare subule ways,
has scerelly hired a group of outsiders to rescue is prized horse
Tue Exemy ’
Lahwereis an agent and thrall of the Easterling king, AsapAth. Abandoned asa.child
by his mother for unknown reasons, he was raised by his Dunkending father. During a
raid on his village, Lahwere was captured by Easterling horsemen, The Easterlings
took Lahwerc to their country and gave him as a servant boy to their King, Asagéth.
Many years Iter, afler becoming totally subservient to the Eastertings, Lahwere was
released from bondage and allowed torewrnto his homeland in the White Mountains.
One there, he began to serve as the Eastertings’ primary agent against Rohan, In mo
time, Lahwere infiltrated the ranks of the Rohisrim, Once becoming well established
in the city of Edoras under the guise of a harse merchant, Lahwere set about on his first
mission — to steal the steed of the sovereign.
@ “Adventurers Glob
LLahwere accornplished his task with
little cormplications, Hestruck the stables
in the dark of night and snatched the
horse when the guards were not looking.
Riding the horse was another matter;
Snowshade would not Kt the thie handle
hes. Thehorscoaly becamerideableafier
Lahwere drugged her with a special
Easterling horse-laming herb, Once on
the horse he outpaced all purswers, and
took Snawshad to his hideout (near a
Dunnish village) in the White Mountains
10 await the arrival of a party of Easter-
lings who would take the horse to
Asagéth,
Tue Task
‘The King of Rohan has sent one of bis
Servants search forthe group of adven-
turers who would like 10 earn a quick
treasure, The servant of the King has met
4 group of adventurers, namely yours, in
adventure,” Une servant asks
(1) for further information. The groupagrees and
meets with the King Eltwine the following day.
‘At their miceting, Elfwine informs the party on what is required of ther. For the safe
return of Snowshade he offers 500 gold picces and an additional 500 gold pieces for
the head of the thief. To aid them in their quest, the King will provide each member of
he party witha horse (Medium type),a week’s provisions (Trail rations), and for the
party, a guide to-help them find the location of the horse and the thie
‘Theparty’s first encounters will probably be the Dunnish village, unless the GMhas
something clscespecially planned. The party should exercise respect andcaution when
transacting with Uke leader of the village: the Matriarch. If prope gifts are given (i.
‘200d steel wiensls) and then the question(s) asked concerning the:stolen or “lost” horse,
the adventurers might then get an answer,
‘With the general location of the thief"s hideout known, the party may then embark.
tw thenext step: toreclaim the horse forthe King of Rohan. The robber'sroostis typical
Of the caves found on the slopes of the Ered Nimrais. The party will have to get past
the henchmen and then Lahwere himself (and possibly his boss, Asagdih!) to suceess-
fully liberate the horse from it's capture,
‘The Dunnish Village
‘The inhabitants of this village number about 50, including warriors and families.
1. Villager's Dwellings: These huts arc furnished with the bare essentials, e.g, beds.
issue Eleven ea‘They contain enough space to secommedate a family of up-to a dozen in size,
2. Stores: These structures, located on the east side of the village, contain all the
Provisions the small community will need through the winter. Various stores, Le.
foodstufts, furs, medicines, ete., ean be found within.
3. Matriarei’s Dwelling: Thisisthe largest hut inuhe villsge, TheMatriarchand bet
family reside in this structore. The only thing of note inthis huts her pried collection
Of rare herbs (CM should decide what type of herbs the: Matriarch owns, though the
tolal count should not exceed more than a dazen),
The Hillman’s Hideout:
The Caves
‘Tho grotto has served Lahwere many
_years, its location is known only toa few
people, although the Dunnish witlagers:
know of its existence and have a good
idea of where it is found.
1. Entrance: The entrance is not well
‘guarded, There-is.a 10% chance thar wor
half-ore guards are present.
2, Main Room: The mainroomisrarely
unoccupied. There's a 90% chance that
1-10 half-ores are present and 50%
chance that Lahwere is also present (if
not in his own room).
3. Stores Area: This room contains
‘enough suppliesto last amanandadazen,
half-ores six months,
4. Lahwere's Cave. Thisroomisalways
guarded by one of Lahwere's minions
= (ies @ half-ore). The room contains
salher ordinary furnishings. The only thing of note is Lahwere’s chest, which coniins
101gp, 1115p, 221cp, two + 10 daggers, and a Ring of Protection (+10 to DB and all
sesisuance rolls).
5, Servant's Cave: When noton the job, twelve half-orcs live in his cave,
6. Same-as#5, cxcept itis sometimes used! by visiting Easterlings.
7. Snowshade’s Cave: The majestic horseof KingElfwine ishowsedinthiseave, The
noblestecd ischained tothe wall, The-chain ismadeof én unknown alloy of steel which
{s practically unbreakable; not even. troll could break it(aithougha Balrog would have
better luck)! The lock on the chain is magical (Sheer Folly, -50 to pick) and can only
be opened by the key that Lahwere has on his person at all times.
‘Vasaurions
‘To spice up the game, the GM could choose to use either Asagath or Elfwine in the
scenario, Thus, Elfwine could accompany he characters in the quest 10 rescue his
horse. And Asagéth would be presentat Lahwexe’s hideaut to personally supervise the
hhorse’s safe journcy to his Easterling kingdom,
a
‘Adventurers Glu aa nel oe