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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

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