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HAZARDS
HARAD WOOD
1.0 Guidelines
1.1 HANDLING PLAY. ............................................................
1.2 ADAPTING THIS MODULE .................................................
1.21 Converting Hits and Bonuses.................................
1.22 Conversion Chart. ...................................................
2.0 Player Characters
3.0 The Suza Sumar
3.1 FLORA. ...........................................................................
3.2 FAUNA............................................................................
3.3 HAZARDS. .......................................................................
4.0 The Disappearing Flock
4.1 THE MISSING LIVESTOCK. ................................................
4.2 THE NPCs.....................................................................
4.3 MAPS AND LAYOUTS. .....................................................
4.31 Surrounding Area...................................................
4.32 The Homestead.......................................................
4.33 The Suzamatu Camp. .............................................
4.4 THE TASK. ....................................................................
4.41 Starting the Players................................................
4.42 Aids. ......................................................................
4.43 Obstacles. ..............................................................
4.44 Rewards. ................................................................
4.5 ENCOUNTERS. .................................................................
5.0 The Lights of Avashar
5.1 THE TALE OF LIGHTS IN THE SKY. ...................................
5.2 THE NPCs. ...................................................................
5.3 LAYOUTS. .....................................................................
5.31 Avashar. .................................................................
5.32 Nahir's Arboretum. ...............................................
5.33 Nahir's Home. .......................................................
5.4 THE TASK. .....................................................................
5.41 Starting the Players................................................
5.42 Aids. ......................................................................
5.43 Obstacles...............................................................
5.44 Rewards.................................................................
5.5 ENCOUNTERS. .................................................................
6.0 Terror in the Jungle
6.1 THE STIRRING IN THE LOST RUINS. ..................................
6.2 THE NPCs....................................................................
6.3 ERIZAN KEEP. ................................................................
6.31 Terrain Surrounding the Keep...............................
6.32 The Ruins of Erizan Keep.....................................
. 2
.2
.2
.2
6.4 THE TASK. .....................................................................
6.41 Starting the Players................................................
6.42 Aids. ......................................................................
6.43 Obstacles. ..............................................................
6.44 Rewards. ................................................................
6.5 ENCOUNTERS..................................................................
7.0 The Eyes of the Dragon
7.1 THE SEEING STONES OF ANKATARE.................................
7.2 THE NPCs. ...................................................................
7.3 THE SHRINE OF CARANTHOR ANKATARE. ........................
7.4 THE TASK. .....................................................................
7.41 Starting the Players................................................
7.42 Aids. ......................................................................
7.43 Obstacles. ..............................................................
7.44 Rewards. ................................................................
7.5 ENCOUNTERS. .................................................................
8.0 Tables
8.1 NPC TABLE. .................................................................
8.2 ENCOUNTER TABLE. ........................................................
8.3 BEAST TABLE. ...............................................................
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CREDITS
Author/Designer: John Crowdis
Editor/Developer: Jessica Ney
Cover Illustration: Angus McBride
Interior Illustration: Liz Danforth
Layouts: David and Elissa Martin
Project Specific Contributions: Series Editor: Jessica M.
Ney; Content Editor: Peter C. Fenlon; Page Design:
Suzanne Young; Layout: Andrew Christensen, Edward
Dinwiddie; Cover Graphics: I. Haines Sprunt; Editorial
Contributions: Coleman Charlton.
ICE MANAGEMENT — Art Director/Production Manager: Terry K.
Amthor; Sales Manager: Deane Begiebing; Editing & Development
Manager: Coleman Charlton; President: Peter Fenlon; CEO: Bruce
Neidlinger; Controller: Kurt Rasmussen,
ICE STAFF Marketing Consultant: John Morgan; Print Buyer: Bill
Downs; Production Supervisor: Suzanne Young; Editing & Development
Staff: Kevin Barren, Rob Bell, Pete Fenlon, Jessica Ney, John Ruemmler,
Terry Amthor; Graphics & Production Staff: Andrew Christensen, Edward
Dinwiddie, William Hyde, Jennifer Kleine, I. Haines Sprunt, Kevin Wil-
liams; Sales & Customer Service Staff: John Brunkhart;Finance Staff: Heidi
Heffner,Shipping Staff: John Breckenridge, Kurt Fischer, David Johnson.
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Copyright 1990 © TOLKIEN ENTERPRISES, a division of ELAN MERCHANDISING, Inc., Berkeley, CA. Hazards of the Harad Wood, The
Hobbit, and The Lord of the Rings, and all characters and places therein, are trademark properties of TOLKIEN ENTERPRISES.
Produced and distributed by IRON CROWN ENTERPRISES.Inc., P.O. Box 1605, Charlottesville, VA 22902.
Stock # 8112
First U.S. Edition, 1990.
ISBN 1-55806-096-0
OF THE
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2
Guidelines
1.0 GUIDELINES
The Middle-earth Ready-to-Run Series is designed for Game-
masters who want adventures which can be set up in a few minutes
and played in a few hours. The adventures require little or no
preparation.
Hazards of the Harad Wood has four parts. Section 1.0 deals
with guidelines regarding the use of the module. Section 2.0
provides pregenerated characters for the players (which can be
used as non-player characters if so desired).
The third part consists of Sections 3.0,4.0,5.0 and 6.0, the ad-
ventures. Each adventure stands on its own, although a common
theme unites the stories. They can be set anywhere in Middle-earth
where the story seems appropriate. The fourth part consists of
Section 7.0, the Encounter, Beast, and NPC Tables.
1.22 CONVERSION CHART
If you play something other than MERP or Rolemaster and you
do not use a percentile system, use the following chart to convert
1-100 numbers to figures suited to your game.
1-100
Stat
102+
101
100
98-99
95-97
90-94
85-89
75-84
60-74
40-59
25-39
15-24
10-14
5-9
3-4
2
1
D20
Bonus
+7
+6
+5
+4
+3
+2
+1
+1
0
0
0
-1
-1
-2
-3
-4
-4
3-18
Stat
20+
19
18
17
16
15
14
13
12
10-11
9
8
7
6
5
4
4
2-12
Stat
17+
15-16
13-14
12
11
10
9
8
7
6
5
4
3
2
2
1.1 HANDLING PLAY
Each adventure is geared for a different difficulty level. The one
found in Section 3.0 is challenging for 1st or 2nd level characters,
or inexperienced players. Section 4.0's adventure is aimed at 2nd
or 3rd level adventurers, while the adventures in Section 5.0 and
6.0 are designed for 4th or 6th level characters.
The adventures are divided into five standard parts: (1) the tale,
which describes how to start in terms of the setting, the back-
ground, and the plot; (2) the Non-player Characters, NPCs, a
person-by-person description of the prominent non player charac-
ters; (3) the primary layouts and area maps: descriptions of the
major adventure sites, complete with numbered diagrams and
floorplans; (4) the task, a discussion of how to start the adventure,
along with the aids, clues, obstacles, and rewards awaiting the
adventurers; and (5) encounters, which cover typical or probable
meetings between the adventurers and the NPCs.
The GM should skim each section of an adventure before
beginning play. Then he can have the players pick pre-designed
characters from those provided in Section 2.0, or he can permit the
players to design their own PCs. (Of course, the GM can assign
PCs.) Once play ensues, the GM should refer to the Encounter
Table and the Beast Table at the back of the module.
2.0 PLAYER CHARACTERS
The following chart provides the statistics for the Player Char-
acters that can be used in each of the three adventures. The GM
may wish to assign his players a character or allow them to select
from the list. Of course, the GM can utilize the unused PCs as non-
player characters. After all, the players may design their own
characters or employ characters already in use.
The GM should remember, however, that regardless of how the
players acquire their characters, each adventure is geared for a
different difficulty level (see Section 1.1). We suggest PCs tough
enough to meet the challenge.
Codes: See the NPC stats for an explanation of the basic codes.
The following is a list of other codes and abbreviations which
might be ambiguous.
Power Points: The number (if any) given in parentheses indicates
the possession of a "bonus spell item" and its bonus (see MERP,
Section 4.56).
Skill Bonuses: NA, SL, RL, Ch = Maneuver and Movement in No
Armor, Soft Leather, Rigid Leather, and Chain; 1HE OB, 1HC
OB, 2H OB, Thrown OB, Missile OB, Polearm OB = Offensive
Bonuses for 1-H Edged, 1-H Concussion, 2-Handed, Thrown,
Missile, and Pole-arms; Dir. Spell=Directed Spells; Secondary
Skill= Secondary Skills.
Secondary Skills: Each secondary skill is abbreviated by giving
the begining letters of the skill (MERP Section 2.33). The bonus
for that skill rank is given following the abbreviation.
Languages: Languages are abbreviated by using their first three
letters (see MERP, ST-1); exceptions: BS=Black Speech and
Bet=Silvan(Bethteur). The rank for each language is given
following the abbreviation.
Spell Lists: Spell lists are abbreviated by using the first few letters
in each word of the spell list name; for example, "S/L Ways"
refers to the "Sound/Light Ways" spell list.
1.2 ADAPTING THIS MODULE
Like the rest of the series, this module is designed for use with
the Middle-earth Role Playing game (MERP) or the more
advanced Rolemaster (RM) system, but is adaptable to most other
major FRP games. Statistics are expressed on a closed or open-
ended scale, using a 1-100 base and percentile dice (D100). No
other dice are required.
1.21 CONVERTING HITS AND BONUSES
Bonuses: When converting percentile values to a 1-20 system a
simple rule is: for every +5 on a D100 scale you get a +1 on a D20.
Hits: The concussion hit numbers found in this module only
represent general pain and system shock. They cover bruises and
small cuts rather than wounds. Critical strike damage is used to
describe serious wounds. The hit figures shown here are less
important than those used in game systems where death occurs as
a result of exceeding one's available hits. Should you use a game
system that employs no specific critical strike results (e.g., TSR
Inc.'s Dungeons and Dragons), simply double the number of hits
your characters take or halve the hit values found in this module.
D100
Bonus
+35
+30
+25
+20
+15
+10
+5
+5
0
0
0
-5
-5
-10
-15
-20
-25
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Name
Race:
H/Wt:
Hair:
Eyes:
Profession:
Level:
Hits:
AT(DB):
Shield:
Power Points:
Base Sp. OB:
Strength:
AGility:
Constitution:
IntelliGence:
InTuition:
PResence:
APpearance;
NA Move M:
5L Move M:
RL Move M;
CB, Move M:
1HE OB:
1HC OB:
2H OB:
Throw n OB:
Missile OB:
Polearm OB:
Climb:
Ride:
Swim:
Track:
Ambush:
Stalk/Hide;
Pick Lock:
Disarm Trap:
ReadRune:
Use Item:
Dir, Spell:
Perception:
2ndary Skill:
2ndary Skill:
Language:
Language:
Language:
Language:
Language:
Spelt List;
Spell List:
Spell List.
Spell List:
Spell List:
PC1
Haradan
5'3"/150
Black
Brown
Warrior
1
42
SL/5(5)
Y
x
X
97
75
82
67
82
67
54
5
5
-15
-20
50sc
X
20qs
8sc
18sb
45sp
5
5
5
5
PC2
Dunadan
6'4"/200
Dk, Brown
Grey
Warrior
3
94
Ch/14(5)
Y5
x
x
100
85
96
62
78
76
78
10
X
-15
10
82bs
54ma
56th
20da
38lcb
45hb
18
13
18
13
1
10
5
X
5
5
X
15
X
X
Adi5
Har4
Wes 5
Sin 3
Que2
PC3
Isra
5'5"/165
Auburn
Brown
Warrior
5
103
Ch/15(0)
Y10
x
x
99
65
79
54
67
99
87
10
0
-15
5
90fa
40cl
101ba
30da
45lb
20sp
20
40
10
30
4
25
10
10
5
x
X
20
Star25
X
Isr5
Apy5
Har 3
_
PC4
Haradan
5 '2"/155
Black
Brown
Scout
1
39
No/1 (10)
N
x
X
64
93
73
67
72
43
54
20
10
x
X
45ss
20cl
X
30ss
35sl
X
16
5
15
10
X
30
24
8
X
X
x
34
PC5
Cytan
5'8"/180
Black
Dk. Brown
Scout
3
45
No/1 (20)
Y5
X
8 92
65
49
87
65
62
15
X
X
53bs
30cl
X
25da
55sb
X
40
40
5
15
56
28
18
5
x
X
38
Act30
X
Cyt5
Apy4
Har3
Var2
Wes 1
PC6
Haradan
5'2"/145
Dk, Brown
Black
Scout
5
65
SL/6(5 )
N
x
x
71
101
52
61
63
86
76
45
3 X
X
30ss
X
X
65da
70cb
X
50
20
25
20
2
65
38
26
x
x
X
45
Trick35
X
Apy5
Har5
Adi4
Wes 3
PC7
Dunadan
6'8"/210
Black
Grey/Blue
Ranger
1
45
No/1(l5)
N
2
0
87
96
92
71
81
76
78
25
X
X
-40
30bs
10c l
25th
X
40cb
10hb
38
25
20
22
X
27
X
5
5
5
X
25
Sail20
X
Adi5
Wes 5
Har4
Apy4
Sin 3
NatGui
PC8
Haradan
5 '9"/178
Dk. Brown
Brown
Ranger
3
68
SL/5(5)
Y10
9(x2)
0
76
75
91
67
101
M
81
15
10
X
X
57ha
X
X
50ha
20sl
X
32
80
35
31
X
45
10
5
X
x
X
65
WeaW30
X
Apy5
Har5
Adi3
Wes 2
MovW
PC9
Avar Elf
6'5"/195
Auburn
Brown/Grey
Ranger
5
105
SL/6(10)
Y
10
0
95
91
90
78
93
88
69
20
15
X
X
90fa
x
x
30fa/da
701b
X
45
38
50
41
2
82
10
15
10
10
X
70
Flet30
x
Bet5
Apy5
Har4
Sin 3
Que3
NatGui
PathM
PC 10
Haradan
5'8"/67
Black
Brown
Animist
1
33
No/ 1(5)
N
2
2
56
75
66
87
95
81
71
10
X
X
X
20ha
x
X
x
5bl
10ln
10
61
12
10
X
10
10
X
PC11
Haradan
6'1"/220
Dk. Brown
Black
Animist
3
34
SL/5(15 )
N
6(+2)
6
61
77
55
56
96
89
43
15
X
X
25sc
X
X
10ky
X
15hb
16
71
16
11
X
20
X
X
PC 12
Chey
5'6"/155
Auburn/Gold
Red/Brown
Animist
5
51
SL/5(10)
N
10(x2)
10
43
90
71
71
97
91
73
15
5
-10
X
PC 13
Half-elf
6'3"/179
Black
Hazel/grey
Bard
1
28
No/1(0)
Y
1(+3)
1
65
89
81
66
90
91
88
15
X
X
X
25ss
X
x
20ss
40cb
X
45
34
45
16
PC 14
Dúnadan
6'4"/210
LtBrown
Grey
Bard
3
38
No/1(15)
N
3(+3)
3
71
61
85
54
90
71
61
10
X
X
X
53bs
10cl
X
PC15
Haradan
5 '6"/165
Black
Brown
Bard
5
40
No/1 (25)
N
10(x2)
5
42
78
91
88
96
51
57
15
X
X
X
45fa
15cl
X
X
40sb
X
43
84
30
10
1
32
12
6
32
40
52
41
Sing52
X
Apy5
Har5
Adi3
PC16
Haradan
5'3"/145
Black
Brown
Mage
1
38
No/1(10)
N
2(+2)
2
45
94
81
96
82
67
61
15
X
x
X
20bs
X
30qs
X
10sb
x
5
1
10
20
PC17 PC 18
Noldo Elf Variag
6'9"/200 5'5"/165
Dk, Brown Black
Grey Red-brown
Mage Mage
3 5
42 57
N0/1(40) No/l(10)
N
N
6(+3)
15(x3)
6
10
61
82
101
81
65
76
100
101
87
87
101
42
88
42
30
15
X
X
X
X
X
X
X
40ma
X
25cl
10sl
X
42
54
6
30
15fa
x
X
X
x
45th
X
48lcb
10hb
36
41
41
X
10da
20da
45lb
x
20sb
20
10
15
80
60
15
x
25
X
15
X
10
X
25
20
35
21
60
15
85
X
28
16
10
20
6
11
Act40
Sing30
Wes 5
Sin5
Har4
Apy3
Que1
EssW
X
24
X
X
24
15
30
23
Sing45
X
Adi5
Har5
Apy4
Sin 2
Lore
ContS
SpirM
X
X
10
42
12
8
10
x
x
60
x
20
10
15
20
X
X
X
10
Surv45
X
Apy5
Har5
Adi3
We s 1
_
12
20
X
31
x
X
Apy5
Bar 5
Wes 3
Adi2
18
36
X
53
66
81
46
76
55
35
20
56
X
X
Apy5
Har5
Adi3
_
WoodCarv30
x
X
X
Har5
Apy5
Adi4
Wes 4
Sin2
LightL
x
Acro10
WeaW40
Har5
Apy5
Wes3
Sin 3
Adi2
BldW
SurW
OrgW
__
X
Chy5
Apy4
Har3
Wes 3
x
RMas15
Wes 5
Var 5
Adi 5
Har 5
-
BldW
AnMas
Creat
Sd/LtW
NatM
Har 4
Apy 4
-
OrgW
-
BldW
SurW
SpirM
AnimW
ContS
Apy 4
Wes 4
Sin 5
Adi 2
WaterL
WaterL
LightL
LightL
EarthL
EarthL
FireL
IceL
30ln
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4
Area Map
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