Hazard of The Harad Wood MERP
Hazard of The Harad Wood MERP
Hazard of The Harad Wood MERP
OF THE
HARAD WOOD
1.0 Guidelines
1.1 HANDLING PLAY. .............................................................2
1.2 ADAPTING THIS MODULE ..................................................2
1.21 Converting Hits and Bonuses................................. .2
1.22 Conversion Chart. ................................................... .2
8.0 Tables
8.1 NPC TABLE. ................................................................. 30
8.2 ENCOUNTER TABLE. ........................................................ 32
8.3 BEAST TABLE. ............................................................... 32
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.
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
1.0 GUIDELINES
The Middle-earth Ready-to-Run Series is designed for Gamemasters 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
Guidelines
Stat
102+
101
100
The third part consists of Sections 3.0,4.0,5.0 and 6.0, the adventures. 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
98-99
95-97
90-94
75-84
which describes how to start in terms of the setting, the background, and the plot; (2) the Non-player Characters, NPCs, a
person-by-person description of the prominent non player characters; (3) the primary layouts and area maps: descriptions of the
85-89
60-74
40-59
25-39
15-24
10-14
5-9
3-4
2
1
D100
Bonus
D20
Bonus
3-18
Stat
2-12
+35
+30
+25
+20
+7
20+
+6
+5
19
18
17
16
14
17+
15-16
13-14
12
11
10
+15
+10
+5
+5
0
0
0
-5
+4
+3
+2
+1
+1
15
Stat
13
0
0
0
-1
12
10-11
9
8
7
6
5
-5
-1
-10
-15
-2
-3
-4
-4
6
5
-20
-25
4
3
2
2
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,
Spelt List;
Spell List:
Spell List.
Spell List:
Spell List:
Language:
Language:
Language:
Language:
Language:
2ndary Skill:
2ndary Skill:
Read Rune:
Use Item:
Dir, Spell:
Perception:
Ambush:
Stalk/Hide;
Pick Lock:
Disarm Trap:
Climb:
Ride:
Swim:
Track:
Thrown OB:
Missile OB:
Polearm OB:
1HE OB:
1HC OB:
2H OB:
NA Move M:
5L Move M:
RL Move M;
CB, Move M:
x
X
10
10
25
10
10
Isr5
Apy5
Har 3
Adi5
Har4
Wes 5
Sin 3
Que2
Apy5
Har5
Adi3
Wes 1
_
__
Star25
Surv45
Har5
Adi3
_
Apy5
34
20
15
5
x
X
30
24
8
15
30
20
40
10
16
30ss
35sl
101ba
30da
45lb
20sp
45ss
20cl
20
10
x
72
43
54
65
73
67
Wes 1
Cyt5
Apy4
Har3
Var2
Act30
38
5
x
56
28
18
40
40
5
15
25da
55sb
53bs
30cl
15
5
62
65
49
87
80
92
64
93
90fa
40cl
10
0
-15
5
10
15
18
13
18
13
20da
38lcb
45hb
1
10
5
45sp
18sb
8sc
20qs
10
82bs
54ma
56th
-20
-15
10
99
76
78
87
99
65
79
54
67
100
85
96
62
78
Wes 3
_
Apy5
Har5
Adi4
Trick35
45
x
x
65
38
26
20
50
20
25
65da
70cb
Y10
Sin 3
Har4
Apy4
Wes 5
NatGui
WeaW30
65
Apy5
Har5
Adi3
Wes 2
MovW
Adi5
Sail20
25
10
45
31
32
80
35
50ha
20sl
57ha
15
10
67
101
M
81
91
76
75
9(x2)
0
PC 10
15hb
10ln
NatGui
PathM
Wes 3
Adi2
OrgW
Bar 5
Apy5
x
Bet5
Apy5
Har4
Sin 3
Que3
31
12
20
BldW
SurW
OrgW
__
Adi2
Sin 3
Har5
Apy5
Wes3
WoodCarv30
WeaW40
53
36
18
10
X
20
71
16
11
10
10
12
61
16
10ky
25sc
15
5
96
89
43
61
77
55
56
6(+2)
6
34
SL/5(15)
N
Animist
3
10
PC 12
PC 13
Chy5
Apy4
Har3
Wes 3
BldW
AnMas
Creat
Sd/LtW
NatM
60
15
85
21
28
25
20
35
EssW
Que1
Wes 5
Sin5
Har4
Apy3
Act40
Sing30
6
6
11
16
10
20
16
45
34
45
X
6
30
42
54
25cl
10sl
10
41
Adi5
Har5
Apy4
Sin 2
Lore
ContS
SpirM
Sing45
30
23
BldW
SurW
SpirM
AnimW
ContS
Apy5
Har5
Adi3
Sing52
12
8
24
15
LightL
Sin2
Wes 4
Har5
Apy5
Adi4
X
X
42
5
10
32
12
6
32
40
52
24
20
5
1
10
10sb
x
30
10
84
43
40sb
WaterL
LightL
EarthL
FireL
IceL
Adi 2
WaterL
LightL
EarthL
Wes 4
Sin 5
Har 5
Apy 4
Apy 4
Var 5
Adi 5
Har 4
Acro10
RMas15
81
76
35
56
x
10
20
10
80
15
25
20da
20sb
30ln
Wes 5
x
x
66
46
55
20
60
20
15
20
15
60
x
10da
45lb
x
45th
x
30qs
X
X
X
15cl
15
101
87
42
42
20bs
15fa
x
X
15
30
100
87
101
88
96
82
67
61
65
81
76
82
81
61
101
45
94
45fa
15
57
88
96
51
78
91
42
15(x3)
10
2
57
No/l(10)
N
Mage
5
6(+3)
6
2(+2)
42
N0/1(40)
N
38
10(x2)
Mage
3
No/1(10)
N
PC 18
Noldo Elf
Variag
6'9"/200
5'5"/165
Dk, Brown
Black
Grey
Red-brown
PC17
Mage
1
Haradan
5'3"/145
Black
Brown
PC16
40
No/1 (25)
N
Bard
5
Haradan
5 '6"/165
Black
Brown
PC15
36
41
41
48lcb
10hb
20ss
40cb
40ma
X
53bs
10cl
10
54
90
71
61
71
61
85
3(+3)
3
38
No/1(15)
N
Bard
3
25ss
15
88
66
90
91
65
89
81
1(+3)
1
28
No/1(0)
Y
Bard
Dnadan
6'4"/210
LtBrown
Grey
PC 14
15
5
-10
71
97
91
73
43
90
71
10(x2)
10
51
SL/5(10)
N
Animist
5
Haradan
Chey
Half-elf
6'1"/220
5'6"/155
6'3"/179
Dk. Brown Auburn/Gold Black
Black
Red/Brown Hazel/grey
PC11
5bl
20ha
x
10
71
81
87
95
56
75
66
2
2
33
No/ 1(5)
N
Animist
Flet30
70
10
10
2
82
10
15
41
38
50
45
30fa/da
701b
x
x
90fa
20
15
93
88
69
95
91
90
78
10
0
105
SL/6(10)
68
SL/5(5)
Ranger
Ranger
27
PC9
Avar Elf
Haradan
Haradan
5 '9"/178
6'5"/195
5'8"/67
Dk. Brown Auburn
Black
Brown Brown/Grey Brown
PC8
38
25
20
22
40cb
10hb
-40
30bs
10cl
25th
30ss
30
X
25
45
76
87
96
92
71
81
76
78
2
0
71
101
52
61
63
86
N
x
x
45
No/1(l5)
N
65
SL/6(5)
45
No/1 (20)
Y5
Ranger
1
39
x
x
PC7
Scout
5
No/1 (10)
N
103
Ch/15(0)
Y10
94
Ch/14(5)
Y5
Scout
3
PC6
Haradan
Cytan
Dunadan
5'2"/145
5'8"/180
6'8"/210
Black
Dk, Brown
Black
Black
Grey/Blue
Dk. Brown
PC5
Scout
1
Warrior
Warrior
Haradan
5 '2"/155
Black
Brown
PC4
Isra
5'5"/165
Auburn
Brown
PC3
Dunadan
6'4"/200
Dk, Brown
Grey
PC2
50sc
5
-15
97
75
82
67
82
67
54
Strength:
AGility:
Constitution:
IntelliGence:
InTuition:
PResence:
APpearance;
42
SL/5(5)
Y
Hits:
AT(DB):
Shield:
Warrior
1
Profession:
Level:
Haradan
5'3"/150
Black
Brown
Race:
H/Wt:
Hair:
Eyes:
Power Points:
Base Sp. OB:
PC1
Name
Area Map
3.1 FLORA
The great trees of the Forest of Tears reach heights of up to 180'.
They form a canopy that houses the majority of the area's myriad
songbirds. Over a hundred feet below, the shorter, hardier trees
capture the filtered sunlight and form another umbrella of limbs.
This second layer of foliage insulates the forest floor, shading the
ground from the bright light and the refreshing breezes that grace
the tops of the trees. Reflected downward, the hot, thick jungle air
remains saturated and stagnant. The moisture bears polen and
feeds the deep carpet of grasses, mosses, shrubs, and ferns that
tumble over the twisted tree roots and anchor the forest's thin soil.
Flowering plants, ripening fruit, and rotting vegetation fill the
humid air with an overwhelming blend of odors. Vines run
everywhere, climbing skyward through the limbs in search of the
warm solar rays.
IMPORTANT HERBS
DRAGUL
The Haradrim cherish the root of this small, blooming shrub,
for its sense enhancing qualities are well known. The root is first
ground into a fine pulp. It is then brewed into a tea which, when
imbibed, enhances all activities that require observation (+10 to
all combat, perception, and athletic maneuvers). Its effects last
but an hour, however, and the brew should be taken sparingly.
It is addictive, and great pain accompanies withdrawal.
TARNAS
The bulb of the Tarnas flower contains a rare but precious
medicine. Its healing properties are phenomenal, since it is
capable of restoring any organ damage if ingested. When boiled
in water, the extract forms the healing drink. The Tarnas is a
somewhat common flower, but only a young Tarnas bulb is
capable of producing its supernatural healing powers. Finding
the bulb during the right stage of development requires some
Very Hard (-20) foraging.
BELAN
Found only in the southern regions of the Forest of Tears, the
nut of the small Belan plant is among one of the most effective
injury-healing herbs in Endor. When ingested, it is capable of
stopping the most severe bleeding in a short period of time. It
is rather rare, growing in clumps only along the fringes of slowmoving streams. Belan is Extremely Hard (-30) to find.
A number of the forest's plants possess medicinal properties;
however, most of the flora contain harmful or even lethal toxins.
While the sweet smell of the forest's fruit may entice a traveller to
try some of the jungle's gifts, the scent may be nothing but a trap.
Even the most knowledgeable of folk take great care when harvesting herbs and other edible plants. Many resemble extremely
dangerous species, plants capable of felling a Mumak.
Accessories
Boots
Cloak
Desert Garb
Pants
Shirt
Backpack
Bedroll
8bp
4bp
10bp
12cp
13cp
3bp
1bp
Large Meal
Rations (1 week)
Trail Rations (1 week)
Greatbread (1 week)
Poor Lodging
Average Lodging
Good Lodging
Rope, Standard
Rope, Superior
3bp
3sp
Weapons/ Armor
Battle Axe
Sack
2cp
3sp
1bp
2sp
2bp
1tp
Bola
Broadsword
Tent
Flint & Steel
Lantern
Oil Flask
Torch
Silk Rug
Wool Rug
Cotton Rug
Food and Lodging
Ale (1 pint)
Wine (1 pint)
Light Meal
5dp
2sp
8sp
Up
1bp
1bp
Scimitar
Falchion
Light Crossbow
Heavy Crossbow
Composite Bow
Dagger
Flail
Halbard
Hand Axe
Longbow
Mace
6tp
3bp
6cp
2bp
1dp
Free (at the Hostel)
2cp
4cp
20sp
3sp
8sp
5sp
6sp
22sp
30sp
18sp
2sp
n/a
10sp
3sp
l1sp
Morning Star
Lance
Quarterstaff
Shortbow
Sling
Spear
Two-Handed Sword
War-Hammer
Transport
Mature Pony
n/a
n/a
6cp
4sp
7bp
2sp
1dp
16sp
5dp
Camel, Riding
Camel, Draft
54sp
Light Horse
40sp
Medium Horse
Heavy Horse
Lesser Warhorse
58sp
Greater Warhorse
Small Boat (10')
35sp
3dp
30dp
n/a
10dp
12dp
n/a
varies
60sp
4sp
The town of Avashar uses coins minted in the Bozisha-Dar, which are usually small pieces of silver, bronze, or desert amber, each with a specific
buying value. Goats have a set value as well, equaling 2 gp each. Equivalence between coins are as follows (dp= desert amber coin): 1dp=25sp,
1sp=10bp, 1bp=10cp, 1cp-4tp. Most of the goods within Avashar can be found at the following prices.
3.2 FAUNA
The Suza Sumar contains numerous animals well suited to the
area's specialized enviroment. Thousands of unique birds, primates, rodents, and reptiles inhabit the woods. Some creatures,
like the mischievous, otter-like Stetan, predatory cats called Unca,
and the dangerous Petla constrictor are quite dangerous, but none
of these beasts presents a threat as formidable as that offered by the
area's insects.
Even the greatest library in Bozisha-Dar provides only an
inkling of the scale and variety of animal life in the Forest of Tears.
Hundreds of bird species inhabit the forest canopy, avians of every
color imaginable. Their chorus fills the air. Melodic or rasping,
quaint or scary, it is inevitably deafening. Some are mimics,
reproducing the cries of other animals even the voices of the
people of Bozisha-Miraz. The source of many haunted legends,
these birds have occasionally been mistaken for Ghosts.
For every type of bird, there is a species of reptile or amphibian
dwelling within the Harad Wood. Like the birds, the come in all
manner of shapes and sizes, colors, and scales. They feed on just
about everything, particularly rodents and bird eggs. Snakes prowl
the moist jungle floor, while the tiny but deadly Tree Frogs sit
3.3 HAZARDS
In addition to predatory animal life and disease-carrying insects,
the forest poses a number of inanimate dangers. It is an illusory
landscape filled with distracting sounds, shapes, and colors.
Without a skilled guide or a great deal of luck, a traveller risks all
sorts of pitfalls. The jungle's thick, deceptive plant growth
obscures extremely hazardous terrain. Tall trees and thick shrubs
can make a steep cliff look like a gentle slope, while towering
grasses conceal deep cracks and cave entrances, camouflaging
them in a blanket of green.
NOTE: Spotting hidden cliffs and vales should require a
successful Very Hard (-20) perception roll. Unless otherwise
noted, it is up to the GM to rate the danger offered by a given
natural hazard. However, taking all things into consideration, these hazards present more of a nuisance than a deadly
threat. No hazard, unless artificially made, should warrant
an offensive attack higher than +110HCr.
acknowledge.
Related to the Woses who inhabit some of the forests in the
North, the Suzamatu are a secluded race who call themselves
Honnin (Wo. "Wanderers"). They are xenophobic and shun the
company of outsiders. Traditionally, the Honnin live in dense
wood, where they raise giant cavy, a large tropical rodent. The
cavy supply them with virtually all their needs, aside from the
edible plants and fruits the jungle offers during certain seasons.
Recently, though, a small group of Honnin ventured out of the
is now deeply concerned about the loss. His flock is his livelihood,
his source of income and sustenance. Desperate, the shepherd now
seeks help from anyone willing to look for the missing livestock.
returns home.
At 5 '7" Ari-Ghin is the largest member of his group and the most
experienced. His lightly tanned skin is covered with various herb
mixtures, providing him excellent (+20) camouflage stalking and
hiding. He walks barefoot, and wears only a small loincloth. His
magic, Man-slaying blowgun is three feet long and adorned with
a pearl inlay.
10
4. Path to Arnamas. This route is often favored over the Avashar
road to take goods overland in a short period of time. If a caravan
is used rather than the ships to Bozisha-Dar, the caravan will often
travel north to the ford from the town, and take this path to the
Arnamas instead. From Arnamas, the goods are loaded onto ships
and taken across the bay. (Needless to say, boats from Avashar are
used far more frequently than the caravans.)
5. Barthanan's Home. Although smaller than the Inn, it is by no
means any less comfortable. Several rooms, capable of accommodating the entire family, are located within this two-storey structure. The home itself is made from the wood of rainforest trees,
clay, and volcanic stone. The outside is decorated with a pattern
of light colored rock inset into the now-hardened clay.
Inside, the floors are of polished wood, often covered by a rug
made from either silk and wool. Despite their isolation from the
towns and cities of Far Harad, the home possesses many decorations typical of residences of the Dar itself.
6. The Inn. Bearing no other name, the Inn is a large wooden
structure, similar in construction and design to Barthanan's own
home. Inside, ten spacious rooms provide accommodations for
worn travellers, while feed and stabling for horses are offered near
the sheep's pen. Accommodation for a night's stay at the Inn is a
single fixed price: two copper pieces per person per night. The
rooms are comfortable, and may sleep up to three persons each.
The construction of the lodge allows for it to remain cool during
both day and night: an important point, since the jungle's humidity
is often stifling and can lead to loss of sleep.
7. Well. Tapping into the water table a short distance beneath the
ground, this well provides cold and clear water for drinking and
cooking done by the residents of the farm. Any water used for
cleaning purposes is fetched directly from the river itself.
8. Outhouse.
9. Stables. Providing accommodations for both the family's and
travellers' horses, these stables may accommodate as many as
twenty horses in stalls. On a regular basis, there are eight horses
kept within these stalls. Although they find more use in recreation
about the homestead, they are used on occasion to herd the sheep
quickly (in the event of a storm), and for travel.
10. Pen. Holding Barthanan's entire flock during the night hours,
this area is fenced with a high stone and wood wall to ward off the
jungle's predators (especially the Unca). The great cats of the
Weeping Wood, however, still exact their share of kills.
11. Shearing House. Providing the sheep with a cramped but safe
shelter from the occasional violent storm, the shearing house is the
source of Barthanan's primary income. Here the rich coats of wool
are shorn from the sheep and spun into long threads. In turn, the
spools are transported to Avashar in the south, where the shepherd
trades for foods and wares. Like the other houses on the property,
the Shearing House is constructed from stone and wood, and is
decorated similar to the other buildings. A large and wide door
opens into the Pen (#10), allowing access into the structure.
12. The Pasture. This wide field is the workplace of the shepherd
and his sons. Although the sheep are sometimes taken to the fields
south of the farm, the pasture is the most common feeding ground
for Barthanan's sheep. (See 4.31 above.)
HONNIN TRAPS
There are three main varieties of Suzamatu traps, Each is
designed to trap and hold quarry, rather than killing it.
Type A. A standard snare, this type of trap is designed to
grapple its prey by a single limb and haul it into the air,
rendering it immobile. A rope with a strong slip knot is
brought into a loop which is placed onto the ground over a
very shallow pit. The other end of the rope is attached to a
branch of a tree that has been bent down to the level of the
ground. The rope is then wrapped around a stake, and
covered with leaves and other debris. When the victim steps
into the shallow (10') pit (covered in leaves), the rope around
the lip of the crater moves. This loosens the rope around the
stake, springing the trap. The branch draws upward, hauling
the victim up some 10 feet into the air, usually dangling by
a foot. This type of trap is Very Hard (-20) to spot and Extremely Hard (-30) to avoid if sprung. A victim is subject
to a grappling attack that delivers no concussion damage.
Type B. Similar to the type A trap, type B uses a net rather than
a snare. A counterweight provides extra power. This trap is
built in an area where both thick undergrowth and large trees
are present, as they are necessary to hide the various ropes
and netting that make the trap possible. A circular net is
placed upon the ground, with four strong ropes secured to the
counterweight high in the trees above. The ropes are
disguised as vines (they once were), and noticing them is
Very Hard (-20). A large piece of bait (usually a dead animal) is placed at the center of the trap and is rigged to set it
off if disturbed. As traps go, this type is somewhat commonplace and is designed to capture animals, not people. A Light
(+10) problem to Detect, this type of trap is Extremely Hard
(-30) to avoid once it is in motion. When triggered, anyone
standing upon the net is subject to a +100HGr attack; however, due to the "gentle" nature of the trap, all concussion hits
are quartered. Any critical achieved indicates that the victim
has been successfully caught by the trap. Getting out without
help depends upon the severity of the critical. A = Medium
(+0), B = Hard (-10), C = Very Hard (-20), D = Extremely
Hard (-30), E = Sheer Folly (-50). However, someone on the
outside may lower the trap gently to the ground and help the
trapped victims out with no difficulty. If, however, the rope
holding the trap in the air is cut, it will fall to the ground,
subjecting everyone inside to a +20MCr attack.
Type C. A more subtle trap than either type A or B, this type
incorporates much of the surrounding territory into its design, as well as elements of the first two traps. Possessing a
shallow pit as its base, it uses a net identical to the one used
in type B. The net is loosely set above the pit (which is 3'
deep), and covered in a thick layer of leaves. As a random
trap, it is capable of catching anything that stumbles into its
grasp. Since the net itself is very loose, it will easily give way
into the pit below. However, when the net falls into the hole,
it tugs the rope free of the stake holding a tree limb in place.
Like the type A trap, the tree snaps back into place, sending
the rope, net, and its victim into the air. The rope is attached
to the net by way of a drawstring, bringing the net closed with
victims intact. Spotting this trap is a Very Hard (-20)
manuever. Avoiding it, once triggered, is Sheer Folly (-50).
Like the type C trap, it subjects the victim to a +100HGr,
quartering all hits, and criticals indicating the difficulty of
escaping the trap unaided.
11
4.42 AIDS
The few aids that are available are primarily the pieces of
information that Barthanan or Machun can supply. Both have
made note of the approximate time of the disappearances (usually
early evening). Leizha will offer his company despite his father's
objections. Beyond this, the PCs must rely upon their own skills
and resources.
THE LAYOUT
1. Campfire. A small circlet of stones and blackened wood
indicates the site of a campfire used by the Suzamatu to cook their
food. It is used during the morning and night evening hours,
producing minimal quantities of smoke. It is Very Hard (-20) to
smell at a distance of more than 500 feet. Several long pieces of
wood are kept in the head of the fire, but can be drawn out at any
time to provide the Wild Men with torches.
2. Wooden Hema's. Providing the hunters with shelter from the
daily rains, these small wooden "tents" are very sturdy and well
built. Inside, blankets made from cavy fur are laid across several
layers of tropical tree branches, providing a comfortable but
portable bed. Small wooden bowls contain the mixture of herbs
that provide the Honnin with their jungle guises, and several
religious trinkets are laid carefully upon the beds. Ari-Ghin sleeps
alone in a small shelter opposite the two others, below a single tree.
3. Water Collectors. An elaborate mechanism, made entirely out
of tropical leaves, collects the drinking water for the Suzamatu
hunters. The great leaves are carefully picked and molded into
funnels. These take advantage of the constant rains that besiege the
forest, and provides a steady source of drinking water for both the
Suzamatu and their captured ewes.
4. Sheep. Tied to long tethers, the baying of these sheep can be
heard only as far away as 250 feet (and only faintly). The huge
quantity of trees and plants offers itself as a sound damper, and
makes locating the animals by sound alone difficult (consider an
Extremely Hard, -30, perception roll). The sheep are well fed, but
a little frightened, and will retreat from anyone who approaches
them (except Barthanan and Machun).
12
4.5 ENCOUNTERS
4.43 OBSTACLES
The six Suzamatu offer the main obstacle, since they are the
sheep thieves. Their skills and especially their poison could be a
potent force against the adventurers. Skilled stalkers, they regularly hunt down the mightiest of the forest predators (the Unca).
It is possible to negotiate with the Suzamatu warriors, although
there is a language barrier. In addition, the Suzamatu desperately
hope to start new flocks for their tribe, so they will fight hard for
their new livestock. The Suzamatu believe that the sheep they
found are a gift from the Moon-god Suzush, and they are not easily
swayed from their beliefs.
4.44 REWARDS
Barthanan will offer items of clothing and money (about 50 sp)
to the PCs in a show of gratitude for their help. He will also include
a week's room and board (free of charge). This reward may not be
much, but is a small fortune to a herder. One robe, included among
the garments, is made of finely spun wool that is virtually unencumbering, provides a +10 RR bonus versus Channeling attacks,
and protects the wearer from the blistering sun of Far Harad.
If the PCs gain the trust of Ari-Ghin and the other Suzamatu, and
negotiate a deal between Barthanan and the Honnin, Ari-Ghin will
offer one of the PCs three doses of Belan.
The Suza Sumar is a hazard in itself, but the flora and fauna of
the rain forest increase this hazard. Low undergrowth may cover
deep holes, or make a cliff appear as a gentle slope. Mischievous
Stetan and fierce Unca pose risks to travellers, who must be sure
not to linger in the woodland after sunset. Besides the natural
hazards present in the rainforest (see 6.0), the PCs must face the
Suzamatu.
THE SUZAMATU
Suzamatu (Har. "People of the Vale") is the name given by the
people of the Bozisha-Miraz to the legendary tribes of Wild Men
who dwell within the Forest of Tears. Calling themselves the
Honnin, their clans have lived in the Suza Sumar since the middle
of the Second Age. Here they spend their time hunting and
gathering food, while paying tribute to a pantheon of gods. The
Honnin live in scattered clans throughout the deep jungle. They
seem to be immune to the arboreal diseases that befall other
Haradrim.
Distantly related to the Druedain of Gondor and Eriador, the
Suzamatu are xenophobic. They rarely trust anyone who is not of
their tribe. For this reason, the Wild Men of the Suza Sumar are
seldom seen, and the People of the Vale have become stories in
myth and legend. Most people of the Dar refuse to believe that they
exist.
The Suzamatu dwell well within the jungle, beyond the reach of
other Men. Legend tells of a great forest city built by the ancestors
of the Honnin, before their society collapsed. The remains of the
temple city at Pred lie deep in the Suza Sumar and many of its
structures are abandoned; however, a few tribespeople make their
home in or near the site.
Culturally, the task of hunting for food is left for the males
(usually the mother's brother), child-rearing to the women, and
most other chores are shared by both sexes. Their religion is based
on the spirits of the rainforest, and Honnin shrines can be found
throughout the inner jungle. They are skilled hunters, and carry
potent weapons to subdue their prey. Most of them employ
blowguns (treat as a +5 short bow). Coating their needle-darts with
a (4th lvl) nerve poison called Sum-Kutia, they use the blow-guns
to fell and paralyze their prey. The poison incapacitates anyone
who fails to resist its effects (for a period of 2 rnds per point of RR
failure). Some Honnin also wield short bows and clubs, but all of
the Wild Men avoid melees whenever possible.
NAHIR'S EXPERIMENT
Nahir, an old animist dwelling on the edge of the jungle, resides
two miles from Avashar. He is a devoted botanist and has spent all
of his life caring for and learning about the plants and animals of
the rainforest. He tends a small botanical garden adjacent to his
home, growing a wide assortment of rare flowers and plants.
Several weeks ago, the aging hermit came to the realization that he
could no longer maintain the entire garden himself, especially after
expanding its size last year. Due to his preference for solitude,
Nahir decided not to hire any laborers to help him tend the
plantings. Rather, he hoped to summon a creature that would act as
a servant while lighting the garden through even the darkest nights.
In his years of study of the magical arts, he had learned of a
creature that might help him with his agricultural chores. He
decided to summon them to do his bidding and tend his garden. In
calling the Baricha (as he named them), the hermit overlooked the
possibility that the creatures might be unwilling to aid him and did
not take the necessary precautions. Only upon summoning six of
these creatures did he realize his folly. The Baricha immediately
disobeyed his request and set out to explore the land about the
hermit's homestead. Nahir was shattered, and the mischievous
Baricha were loose upon the land.
Although not evil, the Baricha are a prankish lot, acting as ghosts
and terrorizing lone travellers for fun. By their nature, however,
they pose a threat to all who encounter them; they drain a person's
strength naturally and subconsciously. They prefer to avoid conflict, but will attack viciously if cornered. The conniving creatures
have attracted much attention to themselves and are now the
tongues of every man, woman, and child in the Avashar community.
13
14
OEREN
The foster father of Runeren, Oeren is an aging farmer who was
asked by Nahir to take care of the
boy in his younger years. Longing for the same feelings he
experienced when he raised his
own son, Oeren took in the orphan with no hesitation. Currently, Oeren worries about
what will happen after Runeren
learns of his origins. He fears
that the boy will leave his foster
parents without a backward
glance, and that they will never
see him again. Oeren is reluctant
to allow Runeren help the adventurers solve the mystery of
the Baricha.
Oeren is a tall man, standing
6'2"; he has dark brown skin,
balding white-grey hair, and
often wears a long, off-white
robe. He is a retired farmer, but
occasionally travels to visit his
own son who lives further down
the valley. He is a good friend of
Barthanan, occasionally travelling upriver to the homestead.
THENA
Even more protective of
Runeren that her husband,
Thena has serious reservations
about letting the boy participate
in the adventure of the living
lights. Like Oeren, she fears that
the lights have something to do
with Nahir and is afraid to let the boy go. She does not want to
experience another child leaving the nest.
Unlike most Haradrim, Thena has cool blue eyes. She often
wears a short, light green tunic over a longer white tunic. She is
beginning to show her 59 years, but still possesses an aura of youth.
THE BARICHA (LIVING LIGHT)
The creatures summoned by Nahir to tend his garden are not
malicious by nature, only mischievous. Unlike the Olvar and the
Kelvar, the Baricha are of supernatural origins. They resemble
small, but bright points of light that flit about with incredible
agility. They come in a myriad of colors (as they can change at
will), but favor a light blue or white. They possess a limited
telekinetic ability (treat as MERP Essence Hand Telekinesis, 5 lb,
15
5.3 LAYOUTS
For the duration of this adventure, the PCs may visit a number
of sites. Most of these will be within the town of Avashar, and the
last will be Nahir's arboretum.
5.31 AVASHAR
Situated on the banks of the Lorzej river, this small town is a
trading center for the local merchants and farmers that make their
living off fields at the edge of the jungle. The majority of the goods
brought to the town are stored in the warehouses along the shore's
edge, waiting for the vessels to carry them south to Bozisha-Dar.
Despite its strong economic ties to the Dar, the cottage industry
within the town is very strong. Clothweavers and armorers fashion
their crafts with materials imported from the nearby lands. Although a small town, with a population of 320 men, women, and
children, Avashar proves to be an economically strong community. The incidence of poverty is rare, and the food supplies of the
townsfolk are always well stocked.
1. The South Gate. Admitting the trails from the south and the
east, this large wooden gate is used more frequently than the North
Gate. During daytime hours, the gate remains open, allowing free
passage into the town. Standing almost twenty feet in height, the
doors are made from the logs of the great trees of the Suza Sumar,
cut into thick planks and bound with ribbons of iron.
2. The East Bank. A carpet of short, but thick, grass grows in
16
6. Dock workers' Guild Warehouse. The largest warehouse
within Avashar, this large building provides almost 3800 square
feet of storage space. It is almost never empty, giving room to bales
of wool, hay, grain, flour, and a multitude of other materials. A
large portion of the town's population is employed at the Dockworkers' Guild, loading, unloading, and keeping track of the
supplies that move in and out of the town.
7. The Current of the Lorzej. Serving as an inn and tavern for
both travellers and local residents, the Current is a large and
spacious building. It has room to accommodate up to fifty occupants comfortably (twenty-five rooms). The proprietor of this
establishment is an aging Haradan man by the name of Charias.
8. Avashar Imports. This old warehouse has been converted and
refurbished into an extensive supply and wares store. Although it
seems overstocked for this size town, Avashar Imports keeps up
business with almost all the residents within ten miles of the town.
9. Riverside Well. Named as such because it is closer to the river
than the town's other two wells. Tapping into the water table six
feet below ground, it provides irrigation and fresh drinking water
to the Inns and homes within this quarter of the town.
10. Residences. Each of these homes provides accommodation for
up to three families and are occupied mainly by newly recruited
dock workers.
11. Boardinghouses. Each of these two-storey wood and stone
buildings provide accommodation for up to four people. All but
one of these homes are currently occupied by one or more people.
12. Smithy. Processing the raw metals shipped into the town, the
smithies work their craft daily. Almost any kind of metalware can
be requested and made (although their technology allows only for
ironworking with limited steel construction). The head smith is a
large man by the name of Egidacu.
13. Stables. Although small, the stables provide good accommodation, trade, and supplies for horses. At any given time, there are
and herbs are available within his small shop. Much of Oren's
supplies are imported in from the Dar (which accounts for the
exhaustive supply of medicines available from him). Any herb
with a code of 4+ in RM Ch&CaL, p. 21, or Table ST-5 in MERP
can be purchased here for approximately 1.2 - 3x the stated cost.
17
Lorzej.
25. Hostel. Providing accommodation for travellers walking upon
the Lorzej's west bank, this is a small rustic building atop solid
wood stilts. It is frequently empty, welcoming anyone who wishes
to stay for the night free of charge. It is maintained by the fisherman
Grenna.
7. Nahir's Home.
8. Outhouse.
18
3. The Kitchen. A very rudimentary kitchen. A cast-iron stove
squats in the middle of the room, while a large counter with a builtin wash basin has been integrated with a pump from the well. This
feature gives the illusion of having running water. Like the study,
this room has been decorated with many plants, all hung at strategic
locations to make the chamber resemble the outdoors.
4. Nahir's Room. Although he has not placed as many plants
within his bedchamber, its decoration and ornamentation follow
the hermit's botanical theme. A large feather mattress rests upon
a low wooden pedestal, providing Nahir with his bed. Nothing is
stored underneath the bed (as there is no "underneath"). A large
dresser and a wardrobe contain the hermit's clothes, most of which
are understated and simple.
5.42 AIDS
Because the adventurers are strangers, active help from the
townsfolk will be scarce. Shopkeepers, laborers, and passersby on
the street will be pleasant to the PCs, but good manners will be the
limit of their aid. Fear restricts their generosity. However, as with
all rules, there is always an exception. Runeren, the adopted son of
Oeren and Thena, knows more about the Baricha than the other
townspeople, having followed the living lights during the past few
nights. He will offer to help the adventurers (after surepticiously
slipping out of his foster parents' home) with no apparent wish for
a return favor.
Runeren can supply the PCs with much information about the
town and the outlying areas, as well has some details concerning
the people living within and near the town. Runeren is unaware that
he is the grandson of Nahir, but this unknown quality will still be
of help to the PCs. Nahir is an isolated man and does not like
visitors, especially in his hour of grief. However, the hermit will
allow anyone accompanying the child into his home. Although
Nahir does not initially reveal his relation to the boy, it becomes
apparent that he will help the adventurers so long as his grandson
is involved.
5.43 OBSTACLES
5.44 REWARDS
The gratitude of the townfolk, plus a small monetary token of
their appreciation (12 gp per PC), is in order as a reward for the
adventurers. Additionally, if the PCs were kind to Nahir, he may
supply them with his own personal reward. As a hermit, his
possessions are not in great supply, but his generosity may be large.
The Animist may give the PCs up to four doses of a special variety
of herb cultivated by Nahir alone. This berry, when ground into a
paste and rubbed upon a wound, will cause the injury to regenerate
at the rate of 1 hit every three rounds until healed or one hour has
passed. Nahir calls the berry Nahiraphan (Har. "Nahir's Own").
Outside of his personal stock, Nahiraphan is virtually impossible
to find.
19
5.5 ENCOUNTERS
The Baricha constitute the primary opponents in the adventure.
There are three of these creatures, and they are not ready to give up
their freedom. As mischievous entities, they like to play tricks upon
all the inhabitants of the jungle, often using their limited telekinesis
abilities. Normally, if found by the PCs, they will be playful until
cornered. They become very vicious if annoyed or angered.
The Baricha are nocturnal creatures, favoring rest during the day
to best absorb light from the sun. When enjoying a respite near
Avashar, they will roost on the upper limbs of the trees near Nahir's
home. While in this state, they are Sheer Folly (-50) to spot during
the height of day, since the brightness of the sun overpowers their
own glow. During the early evening, however, as the light begins
to fade, the Baricha continue to rest and are easier to spot (consider
Hard, -10).
Aside from the Baricha themselves, the hazards of the jungle are
never to be trifled with. Hidden cliffs, wild animals, and thick
undergrowth should provide extremely difficult conditions for
finding the Baricha. (Refer to the Encounter Table at the end of this
module.)
20
21
Any metal tools that are found have rusted beyond recognition,
with the exception of a handful of golden trinkets partially buried
in the soil (gold does not rust or corrode). Finding any one of these
articles requires a Hard (-10) perception roll to spot it. In all, the net
worth of these items equals 20 gp for their gold value alone. A
historian in Bozisha-Dar may pay up to twice that price for their
historical value.
One of the gold objects is an enchanted ring, which enables the
wearer to cast MERP/RM Lofty Bridge Leaving 100' up to three
times per day. The ring is inscribed with the shape of ten tiny
human footprints with a deep green emerald imbedded on the top.
This ring was sometimes used by Honnin rangers for easier
passage through the Suza Sumar in ancient times.
3. The South Tower. Although this area has the highest portion of
exposed wall remaining in the keep, its degree of accessibility is
rather low. The soil is very fertile and has become home to a dense
thicket of rainforest bushes. Moving through them can prove to be
very difficult for whoever tries to enter.
4. The West Tower. Although not nearly as overgrown as the
South tower, many of the rainforest's plants thrive among these
stones. The ground, along the northern portion of the wall, is
stained a brownish red color. It is all that remains of the tools and
weapons that were once stored here. As the years passed, the tools
and weapons rusted away into nothingness, leaving but a stain
behind.
22
23
24
6.42 AIDS
Since the townsfolk refuse to help the hunter on the grounds that
he suffers merely from insanity, they will also refuse to help the
adventurers, believing their task to be a fool's errand. However,
limited maps of the eastern Suza Sumar are available in the
administrative buildings within the town, and supplies can be
purchased at the Narahn General Store. Jarnir will insist upon
guiding the PCs to the keep and helping them explore the ruins.
6.43 OBSTACLES
The dangers of the rainforest itself should provide the PCs with
a strong challenge initially, because many animals prowl the
jungle. The way to Erizan Keep is not well travelled (indeed, the
ruin is unknown in these parts), and many natural hazards exist
among the game trails and thickets. Additionally, Jamir remains
under the Demon's influence and therefore is a potential enemy.
6.44 REWARDS
Jarnir, once free of the Demon, will be eternally grateful to the
adventurers. He will offer them a large meal and some portion of
his personal savings (10 silver coins each). The PCs will have
gained the benefit of experience and the peace of mind that stems
from foiling any of Sauron's scheme's. Of course, their success
will not bring the fame and public praise accorded them for the
defeat of the Baricha.
6.5 ENCOUNTERS
During the adventure, the PCs may encounter people native to
Avashar and visitors to the town, creatures that roam the scrublands adjacent to the Suza Sumar, and natural hazards. The nature
of the rainforest provides a dangerous landscape through which the
PCs must travel, since both flora and fauna can bring down the
hardiest of adventurers. Hidden crevasses, dense undergrowth,
and the great trees provide excellent cover for the jungle's wary
predators. Around the keep itself, the difficult terrain should keep
the PCs unduly occupied while their opponent prepares himself.
Specifically, the cliffs whose faces are cloaked in undergrowth
will make maneuvering difficult and falls likely.
Y'SHAR'S NATURE
Cruel and finding great joy in the infliction of pain, Y'shar
prefers to toy with his victims prior to annihilating them. If
directly confronted by opponents, the Demon will hold back much
of his power in order to catch his foes off guard.
Before the PCs locate his prison, Y'shar will mentally suggest
to Jarnir that he leave the group and free the Tavar. Although Jarnir
will not realize what motivates him, he will begin to explore the
keep alone away from the PCs. Given the choice, Y'shar would
prefer to deal with each of the adventurers individually, but his lack
of mobility will prevent that unless the PCs enter the dungeons
below the keep and separate.
Stones were placed in the lowest chamber. Caranthor lived the rest
of his life in peace in the lands of Raj, occasionally making
pilgrimage to the family memorial. He died in his home in Tresti
in S.A. 2194. Caranthor Ankatare was soon forgotten by the local
populace, and his shrine was lost in the shifting sands of the desert.
For several thousand years the shrine remained undisturbed.
Manari Akaji, a young historian who grew up in the small town
of Avashar, set out several years ago to search for the heritage of
his family. Traumatized by the death of his father as a pauper, the
young man resolved to trace his family's lineage and find a place
where his sire's ashes might have a proper burial. He spent many
years travelling between the Dar and Tresti, tracing old records of
his family as far back as they would go. He found that his own
family name could be traced back to the Adunaic surname
"Ankatare".
25
Manari is a thin, but tall, Haradan man with hard features and
long black hair. Although he possesses Numenorean blood, it has
been mixed over a hundred generations. He wears loose-fitting
trousers, a desert tunic, and has a (+10) falchion strapped to his
side. His cloths and money were supplied by the trader Karmarac.
26
As Jaeru's contact in the city of Bozisha-Dar, Kuran has maintained a close watch upon Manari and his companion for the past
several weeks. Kuran appropriated the ancient diary from the
library in the Dar and brought it to the Desert Screamer. He is
fanatically loyal to Jaeru and will do anything his leader asks (it is
almost "blind" loyalty). He has accompanied the Gark to Avashar
to follow Manari to the site where they hope to find the lost shrine.
Kuran's fanaticism often interferes with his ability to function
efficiently, disrupting his common sense. He both trusts and fears
Jaeru and remains unaware of the identity his true employer. His
skills as a burglar are superb. He has often stolen, but remains
uncaptured. His innocent looks, tousled brown hair, and curious
hazel eyes are definite assets to his profession. Six (+5) daggers are
hidden upon his body and serve as his primary weaponry. In
addition to these blades, a (+15) throwing dagger (which returns to
the hand of the thrower in the next round, maximum range of 150
feet) provides a lethal attack on foes across a room or a street.
PAJI ASHANTHA
27
Note: Altitudes shown are position of solid ground. Sand shifts about them,
changing the terrain as they go.
28
possibly resist?
29
7.42 AIDS
For the most part, the PCs must rely on their own abilities and
knowledge to survive the perils of this adventure. Manari's notes
and maps should be helpful in finding the shrine. For travel through
the desert, both horses and camels can be bought in Avashar for a
reasonable price, as well as standard equipment for travelling
across the plains. When facing the Desert Screamer and his
minions, the adventurers must rely wholly upon their own skills
and cunning.
7.43 OBSTACLES
The search for the Shrine of Anaktare' presents a variety of
challenges. Travel in the desert is difficult at best, and finding a
ruin buried beneath the sands for almost three thousand years will
not be an easy chore. The shrine itself holds dangers, both animate
and inanimate. Loose sands have spilled into the buried chambers,
capable of swallowing a man in a manner of seconds. A group of
five hapless grave robbers entered the shrine almost two hundred
years, only to die in the shifting sands. Their corpses remain and
possess a burning hatred for the living. These creatures are known
as the Lesinavi, Undead that prowl the wastelands of Far Harad.
The greatest peril is posed by Jaeru and his companions. Jaeru is
a professional killer and is very good at what he does. He is not
willing to let anything get in his way, and if the PCs interfere with
his capture of the Seeing-stones, he will eliminate them in the
quickest way possible. Remember that the Gark is under direct
orders from Akhorahil (rather than the Warlord Sangarunya) and
will not disappoint his master so long as he lives.
The Nazgul, a direct servant of the Dark Lord himself, looms as
a backdrop to the adventure. Although he will not confront the
adventurers in person, his indirect involvement sets the tone for the
events to follow.
7.44 REWARDS
Manari's initial offer of payment in desert amber is sincere, and
consequently the PCs will receive it immediately upon their return
to Avashar. However, if the adventurers succeed in uncovering the
Anaktare Shrine, they will get a chance to discover more about
Endor's past. Such knowledge should prove valuable over the
course of their adventuring careers. Keeping the treasure within
the shrine's chambers is out of the question, since Manari holds the
rightful claim to his family's wealth. He will offer the PCs the
additional payment of 15 gp each, using some of the ancient
Numenorean coins found in the old treasure store (#4).
7.5 ENCOUNTERS
THE STORM KING'S MINIONS
The most perilous encounter in this scenario will be with Jaeru
and his two companions. The Desert Screamer is a calculating man
and will easily outclass any of the PCs in skill alone. His spells are
to be reckoned with, and he will use them to his advantage.
Whether the PCs choose to bargain with the Gark or not, one thing
is certain: he will leave with the Stones regardless of whether the
PCs consent or not. Paji and Kuran, although not as skilled as Jaeru,
are a danger in their own right. They follow orders well and will
carry out Jaeru's plans to the letter.
The servants of the Storm King will not try and confront the PCs
until there is some kind of confirmation that the Stones are intact
within the temple. They will remain in the shadows until the
situation suits them best, only then attempting to gain possession
of the artifacts.
THE LESINAVI
Beneath the mounds of sand within the old shrine, five corpses
of grave robbers lie in waiting for the living. They are mindless and
will attack whenever someone passes within eight feet of the site
where the sand trapped them. They will burst from the sand
suddenly, rushing to attack the closest living creature. It is likely
that the PCs will be surprised (a successful Very Hard, -20,
perception roll will prevent this), and thus should be vulnerable to
an attack. Each Undead must first make a Hard (-10) maneuver to
clear the sand in order to attack his opponent. Once engaged with
an opponent, the Lesinavi will not break for any reason (save for
a Repulsions spell) and will attack blindly without regard for their
personal safety. After all, they are already dead. Once committed
to a target, the animated corpses will not change to another until
either they or their victim is dead. (If their opponent is merely
downed, they will continue to attack and ignore any others in the
area.)
KURAN
30
NPC Table
8.0 TABLES
8.1 NPC TABLE
Name
Lvl
Hits
AT
DB
Sh
Gr
Missle/ Mov
Melee 2ndary M
OB
OB
Notes
25
No/2
10
30qs
15
Haradan Animist.
RM Stats Sl76,Qu8I,In98,Em78,Pr85,Co67,Ag83,SD98,Me75,Re76. MERP Stats: St76,Co67,Ag83,Ig76,In98,Pr85,Ap72. 4PP. Knows Nature's Lore to 10th.
Carries +10 staff. Skills: Stalk/Hide 10, Perception 30, Animal Handling 55. Languages: Apysaic 5, Haradaic 5, Westron 1.
Jefya
21
No/2
10
32cl
10cl
10
32
No/2
15
45qs
201b
10
Haradan Ranger.
Tiena
22
No/1
20
25cl
10cl
10
RM Stats: St56,Qu100,In76,Em84,Pr80,Co63,Ag90,SD64,Me67,Re66. MERP Stats: St56,Co63,Ag90,Ig67,In76,Pr80,Ap89. Skills: Cookery 45, Trickery 10,
Dancing 65. Languages: Apysaic 5, Haradaic 5, Adunaic 3.
Leizha
45
No/2
10
55fa
301b
RM Stats St98,Qu80,In70,Em71 ,Pr67,Co90,Ag70,SD89,Me60,Re68. MERP Stats: St98,Co90,Ag70,Ig64,In70,Pr67,Ap68. Skills: Perception 35, Stalk/Hide 10,
Leriaj
20
No/1
10
20da
20da
65
No/1
20
45cl 65blowgun
15
RM Stats. St90,Qu96,In80,Em52,Pr65,Co90,Ag95,SD68,Me50,Re58 MERP Stats: St90,Co90,Ag95,Ig54,In80,Pr65,Ap59 Skills Stalk/ Hide 60, Climb 45,
Tracking 35, Trap Building 20, Perception 40 See section 3.27. Languages: Honnish 5, Apysaic 1.
Honnin 1
45
No/1
15
50cl
Honnin 2
48
No/1
15
35cl 40blowgun
25sb
10
Warrior
Honnin 3
35
No/1
20
30cl
10
Warrior
Honnin 4
32
No/1
25
35cl 20blowgun
15
Scout
Honnin5
30
No/1
25
30cl
25sb
10
Scout
50qs
25sl
10
25sb
10
Warrior
84
No/2
10
RM Stats. St63,Qu84,Pr73,In96,Em80,Co52,Ag70,SD99,Me71,Re64
MERP Stats:
St63,Ag70,Co52,Ig67,It96,Pr73,Ap81. Skills: Herb Lore 98, Stalk/Hide 54, Perception 35, Flora Lore 85, Fauna Lore 75. Knows all Animist Base and Closed
Channeling Lists to 10th. Languages: Apysaic 5, Haradaic 5, Adunaic 4, Westron 4, Sindarin 2.
Harij
43
No/2
15
50sc
20da
10
Haradan Scout/Rogue.
Merchant trader from the Dar. RM Stats St87,Qu92,Pr45,In62,Em32,Co80,Ag97,SD70,Me73,Re74. MERP Stats: St87,Ag97,Co80,Ig74,It62,Pr45,Ap62. Skills:
Trading Lore S3, Stalk/Hide 53, Perception 30, Lie Perception 40, Tale Telling 20. Languages: Apysaic 5, Haradaic 5, Adunaic 3.
Runeren
15
No/1
20
20da
10ro
15
Haradan Scout/Thief.
Foster son of Oeren and Thena, grandson of Nahir RM Stats St44,Qu98,Pr63,In80,Em64,Co80,Ag99,SD60,Me63,Re59. MERP Stats:
St44,Ag99,Co80,Ig61,It80,Pr63,Ap74 Skills: Stalk/Hide 43. Perception 20, Tracking 10, Climb 40. Languages: Apysaic 5, Haradaic 4.
Oeren
60
SL/5
58bs
30cb
Haradan Warrior/Fighter.
Thena
25
No/1
10
30cl
10
Wife of Oeren RM Stats: St61,Qu86,Pr91,In71,Em64,Co70,Ag82,SD67,Me73,Re78. MERP Stats: St61,Ag82,Co70,Ig76,It71,Pr91,Ap94. Skills: Stalk/Hide 18,
Perception 15, Climb 33, Languages: Apysaic 5, Haradaic 5, Adunaic 1.
Baricha 1
82
No/3
70
40shock bolt 40
Living Light.
Baricha 2
Baricha 3
4
5
83
90
No/3
No/3
75
72
N
N
N
N
35shockbolt 45
50shockbolt 40
Living Light,
Living Light.
10
74
SL/6
60ss
75lb
Haradan Ranger
Discoverer of Enzan Keep KM Stats St73,Qu90,Pr72,In95,Em70,Co92,Ag72,SD79,Me72,Re74 MERP Stats. St73,Ag72,Co92,Ig73,lt95,Pr72,Ap61 Skills: Herb
Lore 68, Stalk/Hide 64, Perception 40, Flora Lore 35, Fauna Lore 25, Climb 30, Bow +10 magical. Knows all Ranger Base Lists to 10th. 10PP. Languages. Apysaic
5, Haradaic 5, Adunaic 2
NPC Table
31
Missle/
Name
Lvl
Hits
AT
DB
Sh
Gr
Lesjia
29
No/1
15
Melee 2ndary
OB
OB
30ss
25lb
Mov
Notes
15
Wife of Jarnir. RM Stats: St63,Qu98,Pr90,In75,Em74,Co72,Ag101,SD78,Me73,Re74. MERP Slats: St63,Ag101,Co72,Ig74,It75,Pr90,Ap96. Skills: Cookery 50,
Stalk/Hide 48, Perception 30, Climb 50. Languages: Apysaic 5, Haradaic 5, Adunaic 2.
Y'shar
12
200
RL/12
25
100LCl 60LBi
10
RM Stats: St103,Qu91,Prl04,In72,Em94,Co100,Ag83,SD68,Me83,Re74. MERP Stats: St103,Ag83,Co100,Ig79,It72,Pr104,Ap04. Knows all Mage Base Lists to
10th (MERP), Soul Destruction, Mind Destruction, and Solid Destruction to 20th. Gas Destruction, Fluid Destruction, and Flesh Destruction to 10th. Dark Contacts
to 20th, and Darkness to 10th. 72 PP.
35
No/1
10
60fa
30da
10
(Delver)
Descendant of Caranthor Ankatare. RM Stats: St72,Qu87,Pr97,In72,Em72,Co61,Ag89,SD68,Me90,Re82. MERP Stats: St72,Ag89,Co61,Ig86,It72,Pr97,Ap73.
Skills: History(Bozisha-Miraz) 68, Stalk/Hide 44, Perception 58, Climb 30, Lie Perception 35. +10 Steel Falchion (Nonmagical). Knows the Bard Base Lists Lore,
Item Lore, and Sound Projection to 10th, as well as the Open Mentalism List Delving to 10th. 8 PP. Languages: Apysaic 5, Haradaic 5, Adunaic 4, Westron 2.
Karmarac
45
No/2
15
45qs
30Sbt
10
Haradan Mage/Magician.
Friend and mentor of Manari Akaji. RM Stats: St45,Qu96,Pr60,In82,Em98,Co64,Ag82,SD72,Me84,Re91. MERP Stats: St45,Ag82,Co64,Ig88,It82,Pr60,Ap60.
Skills: Trading Lore 78, Stalk/Hide 24, Perception 65, Climb 35, Acting 40. Staff (x2 essence multiplier. Casts Light 3x/day). Knows the Mage Base Lists Light Law,
Water Law, and Earth Law to 10th, Closed Essence List Lofty Bridge to 10th, 20 PP. Languages; Apysaic 5, Haradaic 5, Adunaic 4, Westron 1.
Jaeru
11
125
RL/11
70
Y20
(A/L)
105fa
90cb
25
Kuran
105
RL/10
10
(A)
85sc
90da
10
Haradan Scout/Rogue.
Paji Ashantha
51
No/2
15
45fa
60DirSp
Lesinavi 1
Lesinavi 2
Lesinavi 3
Lesinavi 4
Lesinavi 5
2
2
2
2
3
50
47
53
51
56
No/1
No/1
No/1
No/1
No/1
20
25
20
25
20
N
N
N
N
N
N
N
N
N
N
80MBa
75MBa
70MBa
80MBa
85MBa
30MBi
20MBi
35MBi
25MBi
30MBi
-5
-5
-5
-5
-5
Undead.
Undead.
Undead.
Undead.
Undead.
to this bonus.
32
Encounter
Scrublands
Encounter
10%
8
4
Zamka
Stetan
Vuk
Jungle Cavy
01-04
01
Other Animals
05
02
People
Black Numenreans
06-07
08
09-11
03-06
07-08
09-11
Chance (%)
Distance (mi)
Time (hours)
40%
3
Inanimate Dangers
Traps
Natural Disaster
Sites
Cave Lair
Tomb
Ruins
Animals
Petla
Mamjun
Camel (wild)
12-13
14
Otravati
Orao
Goats
Hawks
Horses (wild)
Unca
Lisica
Scrublands
24
25-27
25
28
29
26
30-57
27-52
58
53-54
55
56-57
Variags
12
13
14-15
16
17
18
15
16
17-18
19
20
21-22
23
Suza
Sumar
Northern Haradrim
Southern Haradrim
59-60
61-62
Honnin (Suzamatu)
Warriors
Herders
63
64
65-66
Thieves/Brigands
Merchants
Travellers
67
68-69
70-73
Creatures
Sand Devil (N)
Lesinavi
Special*
Other Being
19
20-22
23
24
74
75-97
98-00
58-60
61-63
64-66
67-68
69-70
71-76
77
78
79-96
97-00
* This is an opportunity for the GM to add some flavor or tension to the game. The GM can construct something that turns out to be nothing harmful or
dangerous, but enough to give the PCs a but of a scare. (E.g. Was it only the wind?)
N These creatures are entirely or primarily nocturnal If primarily nocturnal (Orcs, Bats), they will appear only 50% of the time during daylight hours, and
never if entirely nocturnal. Of course, if the PCs are underground, these restrictions do not apply.
Other beings are usually alone, frequently powerful, but not always evil. They might be wizards, lords, monsters. Fell-turtles, Drakes, etc The GM may
reroll or ideally, construct an encounter with a unique group or individual.
Wild Horse
Cavy
Lesinavi
Lisica
Mamjun
Orao
Otravati
Petla
Lvl
3
2
4
1
2
3
1
6
1
#/Enc
1-2
Speed
1-2
Size
M
S
1-20
VF/BF
FA/FA
1-20
MD/MD
1-10
1-5
2-20
1-4
1
1
1
1-2
4-10
1
M
M
S
L
S
FA/FA
Hits
70
25
120
20
AT
DB
No/1
No/1
20
50
Secondary/Tertiary)
Attack
50MHo/40MBa/30MTs
40MC1/24SPi
No/3
No/3
40
40MCr/30MTs/40SBi
15
10SBi/15SCl
Notes
Males have horns, will eat almost anything.
Often hunt in pairs, protective.
80MBa/30SBi
MD/MF
50
No/1 20
FA/VF
45
60SBi
Nocturnal Desert Fox.
No/3 50
30SBi
FA/VF
25
No/3 40
Small jungle monkey.
FA/VF
80LPi/60LCl/40MBi
90
No/1 30
Large Desert Eagle.
VF/VF
30
No/1 30
35SHo
Venomous, 25th level nerve poison.
4
L
FA/FA
120
85LGr/80LCr/40MBi
Huge Constrictor, use Large Creature Criticals
No/3 10
VF/VF
40MBi
Stetan
2
M
Jungle otter. Mischevious.
50
No/3 40
M
3
FA/VF
100
80MBi/50MCl
Jungle Cat, hunts during morning and evening.
Unca
No/3 35
M
3
Vuk
FA/FA
110 No/3 30
70MBi
Wild Dog. Often shies away from Men.
60MGr/45MCr/30MBi
M
1
VF/BF
30
No/1 30
Zamka
NOTE: For a full description of all the creatures listed here see ICE's Creatures of Middle Earth.
CODES: The statistics given describe a typical creature of that type. Most of the codes are self-explanatory: Lvl(level), #/Encount (number encountered). Size
(Tiny, Medium, Large or Huge), Hits, and DB (Defensive Bonus). The more complex statistics are described below.
Crit: When a creature takes a Critical result, resolve it on the Critical Strike Table indicated by this stat: no code=normal tables, La=Large Creature Table,
SL=Super Large Table (Large Table with a -10 mod for MERP), l=normal table with seventy reduced by one (e.g. "E" becomes a "D", "D" becomes a "C", etc.;
ignore "A" results), II=normal table with seventy reduced by two (e.g. "E" becomes a "C", "D" becomes an "A", ignore "A" and "B" results).
Speed: A creature's speed is given in terms of "Movement Speed/Attack Quickness": C=Creeping, VS=Very Slow, S=Slow, M=Medium, MF=Moderately Fast,
F=Fast, VF=Very Fast, BF=Blindingly Fast.
AT (Armor Type): The two-letter code gives the creature's MERP armor type (No=No Armor, SL=Soft Leather, RL=Rigid Leather, Ch=Chain, Pl=Plate); the
number is equivalent to the RM armor type.
Attack: Each attack code starts with the attacker's Offensive Bonus. The first letter indicates the size of the atack: T=Tiny, S=Small, M=Medium, L=Large, and
H=Huge. The last two letters indicate the type of attack: Pi=Pincher/Beak, Ba=Bash, Bi=Bite, Cl=Claw, Cr=Crush, Gr=Grapple, Ho=Horn, TS=Trample/Stomp,
St=Stinger, and we=Weapon. Weapon codes follow: cb=composite bow, wh=whip, th=two-handed sword, da=dagger, ro=rock (use a S, M or L Cr attack, 50'
range if no other range is given). These codes may differ slightly from the MERP or RM codes.
(Primary/Secondary/Tertiary)=Each creature usually initiates combat using its "Primary" attack. Depending on the situation and the success of the "Primary"
attack, it may later use its "Secondary" or "Tertiary" attacks (all in the same round if previous attacks are very successful.)