The One Ring - 1ed - The Darkening of Mirkwood.pdf

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F anTasy R oleplaying in The W oRld oF T he h obbiT and T he l oRd oF The R ings
b ased on The novels by J.R.R. T olkien
by g aReTh R ydeR -h anRahan , WiTh F Rancesco n epiTello
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- CREDITS -
Written by Gareth Ryder-Hanrahan
Additional Writing by Francesco Nepitello
Concept by Francesco Nepitello
The One Ring rules designed by Francesco Nepitello with Marco Maggi
Art by Jon Hodgson , Jason Juta and Jordy Lakiere
Editors: Andrew Kenrick
Graphic Design: Paul Bourne
Creative Director: Dominic McDowall
Line Developer (Cubicle 7 Entertainment): Gareth Ryder-Hanrahan
Line Developer (Sophisticated Games): Francesco Nepitello
Published by Sophisticated Games Ltd, 1 Andersen Court, Newnham Road, Cambridge CB3 9EZ, UK and
Cubicle 7 Entertainment Ltd, Riverside House, Osney Mead, Oxford, OX2 0ES, UK.
The Darkening of Mirkwood, The One Ring, Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places
therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used under license by
Sophisticated Games Ltd and their respective licensees.
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means,
electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
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- CONTENTS -
T he D arkening of M irkwooD
4
Year 2963
71
The Anger of the Elvenking
71
A Chronology of Wilderland
4
Year 2964
73
Rules for Holdings
8
The Greydelve
74
T he T ale of Y ears
10
Year 2965
75
The Thief of the Lamp
75
T he l asT g ooD Y ears :
2947-2950
Year 2966
80
11
Return to Dol Guldur
80
Year 2947
11
T he Y ears of The P lague :
2967-2974
The Wizard’s Man
11
84
Year 2948
13
Year 2967
84
The Folk-moot at Rhosgobel
13
Treachery in the Woods
84
Year 2949
17
Year 2968
88
The Questing Beats
17
Nine in the Hall
89
Year 2950
19
Events in the Hall
91
Secrets Buried
20
Year 2969
94
T he r eTurn of The s haDow :
2951-2960
Wheels within Wheels
94
24
Year 2970
97
Slaying the Forest Dragon
99
Year 2951
24
Year 2971
101
The Helm of Peace
24
The Dying of the Light
101
Year 2952
27
Year 2972
104
The Staff of the Roadwarden
27
The Hame of the Vampire
104
Year 2953
30
Year 2973
108
The Beast of the Forest
31
The Reach of the Shadow
108
Year 2954
34
Year 2974
111
The Lost Path
34
Beorn’s Quest
111
Year 2955
38
Treacherous Waters
38
T he D arkening of M irkwooD :
2975-2977
Year 2956
41
116
Murder in Lake-town
41
Year 2975
116
Year 2957
45
The Last Folk-moot
116
The Siege of Black Tarn Hall
45
Year 2976
118
Year 2958
50
The March of the Woodmen
118
Saving the Maiden
50
To Rivendell
121
Year 2959
58
Year 2977
123
The Horse-Lord’s Daughter
59
Epilogue: The Passing of the King
123
Year 2960
61
The Death of Ingomer
61
a PPenDix
125
T he g aThering g looM :
2961-2966
The Nazgûl of Dol Guldur
126
64
Characters and Creatures
130
Year 2961
64
i nDex
140
Paying the Troll
65
Year 2962
68
Honour Among Thieves
69
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T HE D ARKENING OF
M IRKWOOD
THE DARKENING OF
Events: Here are listed a number of noteworthy things
that happen in Mirkwood and the lands immediately
surrounding it. Sometimes, events that occur far from the
forest, either on the edge of the Wild or in civilised lands to
the South, are also featured. The companions may or may
not hear tell of such things, depending on circumstances.
- MIRKWOOD -
This supplement tells of the Darkening of Mirkwood
– how it began, how it progressed, and how the heroes
can possibly avert the worst effects of it. The structure
of the campaign was originally presented on pages 111
to 119 of the Loremaster’s Guide. Its theme and focus
is summarised there, and contains information about
important Loremaster’s characters like Beorn and
Radagast, and other plot elements and characters created
expressly for the telling of the saga, such as the Lamp of
Balthi, the River-maidens and the Werewolf of Mirkwood:
Loremasters should refresh their memory of that material
before continuing.
The Loremaster can use the information contained in
this section in any way he sees fit, as plot hooks to be
developed, to add depth and perspective to the deeds of
the player-heroes during an Adventuring phase or to keep
the company up to date with the passing of major events
affecting the land during a Fellowship phase.
Adventuring Phase: This section typically contains one
sample adventure for the company to embark upon. A
measure of customisation is required, especially as the
actual play campaign progresses and the actions of the
player-heroes affect and alter the history of Wilderland.
a C hronologY of w ilDerlanD
Loremasters are strongly encouraged to modify the plot
elements or change the location of a sample adventure, or
even to substitute key characters to adapt the adventures
to their playing groups. The aim of this section is to provide
a strong foundation to build upon, not to impose a rigid
plot on everyone’s games (see also Using the Tale of Years
and Personal Stakes below).
Each year from 2947 (the first hints of the returning
shadow) to 2977 (the death of King Bard) is described
individually, in the following format:
Year: The current game year.
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I NTRODUCTION
Fellowship Phase: Year’s End: Here are listed any special
Fellowship phase undertakings or other circumstances
that affect the final Fellowship phase for the year. Some of
the later years may not offer a specific entry, as it becomes
more and more difficult to foresee what the companions
might do in their spare time. Loremasters should remember
that it is especially during the Year’s End Fellowship phase
that the occurrences described in the Events entries prove
particularly effective to let the players feel the history of
Middle-earth unfold before them.
News from Afar
Outside of the Shire, there is no postal service in Middle-earth, and certainly no newspapers. And while it seems that
Elves can spread or gather information "as quick as water flows, or quicker", they rarely share what they know
with other folks. More often than not, tidings go far and wide only through the gossip of wandering merchants
and in the close-mouthed grumblings of travelling Dwarves, and may even become difficult to separate from wild
tales and distorted rumours.
Without the intervention of envoys or messengers, it might take one full year, sometimes more, for characters
in Wilderland to learn of events happening elsewhere in the region, and from 2 to 5 years for news from outside
Wilderland to reach them, and at least 3 to 8 years for news out of the South, East or West.
Characters with a suitable LOrE speciality may be able to get news faster, or have access to better sources.
Furthermore, many powerful individuals either have their own networks of informants and messengers, or else have
some way of getting information quickly. radagast, for example, has his flocks of birds; Beorn has his animals
and can travel swiftly by night – but even a Wizard must go in search of rumours and news. In Middle-earth, miles
are miles, and someone has to cross them to bring word from afar.
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