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ENTS OF FANGORN
TM
1.0
GUIDELINES
1 . l DEFINITIONS AND TERMS. .................................................2
1.1 1 Abbreviations..
...................................................................2
1.12 Definitions ........................................................................
.2
1.2 ADAPTING THIS MODULE TO YOUR CAMPAIGN .........4
1.3 CONVERTING STATISTICS .................................................4
1.3 1 Converting Hits and Bonuses ...........................................
.4
1.32 Converting Statistics for Any Major FRP System.. ...........4
1.33 Converting Stats.. ...............................................................5
1.34 Converting Combat Abilities ............................................
.5
1.35 Converting Spells and Spell Lists ......................................6
1.36 A Note on Levels
............................................................
.6
1.37 Skill Bonuses .....................................................................6
1.38 Locks
and Traps
................................................................
.6
2.0 INTRODUCTION
2.1 OVERVIEW ............................................................................
.7
2.2 A BRIEF TIMELINE................................................................7
3.0 THE ONODRIM (ENTS)
3.1 A BRIEF HISTORY ................................................................
.9
3.2 CULTURE AND SOCIAL STRUCTURE .............................
11
4.0 THE LAND
4.1 FANGORN ............................................................................. 14
4.11 Climate.. ...........................................................................
14
4.12 Flora ................................................................................. 14
4.13 Fauna.. .............................................................................. 16
4.2 THE BORDERS OF FANGORN ........................................... 16
4.21 Climate.. ...........................................................................16
4.22 Flora .................................................................................16
4.23 Fauna................................................................................17
5.0 POLITICS AND POWER: FANGORN
5.1 THE INHABITANTS ............................................................. 18
5.11 Treebeard .........................................................................
18
5.12 Skinbark ...........................................................................
19
5.13 Leaflock ........................................................................... 19
5.14 The Huoms ......................................................................20
5.15 Tolwen .............................................................................20
5.2 FANGORN:
T.A. 2759-3019..................................................21
5.3 FANGORN: AFTER T.A. 3019 .............................................21
6.0 POLITICS AND POWER: THE BORDERS
6.1 THE INHABITANTS: T.A. 1640.. ........................................
.22
6.11 The Calenardhons ............................................................22
6.12 Dindal ..............................................................................24
6.13 The Silvan Elves ..............................................................24
6.14 The Barz Thrugrim .........................................................
.24
6.2 THE BORDERS: THIRD AGE 1640-3019.. ..........................25
7.0 SITES OF INTEREST IN FANGORN
7.1 THE DERNDINGLE ..............................................................26
7.2 WELLINGHALL ....................................................................26
7.3 THE FALLS OF MIST ...........................................................28
7.4 TOLWEN’S
HOME
..............................................................
.30
8.0 SITES OF INTEREST ON THE BORDERS
8.1 ONGUSHAR ..........................................................................31
8.2 TIR LIMLIGHT ......................................................................32
8.21 Main town Layout.. ..........................................................32
8.22 Dock District Layout .......................................................
33
8.3
FORTRESS OFTIR LIMLIGHT ..........................................33
8.4 THE BANDIT’S HOLD .........................................................34
8.5 CAVERNS OF PAIN.. ............................................................36
8.5 1 Main Halls Layout ...........................................................36
8.52 Dungeon Level Layout ....................................................39
8.53 Mine Level Layout ..........................................................39
8.54 Lookout Level Layout .....................................................41
9.0 SUGGESTED ADVENTURES
9.1 ADVENTURE GUIDELINES ...............................................42
9.11 Selecting AnAdventure.. .................................................42
9. 12 Choosing A Time Period ................................................
.42
9.13 Suggestions On Running Adventures ..............................42
9.14 Using Traps, Weapons, And Spells .................................42
9.2 THE BANDITS OF THE BARROW ....................................
.42
9.3 A RAID ON TIR LIMLIGHT ................................................42
9.4
THE RESCUE OF SHARPLEAF.. .........................................43
9.5 ANENT EXCURSION .........................................................
.43
9.6 TREASURE OF THE FALLS OF MIST...................................
.
43
9.7
INTO THE CAVERNS OF PAIN ..........................................43
10.0 TABLES
10.1 MASTER MILITARY
TABLE ............................................44
10.2
MASTERNPC TABLE........................................................45
10.3 MASTER ENCOUNTER TABLE
.......................................46
10.4 MASTER ANIMALTABLE ................................................
.47
10.5
MASTER WEATHER TABLE ............................................48
CREDITS
Author/Designer:
Randell E. Doty
Editor: Coleman Charlton
Series
Editor:
Peter C. Fenlon
Interior Art:
Liz Danforth
Layouts:
Carolyn Savoy, Steve Sullivan
Cover
Art: Angus McBride
Cover Graphics:
Richard H Britton
Production:
Robert Bell, Coleman Charlton, Kurt Fischer,
Jessica M. Ney, John David Ruemmler, Mac Seintosh
Editorial Contributions:
Terry Amthor, Kurt Fischer,
Jessica Ney, Rick Britton, John Ruemmler, Rob Bell
Typesetting:
Karen Stange and the Tral-FASAdorians
Special Contributions:
Terry Amthor, Deane Begiebing,
John Breckemidge, Kathleen Conner, Bill Covert, Bill
Downs, Bruce R. Neidlinger, Kurt Razmussen, Larry Taylor,
Stirling Williams, Swink
Dedication and Special Contributions:
Dwight “Wafer”
Hayes, Becky Hayes, Barry “Bear” Edwards,“Sweet” William
Wilson, Gavin Gossett, Richard “Wack the @*#%! out of
‘em” Clark, Joyce Broyles, a very special thanks to my wife
Donna for knowing how to spell because I evidently can’t.
Copyright 1987 © TOLKIEN ENTERPRISES, a division of ELAN MERCHANDISING, Inc., Berkeley, CA. Ents of Fangorn , 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 # 3500
First U.S. Edition 1987.
ISBN O-915795-84-1
2
Guidelines
As the dark edge of the forest loomed up before him, Vrak turned
to look out onto the plain. In the distance the Dúnadan ranger
could see the pursuing Uruk-hai rapidly approaching.
“Elor, they’re coming fast!” he said as he trotted forward to
catch up with the Half-elf bard who was still burdened with the
wounded Hobbit scout.
Elor slowed down for a minute to gasp, ‘Druggo can’t take much
more of this.
If
we don’t stop soon he’ll bleed to death.”
“And if we slow down, we’ll all bleed to death from Orc arrows!
Keep moving: maybe they’ll heed their legends of the ‘tree demons’
and leave us be.”
The adventurers moved on with as much speed as the dark and
tangled forest allowed, southward, deeper and deeper into Fan-
gorn. Behind them, in the dark and tangledforest, they could hear
the sounds of the Ores’ nearing pursuit: they were still coming!
Suddenly the
noise
changed and increased as the Ores began
screaming and yelling to one another. Vrak and Elor stopped in
surprise and turned to face the sounds of battle, which ended
almost as suddenly as they started. As the forest settled into an
eerie silence, the two fugitives stood stock still, scarcely daring to
breathe.
“They almost got you, but a grove of Black Huorns is more than
a match for a lurg of Orcs, “said a strange, deep voice behind them.
A huge, knobby hand grasped each of their shoulders and spun
them around to face a very sturdy, fourteen foot tall Man-like
figure with green and grey bark, a tall head, and scarcely any neck.
As the creature said, “Hrum, Hoom, what to do with these two
and the small one? What to do?“, Vrak and Elor knew that it could
only be one thing: the Orcs’ Tree Demon, a legendary Ent of the
Fangorn Forest.
1.1 DEFINITIONS AND TERMS
The following abbreviations and terms are used throughout the
series.
1.11 ABBREVIATIONS
Abbreviations are listed alphabetically within subcategories.
GAME SYSTEMS
MERP . . . . . . . . . . Middle-earth Role Playing
RM. . . . . . . . . Rolemaster
CHARACTER S
TATS
Ag
. . . . .Agility
(RM/MERP)
Ig . . . . . .
Intelligence
(MERP)
St
. . . . . . . Strength
(RMlMERP)
Re . . .
..Reasoning
(RM)
PR
. . . ..Presence
(
RMlMERt’)
Em . . ..Empathy
(RM)
It(In) Intuition
(RM/MERP)
Qu . . . ..Quickness
(RM)
Sd . . . . . . Self Discipline
(RM)
GAME
T
ERMS
AT . . . . . Armor Type Lvl . . . . . . Level (exp. or spell level)
bp
. . . . . . . bronze piece(S) MA...... Martial Arts
cp
. . . . . . . copper piece(s) Mod..Modifier or Modification
Crit . . ..Critical strike mp. . . . . . .mithril piece(s)
D . . . . . . . . Die or Dice NPC . . . . Non-player Character
D lOO ..Percentile Dice Result OB . . . . ..Offensive bonus
DB . . . ..Defensive Bonus PC . . . . . . . Player Character
FRP . . . . Fantasy Role Playing PP . . . . . . . . Power Points
GM. . . . Gamemaster
R or Rad
. . . . . . . . . . Radius
gp
. . . . . . . gold pieces(s) Rnd or Rd . . . . . . . . Round
ip . . . . . . . . iron piece(s) RR. . . . . . . Resistance Roll
jp
. . . . . . . . jade piece(s)
stat . . . . . . Statistic or Characteristic
tp
. . . . . . . . tinpiece(s)
1
.O GUIDELINES
Fantasy role playing is akin to a living novel where the players
are the main characters. Everyone combines to write a story which
is never short of adventure. They help create a new land and strange
new tales.
This series is designed as a tool for Gamemasters
(GMs) who
wish to run scenarios or campaigns set in J.R.R. Tolkien’s Middle-
earth. The adventure modules are complete and ready-to-run
studies of very specific areas, and are intended to be used with a
minimum of additional work. Each has statistical information
based on
the Middle-earth Role Playing(MERP)
and
Rolemaster
(RM)
fantasy systems. The modules are, however, adaptable for
use with most major role playing games. Creative guidelines, not
absolutes, are emphasized.
PROFESSOR TOLKIEN'S LEGACY
Each module is based on extensive research and attempts to
meet the high standards associated with the Tolkien legacy. Ra-
tional linguistic, cultural, and geological data are employed. Inter-
pretive material has been included with great care, and fits into
defined patterns and schemes. ICE does not intend it to be the sole
or proper view; instead, we hope to give the reader the thrust of the
creative processes and
the character of the given area.
Remember that the ultimate sources of information are the
works of Professor J.R.R. Tolkien. Posthumous publications ed-
ited by his son Christopher shed additional light on the world of
Middle- earth. These modules are derived from
The
Hobbitand
The Lord
of
the Ring,
although they have been developed so that
no conflict exists with any of the other sources.
M
IDDLE
-
EA
R
TH
T
ERMS
A . . . . . . . Adûnaic
Kh. . . . . . . Khuzdul (Dwarvish)
BS . . . ..Black Speech
LotR . . . . . The Lord
of
the Rings
Cir . . . . . Girth or Certar or . . . . . . . Orkish
D . . . . . . . Dunael
(Dunlending)
Q . . . . . . . . . Quenya
Du . . . . . Daenael (Old Dunael) R . . . . . . . . .Rohirric
E . . . . . . . Edain Rh . . . . . . . Rhovanion
El . . . . ..Eldarin S . . . . . . . . . Sindarin
Es
. . . ...Easterling S.A . . . . . Second Age
1.A . . . . First Age Si
. . . . . . . . Silvan Elvish
F.A....Fourth Age T.A . . . ..Third Age
Hi . . . ...Hillman Teng . ..Tengwar
H . . . . . . . Hobbitish(Westron variant) V . . . . . . . . . Variag
Har . . . . Haradrim
W . . . Westron(Common Speech)
Hob . . . Hobbit
wo . . . . . . Wose(Drúdain)
Kd . . . . . Kuduk(ancient Hobbitish)
1 .12 DEFINITIONS
A few crucial concepts are detailed below. The majority of unique
terms and translations from
The Hobbitand The Lord
of
the Ringscan be
found in the text proper.
Andor (S. “Land of the Gift.“) Sindarin label for Númenor
(Westemesse).
Celebrant (S. Silverlode”; Kh. “Kibil-nâla”.) The river running east-
ward out of the Misty Mountains at the Kheled- zâram. It is joined
downstream by the Nimrodel (S. “White Cave-lady”), cuts through
Lórien, and eventually joins the Anduin.
Daen Coentis: (Dn. “People of Skill.“) Ancestors of the Dunlendings and
(indirectly) the Druedain (Woses) of the White Mountains. The Eredrim
of Dor-en-Emil are descendants of the Daen Coentis. This forgotten race
is the indigenous Mannish population in most of what is now central and
western Gondor. Animistic, superstitious and industrious, they leave a
wealth of stone carvings and megalithic structures in the hills and high
vales they find so sacred. They trace their lineages through the female line
co
. . . . . .Constitution
(RM/MERF)
Me . . ..Memory
(RM)
Definitions
3
and revere the Earth Mistress (a manifestation of Yavanna) as high
goddess. Their tongue, Daenael, is often called Old Dunael, since it
spawned the Dunael speech of the Dunlendings.
Dunedain:
(S. “Edain of the West”; sing. Dúnadan). These High Men are
descendants of the Edain who settled the western island continent of
Númenor around S.A. 32. The Dúnedain returned to explore, trade with,
colonize, and later conquer many areas along the western, southern, and
eastern coasts of Endor during the Second Age. Unfortunately, their
hubris and desire for power led them to attempt an invasion of the Valar’s
Undying Lands. As a result, E
RU
(the One) destroyed their home island in
S.A. 3319. Those called the “Faithful” opposed the policies and jealous
Elf-hatred that prompted this “Downfall.” The Faithful were saved when
Númenor sank, sailing east to northwestern Middle-earth. There they
found the “Realms in Exile,” the kingdoms of Arnor and Gondor.
Although sparsely populated, Arthedain (in Arnor) contains the highest
proportion of the Faithful and the most purely Dúnedain culture in all of
Endor. Many “unfaithful” (or “Black Númenórean”)
Ent: (S.
“Onod”) The treeherds of Middle-earth, Ents are among the oldest
and most powerful inhabitants of Arda. (See Sections 3.0 and 5.0.)
Eriador
All of the territory north of the river Isen and between the Blue
Mountains (S. “Ered Luin”) and the Misty Mountains (S. “Hithaeglir”). Its
northern boundary lies along the highland ridge that runs northwestward
from Carn Dûm and reaches to the Ice Bay of Forochel. Some accounts
place the southern border along the line bounded by the rivers Greyflood
(S. “Gwathlo”) and Swanfleet (S. “Glanduin”). Most hold it to be that area
north of Gondor’s traditional western border. Eriador loosely translates as
the “empty Lands” and includes the regions of Minhiriath, Eregion,
Cardolan, Rhudaur, Arthedain, and, by some, Dunland and Enedwaith.
Fangom Forest:
(S. Beard of the Tree) The huge woodland that stretchs
for about a hundred and twenty-five miles along the southeastern flank of
the Misty Mountains, widens to almost one hundred miles at one point.
One of the oldest forests in Middle-earth, it is the home and protectorate
of the Ents. (See Sections 2.1,4.1, and 5.0).
Glade:
Generically referring to any open space in a forest, this word in
Lórien also refers to the various craft and service guilds.
Gondor: (S. “Stone-land.“) The great Dúnadan kingdom that lies west of
Mordor and north of the Bay of Belfalas. It includes a number of regions:
(clockwise from the north) Calenardhon (Rohan after T.A. 2510); An-
orien; Ithilien; Lebennin; Belfalas; Lamedon; Anfalas; and Andrast.
Osgiliath on the Anduin serves as the Gondorian capital until T.A. 1640,
when the throne is moved to Minas Anor (Minas Tirith).
Khazad-dûm:
(Kh. Dwarf-mansion”; S. “Hadhodrond”; W. Dwarrow-
delf’.) It is also known as Moria: (S. “Black Chasm”), the Black Pit, and
the Mines of Moria. Khazad-dûm stands as a citadel, mansion, and city-
hold of Durin’s Folk, the noblest of the Seven Tribes of the Dwarves.
Founded in the early First Age in caves beneath the Misty Mountains, it
overlooks and incorporates the holy vale called Azanulbizar. Khazad-
dûm has since been expanded to include seven principle levels which
stretch the width of the mountain range and extend under the three
mountains Fanuidhol, Caradhras, and Celebdil. Early in the Second Age,
the Dwarves discovered mithril here, and many from the Blue Mountains
migrated to Durin’s home. Khazad-dûm was abandoned in T.A. 1982, two
years after the release of the Bahog. As a realm, it includes the Azanulbi-
zar and all the passages and chambers within the mountains.
Lórien:
(S. “-Dream”.) Also known at various times as Lothloórien (S.
“Dreamflower”). Laurelindórenan (S. “Land of the Valley of Singing
Gold”), Mrinand, Lindórinand (N. “Land of the Singers”), and Dwimor-
dene (R. “Haunted Valley”.) The Golden Wood was formally established
by Galadriel in T.A. 1375, although a number of Nando Elves preceded
her there.
Moria:
(S. “Black Chasm”) See Khazad-dûm above.
Nimrodel:
(S. “Lady of the White Cave”.) A beautiful Silvan Elf of
Lórien, betrothed of Amroth; also a river which runs through the Golden
Wood named after her.
Noldor
: (Q. “The Wise”; alt. “The Deep Elves”.) The Second Kindred of
the Eldar.
Northern
Fields: The land between the Limlight and the Celebrant.
Ost-in-Edhil:
(S. “Fortress of the Eldar”.) Capitol city and citadel of
Eregion. It was inhabited until S.A. 1697, when it was overrun and sacked
by Sauron’s armies.
Silvan:
All of the Elves who are not Eldar.
Sirannon:
(S. “Gatestream”.) The river which runs down from the West
doors of Moria.
West-gate:
The
western entry into Khazad-dûm; also called Durin’s Gate,
the Doors of Durin, the West Door, and the Elven- Door. Flanked by huge
holly trees, this door opened onto a wide road which led to Ost-in-Edhil,
the Eldarin capitol of Eregion.
White Mountains:
(S. “Ered Nimrais.“) Snow-capped mountains which
run arch eastward from the Cape of Andrast and end above Minas Anor
(Minas Tirith), just west of the Anduin. The Paths of Dead cross under the
White Mountains between Harrowdale (on the north) and Erech (to the
south). Alpine in character, the White Mountains rise to heights of well
over I 1,000 feet.
Dunlending:
(Dn. “Daen Lintis.“) A rugged race of Common Men who,
for the most part, migrated out of the White Mountains in the Second Age.
The Eredrim of Dor-en-Ernil are a related folk. Descendants of the Daen
Coenis, Dunlendings have a medium or stocky build, sparse brown hair,
and tanned or ruddy complexions. Men average 5’10”; women stand
around 5’6”. Mostly mountain-dwellers or hill-loving herders, they are
known by various names: Dunmen, Dunnish Folk, Dunlanders, Eredrim,
the Hillmen of the White Mountains, etc.
Eldar (Q. “Elves”; “ People of the Stars”.) The Calaquendi (Q. “High
Elves”), who made the Great Journey to the Undying Lands.
groups survive as
well, living in colonies and independent states such as Umbar.
The term Dúnedain refers to the Númenor eans and their descendants
in Middle-earth, groups which possess considerable physical and mental
strength, longevity, and a rich Elven-influenced culture. Adûnaic is their
native language.
4
Converting Statistics
1.2 ADAPTING THIS MODULE TO
YOUR CAMPAIGN
This module is designed for use with most major fantasy role
playing systems. Since the various FRP rules have their own
particular approaches to combat, spells, and character generation
and development, certain common descriptive terms have been
selected for the individual outlines of places, people, creatures, and
things. Unfortunately, statistical data such as bonuses and charac-
ter “stats” differ widely between systems; after all, they are keyed
to specific game mechanics. ICE has chosen to use percentile
(DlOO) terms as abase, sinceconversion to D20, D18, and D10 can
be achieved with relative ease. (Note Sec. 1.32 for a handy
conversion chart.) Player character and NPC characteristics/stats
are also detailed in one particular manner; again, simplicity and
consistency have been emphasized, and conversion to your game
system should be relatively painless.
Keep in mind that fantasy role playing is by nature a creative
experience, and the individual GM or player should feel free to
incorporate his/her own ideas into their game.
The following steps may be helpful when beginning to explore
the region here described:
(1) Read the entire module to get a flavorful idea of the region;
(2) Reread the sections devoted to notes for the Gamemaster, and
converting statistics for your game system;
(3) Choose the time setting for your campaign. Should you
choose to run a game at the beginning or end of the Third Age,
or early in the Fourth Age, pay particular attention to the
section devoted to this region “at other times.” In fact, this
section will give the GM an idea of the consideration involved
with setting a campaign at any date other than that chosen
here. ICE chose the mid-Third Age as a particularly exciting
era, but you may enjoy another time even more;
(4)
Assemble any source materials you find necessary;
(5) Research the period you have chosen and compose any
outlines you need in addition to the material provided here;
(6) Convert the NPC, trap, weapon, spell, and item statistics to
terms suitable to your game. Note changes in the system you
are using which must be made in order to keep your campaign
in line with the flow of life in Middle-earth;
(7) Create a total setting, using lots of maps to detail patterns and
provide a creative framework. In this way you will have a rich
and consistent world, and the foundation data will give you the
flexibility to detail random areas and events.
1.3 CONVERTING STATISTICS
When using this supplement with your FRP campaign, be
careful to note the character statistics before beginning play.
Should any adjustments need to be made, you may wish to consider
the following guidelines. The material provided is in terms of
percentages and is intended to give the reader a relatively clear
picture of the strengths and weaknesses of the individuals and
creatures discussed. Most FRP systems will relate to the data, and
conversion should be simple; remember, however, that there are
dozens of role playing rules and the change-over from the statistics
given here may be troublesome.
1.31 CONVERTING HITS AND BONUSES
0 When converting percentile values to a l-20 system a simple
rule is: for every +5 on a DlOO scale-you get a +l on a D20.
The concussion hit numbers found in this module represent
general pain and system shock. They cover bruises and small
cuts rather than wounds. Critical strike damage is used to
describe serious wounds and fatal blows. 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, such as TSR Inc.‘s Dungeons
and Dragons®,
simply double the number of hits your characters take or halve
the hit values found in this module.
1.32 CONVERTING STATISTICS FOR
ANY MAJOR FRP SYSTEM
All the statistics and numerical information used in this module
are expressed on a closed or open-ended scale with a l-100 base.
They are designed for use with percentile dice (D 100). Use the
chart below to derive appropriate bonuses or to convert the 1 - 100
numbers to figures suitable for non-percentile systems.
l-100
D 100
D20
3-18
2-12
stat
Bonus
Bonus
stat
stat
102+
+35
+7
20+
17+
101
+30
+6
19
15-16
100
+25
+5
18
13-14
98-99
+20
+4
17
12
95-97
+15
+3
16
-
90-94
+l0
+2
15
11
85-89
+5
+l
14
10
75-84
+5
+l
13
9
60-74
0
0
12
8
40-59
0
0
10-l 1
7
25-39
0
0
9
6
15-24
-5
-1
8
5
10-14
-5
-1
7
4
5-9
-10
-2
6
3
3-4
-15
-3
5
-
2
-20
-4
4
2
2
1
-25
-4
4
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