Brigans of Mirkwood (MERP ICE #8090) by Charles Crutchfield

By Charles Crutchfield

This complement is determined within the such a lot outstanding city of southern Rhovanion. chance the gullies and ravines that shape the streets of Strayhold, a number of miles south and east of Mirkwood. referred to as by means of many names, few of that are complimentary, it really is domestic to rankings of retailers and guests who ply the line to Rhûn. It additionally harbors an unsavory lot of highwaymen, petty thieves, and beggars. Brigands positive factors 3 entire adventures. All are self-contained, and will simply be utilized in different locales.

The cost of Strayhold, with its rag-tag choice of constructions, has the air of a depressing carnival. For first time friends, its corduroy streets shape an intimidating labyrinth full of hawkers and revellers. Strayhold's outlets cater to vagabonds and rogues out to spend their ill-gotten profits and to visitors searching for pleasure or infrequent items. All demeanour of products can be found in the tangled streets; the range from pleasant and priceless to risky and lethal. regrettably, lots of the population lean towards the latter.


- 2 FULL-COLOR PAGES: that includes a fantastically particular urban map, and a space map of southern Mirkwood
- significant LAYOUTS: detailing an evil magician's citadel, the massive Rogue's Clan-hall, the offended Horse resort; plus magnify city-sections
- STRAYHOLD: a impolite group to not be forgotten, and never to be taken lightly
- three whole ADVENTURES: The expedition to Strayhold, Raid at the Rogue's Clan-hall, The citadel of Leärdinoth

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Extra resources for Brigans of Mirkwood (MERP ICE #8090)

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3 RESCUE FROM THE BROTHERHOOD The abduction of a friend of the PCs by the Torturers could spur this excursion. 0 for the raid on the Rogues Clan. The Brotherhoods, however, are not as numerous as the Rogues, and their home is not so strong. For a powerful party the main challenge will not be getting in and out alive, it will be finding the prisoner that they seek while he still breaths. For this they need be sure that no warning comes to the Shadows for any carelessness will change the mission from a rescue to simple revenge.

Once in the castle there will be only a small element of chance involved in the flow of battle. The GM will have to keep track of the manipulation of forces by Pochak and the actions of Telleman. Both will use strategy if circumstances allow, but they will not work as a team. If he can, Pochak will use the interconnecting chambers 2, 4, and 6 to pitch a battle. Telleman should be allowed to use the balcony of the Great Hall to launch spells against the raiders. Finally, as the party passes through the bedroom of the Mage he will arrive himself, landing on the roof above with his Fell Beast.

Here Leardinoth's rude guards while away their off-duty hours. The chamber, as might be expected, is strewn with the filth that this breed always generates. The off-duty guards, unless they are asleep upstairs, can usually be found here gambling or fighting amongst themselves. At any given time there will be about seven present, three of lowest rank, three of middling status and one leader. At mealtimes they stoke up the great firepit at the room's center to cook their unsavory victuals, an activity which keeps the juniors busy while the higher ranks call uncouth encouragement.

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