bon olivier (order #42065) 83.114.187.4 - Fan Modules - Free
bon olivier (order #42065) 83.114.187.4 - Fan Modules - Free
bon olivier (order #42065) 83.114.187.4 - Fan Modules - Free
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are arranged. Above this, the Living<br />
Level contains quarters of some of<br />
Saruman’s most favoured servants, as<br />
well as Orthanc’s Council Chamber,<br />
now largely unused. Above the Living<br />
Level is the High Level, where lie<br />
Saruman’s own quarters and a maze<br />
of twisting tunnels that lead to<br />
the chamber where the palantír of<br />
Orthanc is secreted. The highest level<br />
within the tower is the Secret Level,<br />
accessible only by the Long Stair, and<br />
known to few within Isengard. The<br />
Secret Level contains Saruman’s private<br />
workshop, library, and treasury.<br />
the ground leVel<br />
The Ground Level of Orthanc<br />
stands below the level of the main<br />
entrance and has no windows. Indeed,<br />
many who enter the tower believe the<br />
main entrance opens upon the lowest<br />
floor and that all below is foundation<br />
of solid rock.<br />
Storerooms<br />
Two storerooms, referred to as the<br />
North Storeroom and East Storeroom<br />
by those who must differentiate, are<br />
the chief chambers of the Ground<br />
Level. A narrow stair descends to the<br />
North Storeroom from the kitchens,<br />
above. Dark and gloomy, the<br />
storerooms typically remain unlit,<br />
and as they have no windows, servants<br />
descending must carry torches or<br />
lanterns. Pillars connect ceiling and<br />
floor at semi-regular intervals, forming<br />
natural divisions for the storage of<br />
various types of items.<br />
The stores kept here are primarily<br />
consumable: wine, beer, ale, and other<br />
liquids in bottles and kegs line the East<br />
Storeroom, while dry stores including<br />
salted meat, flour, grain, dried fruit,<br />
and the like are kept in the North<br />
Storeroom. Although those who serve<br />
Saruman and oversee these stores are<br />
directed to keep careful inventories of<br />
these rooms, their very age means that<br />
many forgotten items lurk within the<br />
storerooms’ stockpiles.<br />
Chamber of Chains<br />
The Chamber of Chains is one of<br />
the great secrets of Orthanc. It stands<br />
at the exact centre of the tower, and<br />
is perfectly circular in shape. A single<br />
door allows access, but from the outside,<br />
the door so perfectly resembles<br />
the unfinished stone of the North<br />
Storeroom, that only its keyhole is visible.<br />
The Key of Orthanc is required to<br />
open this door, but once unlocked, it<br />
swings inward at the slightest touch.<br />
Inside, the smooth, dark walls rise<br />
to meet the domed ceiling at a height<br />
of 20 feet. The walls are pierced in<br />
16 places, and through these holes<br />
run the chains linking the pillars<br />
along the eight paths that run from<br />
the ring-wall to the tower (see ‘The<br />
Paths’ on page 44). Each chain’s end<br />
is wrapped around a great iron wheel<br />
with a crank of black iron that is<br />
fitted with a lock only the Key of<br />
Orthanc will open.<br />
The wheels are arranged so a<br />
single individual may stand in their<br />
midst with the wheels surrounding<br />
him on every side. When the cranks<br />
are unlocked, the chains can be tightened<br />
or loosened at will. If drawn taut<br />
and reeled in further, the chains will<br />
pull the pillars from their foundations<br />
and cause them to crash down on the<br />
paths, blocking approach along those<br />
routes and injuring anyone standing<br />
thereon. Anyone caught on a path<br />
when its pillars are collapsed must<br />
make a TN 10 Swiftness test to avoid<br />
being hit by chain or pillar for 2d6+3<br />
points of damage.<br />
the entry leVel<br />
The Entry Level is the one upon<br />
which the great doors of Orthanc<br />
open, and is one of the most active<br />
levels of the tower.<br />
Foyer of Orthanc<br />
The great doors of Orthanc open<br />
upon this diamond-shaped hall. Its<br />
ceiling rises twenty feet, capped with<br />
graceful arches and a smooth, pol-<br />
2<br />
The Fortress of Iron<br />
the long stair<br />
Not part of any single<br />
level of Orthanc, the Long<br />
Stair is a single passage that<br />
spans them all. A secret<br />
from all but Saruman’s inner<br />
circle of masters, this long<br />
flight is in most places a narrow,<br />
spiralling iron staircase<br />
bolted to the walls of a natural<br />
fissure that runs most of<br />
the height of the south-east<br />
pillar. At other times, however,<br />
it runs (more or less)<br />
straight to follow the fissure<br />
before resuming its spiral.<br />
In some places the stair’s<br />
fixtures are loose, and the<br />
steps sway alarmingly when<br />
trod upon. Because the<br />
stairway does not fill the<br />
irregularly shaped fissure at<br />
many points along its reach,<br />
it would be possible for a<br />
careless traveller to misstep<br />
and fall past several twists<br />
and switchbacks before<br />
either striking jagged rock,<br />
or landing elsewhere on the<br />
iron stair. Those who ascend<br />
quickly must make TN 5<br />
Nimbleness tests, or fall 1d6<br />
x 5 yards, suffering damage<br />
corresponding to the distance<br />
fallen.<br />
The Long Stair penetrates<br />
to Orthanc’s underground<br />
and ends (or so Saruman<br />
believes; see page 55) in<br />
a chamber known as the<br />
Long Stair’s Foot. Within<br />
Orthanc, the Long Stair can<br />
be accessed only from the<br />
library on the Lord’s Level,<br />
and through the twisting corridors<br />
of the Secret Level.<br />
<strong>bon</strong> <strong>olivier</strong> (<strong>order</strong> <strong>#42065</strong>) 8