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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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ISENGARD<br />

vas supported by poles cut from the<br />

surrounding woods or brought to<br />

the site by the work detail. Wooden<br />

structures are shabbily built, mortarless<br />

cabins with dirt floors. They are<br />

usually erected without peg or nail to<br />

facilitate tear down, after which the<br />

materials can be dragged across the<br />

Vale by horses or Orcs, and then reassembled<br />

in a new location.<br />

Most tents and buildings serve as<br />

housing and storage, though some<br />

also function as smithies and toolrepair<br />

workshops, stables, and guard<br />

posts. The number of workers manning<br />

these camps ranges from ten<br />

to fifty, depending upon its assigned<br />

task. Long-term details working far<br />

from Isengard also retain a transport<br />

team responsible for hauling the<br />

camp’s yield to Orthanc, and returning<br />

with replacement supplies and<br />

fresh workers.<br />

The camps operate primarily during<br />

the night time hours, although<br />

workers may be forced to work through<br />

the daylight hours when Saruman’s<br />

projects require more materials.<br />

b a r r ow o f t h e<br />

f o r g ot t e n k i n g<br />

In the decades before the War of<br />

the Ring, Saruman has spent much<br />

energy gathering new allies, spies,<br />

and guardians. Though he believed<br />

himself safe within the impenetrable<br />

tower of Orthanc, he knew Nan<br />

Curunír itself must be protected so<br />

that he might amass and equip his<br />

fell armies without interruption.<br />

To that end, he made pacts with<br />

many evil creatures, not the least of<br />

which include a Barrow-wight from<br />

the Barrow-downs in the far north.<br />

Saruman created a new barrow in<br />

the hills along the eastern side of the<br />

Wizard’s Vale and had the ancient,<br />

mummified noble transported to it<br />

in secret.<br />

Since the arrival of the Wight,<br />

tales have circulated among the Men<br />

and Orcs of Nan Curunír of disap-<br />

pearances along the south-eastern<br />

plains of the valley in the deep of<br />

the night—lone travellers as well as<br />

entire squads of the White Hand<br />

have gone suddenly missing, never<br />

to be heard from or of again.<br />

Enemies and allies of Saruman<br />

alike have much to fear from the entity<br />

known only as the Ghast, a being<br />

of great evil and power bedecked<br />

in old ceremonial armour, with the<br />

ability to travel the earth without<br />

even touching the ground. Of those<br />

lost in eastern Nan Curunír, no trace<br />

has ever surfaced, their fates forever<br />

secreted away in the night.<br />

Those unfortunate enough to be<br />

victims of the Ghast are lured or<br />

dragged to its barrow, there made<br />

the victims of dark rites that sap<br />

away their very strength, until no<br />

life remains. Their flesh eventually<br />

decomposes, leaving only their possessions<br />

to recall their presence in<br />

the deep barrow. The Ghast takes<br />

no interest in these items, save as a<br />

measure of his kills. His mound of<br />

treasure ever grows.<br />

The Ghast’s statistics are those of<br />

a typical Barrow-wight, as described<br />

on pages 294–5 of the core rulebook<br />

and pages 14–5 of Fell Beasts and<br />

Wondrous Magic, with the following<br />

adjustments. In addition, the Ghast<br />

knows all of the additional spells<br />

listed in the basic Wight statistic<br />

block.<br />

creature aDvancementS: +9<br />

StatiSticS: +2 Stamina, +2<br />

Willpower, +5 ranks Unarmed<br />

Combat: Brawling (Drain), +4<br />

ranks Armed Combat: Blades<br />

(Longsword), +2 ranks Intimidate<br />

(Fear), +1 point Courage, additional<br />

special ability: Flight (see<br />

page 78 of Fell Beasts and Wondrous<br />

Magic), additional unique special<br />

ability: Drain (see below)<br />

Drain: The Ghast can wring the<br />

strength from a victim’s body by<br />

means of an evil ritual it can only<br />

attempt within its unhallowed<br />

barrow. To do so, the Ghast must<br />

make an attack test to grab the<br />

target (see ‘Grab’ on page 229 of<br />

the core rulebook). Each round<br />

the Ghast may spend a full-round<br />

action to drain a held target of<br />

4 Strength. Victims reduced to<br />

0 Strength must make a TN 10<br />

Stamina test each round to avoid<br />

death, though they otherwise<br />

regain lost attributes normally.<br />

tn equivalent: 20<br />

<strong>bon</strong> <strong>olivier</strong> (<strong>order</strong> <strong>#42065</strong>) 8

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