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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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