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 />
Caru the Crow<br />
Saruman learned birdspeech<br />
from Radagast the<br />
Brown Wizard. Saruman’s<br />
own familiar Caru is a crebain,<br />
a carrion bird like<br />
those described on pages<br />
57–8 of Fell Beasts and<br />
Wondrous Magic, but with<br />
+2 Perception and another<br />
7 points in skills. Familiars<br />
are described on pages 72–5<br />
of Paths of the Wise; Caru<br />
himself can be found on<br />
pages 74–5 of that book.<br />
saruman’s items<br />
of power<br />
The White Wizard bears<br />
powerful items he has<br />
enchanted, tokens of his<br />
office as head of the Order<br />
of Istari. Each corresponds<br />
to a new wizard <strong>order</strong> ability:<br />
Saruman’s Staff and Ring<br />
are described on page 77<br />
of The Fellowship of the<br />
Ring Sourcebook. Robes of<br />
Authority are described on<br />
pages 25–7 of Paths of the<br />
Wise. Saruman’s white Robe<br />
of Authority is attuned to<br />
his power and only he may<br />
use it; it is imbued with the<br />
Blinding Light and Defence<br />
abilities. Once he casts it<br />
aside, Saruman crafts a new<br />
many-hued robe, which has<br />
only the Hue Shift ability.<br />
knowledge of art, craft, and lore make<br />
him an ideal mentor for magicians<br />
and loremasters. Imagine Orthanc as<br />
a shadowy academy where students<br />
strive to master their will while resisting<br />
temptation and avoiding their master’s<br />
subtle influence. How long can<br />
students stifle their curiosity about<br />
Saruman’s secretive efforts?<br />
Saruman aS aDverSary: As the<br />
chronicle progresses, the heroes might<br />
begin to suspect Saruman’s motives,<br />
or curiosity might send them into<br />
endeavours that provoke Saruman’s<br />
wrath. How can they escape the<br />
White Wizard’s revenge? Who can<br />
they go to for help? Will any of the<br />
Wise believe them?<br />
d ú aC h, Captain of<br />
guards of isengard<br />
A Dunlending warrior famous<br />
around his folk’s campfires, Dúach,<br />
the Captain of Saruman’s guards,<br />
was born in the shadow of the Ring<br />
of Isengard. He was subverted by<br />
Saruman, who saw his potential as<br />
an ally. Though few in Isengard are<br />
informed of Saruman’s great schemes,<br />
Dúach was brought into the inner circle<br />
to better serve the White Wizard.<br />
His basic statistics are those of a<br />
Dunlending chieftain (see page 91),<br />
with the following adjustments.<br />
aDvancementS: +15<br />
StatiSticS: add elite <strong>order</strong> Captain;<br />
add <strong>order</strong> abilities Air of Command,<br />
Battle-hardened, Leadership,<br />
Tactics 2; Warwise +1; change<br />
Favoured Weapon to Longsword;<br />
change Preferred Weapon specialty<br />
to Longsword; add edge Rank 1<br />
(Captain of Guard of Isengard); add<br />
flaws Arrogant, Fealty (Saruman);<br />
change Armed Combat subskill and<br />
specialty to Blades (Longsword),<br />
+2 ranks Armed Combat, +9 ranks<br />
Inspire, +6 ranks Intimidate, +1 rank<br />
Observe, change Ranged Combat<br />
specialty to Crossbow, +3 ranks<br />
Ranged Combat, +5 ranks Ride, +6<br />
ranks Siegecraft, +1 rank Survival,<br />
+4 ranks Unarmed Combat: Brawl;<br />
+2 Bearing, +1 Strength<br />
equiPment: Masterwork longsword,<br />
masterwork dagger, masterwork<br />
chainmail corselet with<br />
plate, masterwork shield, fine<br />
clothing, badge of the Captain of<br />
the Guard, horn<br />
renown: 2<br />
k h i d i z, m a st e r<br />
o f C r a f t<br />
A Dwarf of the house of Vigdís,<br />
Khidiz has a keen mind for invention<br />
and efficiency, though his<br />
strange ways and stern temper<br />
earned him little esteem among<br />
his own folk. Exiled by his people,<br />
the Dwarf found a home in<br />
Isengard where Saruman gave him<br />
the opportunity to pursue craft and<br />
industry on a grand scale. Khidiz<br />
is a master of gears and cogs, components<br />
of machines to aid in the<br />
speedy production of metalworks.<br />
Khidiz taught Saruman much of<br />
machines, blasting fire, and other<br />
devices, and the renegade Dwarf<br />
was instrumental in shaping this<br />
new ideal of craft. By TA 3000, the<br />
strange Dwarf is noticeably absent<br />
from the forges and foundries he<br />
helped design. Perhaps his Dwarfconscience<br />
could not stomach<br />
working beside Orcs, or perhaps he<br />
learned of Saruman’s secret Dwarfring<br />
and vied for it, to his doom.<br />
Whether Khidiz has perished, fled<br />
Isengard, or is imprisoned deep<br />
under Orthanc the Narrator must<br />
decide. If located, Khidiz could<br />
provide much information about<br />
Saruman’s schemes and devices.<br />
KhiDiz: Male, Dwarf (Vigdís’<br />
line), Craftsman: 25 adv, Armed<br />
Combat: Clubs (Hammer) +9, Craft:<br />
Industry (Wheels and Gears) +12,<br />
Craft: Alchemy (Incendiaries) +12,<br />
Smithcraft +12, Stonecraft +10,<br />
Hatred (Var’s folk), Renown: 4<br />
g á lw a, s t e w a r d<br />
a n d d o o rw a r d e n<br />
The thin, nervous son of a<br />
Dunlending chieftain, Gálwa is<br />
charged with discerning the nature<br />
of guests, opening the door to them<br />
when appropriate, and alerting<br />
Saruman when company calls. Given<br />
the unenviable duty of interrupting<br />
the White Wizard when guests arrive,<br />
<strong>bon</strong> <strong>olivier</strong> (<strong>order</strong> <strong>#42065</strong>) 8