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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 />

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

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