The Shadow Over Dale
The Shadow Over Dale
The Shadow Over Dale
SHADOW
OVER DALE
An Adventure For
The Lord of the Rings Roleplaying Game
This adventure is for use with The Lord of the Rings Roleplaying Game, published by Decipher, Inc. It is made freely available
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THE SHADOW OVER DALE THE LORD OF THE RINGS ROLEPLAYING GAME
SUMMARY
In the north-east of Middle-earth lies the kingdom of Dale, a bustling community of
woodcrafters and tradesmen who often, of late, pause to gaze eastward with concern. For
countless hordes of Easterlings, long under the domination of Sauron the Deceiver, are
marshalling their strength inside the borders of Rhn, waiting for the signal to descend upon
the West.
The adventure begins with the player characters in Esgaroth (Lake-town). Someone or
something has razed several outlying settlements of Dale, looting the buildings and putting
everyone to death. King Brand has decreed that a scouting party must investigate the cause of
the attacks and return to him with the information.
Over the course of this adventure, the heroes travel through the lands of Dale,
encountering challenges along the way. After passing the easternmost fringes of Dale and
moving into the far western reaches of Rhn, they encounter a tribe of Men who at first
appear to be forces of Sauron, but are, in fact, a forgotten people of mixed descent.
The heroes, initially at odds with this tribe, soon learn that these Men have also suffered
attacks on their homesteads. The heroes discover that an advance Easterling force probing the
borders has made these attacks, estimating the strength of the Bardings (the Men of Dale).
The heroes and their allies have an opportunity to strike first, potentially delaying the
Easterling onslaught and buying the Bardings more time to prepare for the coming war.
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caravans. The forces of Dale are spread thin, so King Brand needs the heroes to fulfil this
mission.
If the heroes resist taking on the mission or push for some form of reward, King Brand
simply dismisses them, muttering about how many have proven unreliable in these dark days.
Allow the reluctant heroes to return to whatever lives they had before arriving at Esgaroth,
and encourage the players to create heroic characters who would be willing to undertake King
Brand's mission.
If they accept the mission, they see a smile cross King Brand's face. He thanks them and
suggests they travel first to Lunn Doring, the most recently destroyed village. It is their best
chance for useful clues, as summer showers have washed away any evidence from the other
ruined villages. If the heroes choose to pursue a different path, they're welcome to do so.
Adjust the following scenes accordingly, but make sure that somehow, the heroes eventually
end up at Lunn Doring.
King Brand can provide the heroes with basic gear as needed, but does not have armour,
weapons, or horses to spare. The heroes have to make do with what they own or can purchase
in Esgaroth prior to leaving. If the heroes ask for one, the King provides them with a map of
Dale that points out several outlying communities as well as the destroyed settlements.
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The wolves fight until half their number are dead, the remainder fleeing into the night.
After the attack, the heroes can attempt a TN 10 Survival (Plains) or related test. Anyone
who succeeds realises the attack was highly unusual behaviour for wolves. It's possible that a
cruel master or some form of evil sorcery forced the wolves to attack.
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Doring. They have suffered attacks on their homes, and want to capture the heroes for
questioning. (They initially assume the heroes are responsible for the attack on Lunn Doring.)
Ten of these fighters initially attack, unless you believe more will be required to subdue
the PCs. If the heroes make a fight of it, a second troop could arrive in 10 rounds. Observant
heroes should be able to note that the Abrlinds are hitting to stun, not kill.
Whether the heroes surrender or are beaten into submission, their captors bind them,
confiscate their gear and horses, and march south to their encampment on the northern shore
of the River Running. The Abrlinds do not converse with the heroes during the hour-long
trip, but offer water and bandages if the heroes need them.
ABRLINDS
RACE: Men (Middle Men: Northmen)
RACIAL ABILITIES: Adaptable (+2 Stamina), Dominion of Man, Skilled
ATTRIBUTES: Bearing 7 (0), Nimbleness 6 (0), Perception 8 (+1)*, Strength 7 (0), Vitality
8 (+1), Wits 8 (+1)*
REACTIONS: Stamina +3*, Swiftness +1, Willpower +1, Wisdom +2
DEFENCE: 10
ORDER: Warrior
ORDER ABILITIES: Evasion
ADVANCEMENTS: 0
SKILLS: Armed Combat: Blades (Longsword) +3, Craft: [Various] +2, Healing (Treat
Wounds) +1, Inspire +1, Language: Easterling +6, Language: Westron +2,
Lore/History: Rhn (Abrlinds) +4, Observe (Spot) +3, Ranged Combat: Bows
(Shortbow) +3, Ride (Horse) +2, Survival (Plains) +2, Weather-sense +1
EDGES: Wary
FLAWS: None
HEALTH: 8
GEAR: Longsword, spear, small shield, leather armour, shortbow, 20 arrows
The Abrlinds are a mixed race of Middle Man and Easterling descent all but forgotten
by both the Free Peoples and the forces of Darkness. The Abrlinds are named for Abrl, the
chieftain who united a handful of mixed-heritage tribes and embraced both cultures rather
than suppressing one over the other. As a result, the Abrlinds exhibit a mix of Easterling and
Northman influences in their mannerisms and culture.
The Abrlinds live in an isolated and little-travelled area of Middle-earth, and are content
to farm their lands and trade occasionally with nearby communities in both Dale and Rhn.
Unfortunately, they are just within Easterling borders, and are often the victims of the
occasional raiding party. During the War of the Ring, the Abrlinds are likely to be among the
first people overrun by the Easterling onslaught.
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STRENGTH: 6
TOUGHNESS: 8
MOBILITY: 6
MORALE: 10
GEAR: Battle axes, large shields, and scale mail.
You can also use the new mass combat rules in the Helms Deep sourcebook to adjudicate
the battle. In that case, this is a skirmish scale combat on Plains terrain. Use the abstract battle
resolution mechanics; the terrain is not varied enough to warrant the tactical method. The
Easterlings having the advantage of being Entrenched but the disadvantage of having their
Escape Blocked by the rivers. The Easterlings also count as leaderless, as their commanders
have gone off to report the results of their raids to their masters. The Abrlinds are Noble-led;
Arlin has Rank 1 for those purposes. The battle sheets are as follows.
With slightly superior numbers, the heroes and their allies should carry the day. Try to
give each hero a moment in the spotlight, as he or she rallies troops, engages the enemy, or
otherwise gets involved in the battle. If the Easterlings lose more than two-thirds of their
force, the remainder break and run. Should the heroes and their allies somehow lose the battle,
the remaining Abrlinds retreat to their homes while the heroes must escape and return to
King Brand with dire news.
CONCLUSION
With a victory over the Easterling army and the threat of invasion stymied for now, its
time for the heroes and their allies to make their good-byes and return home. The heroes need
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to return to Esgaroth and report to King Brand, while the Abrlinds need to return to their
settlements to prepare for the inevitable counterattack.
The Abrlinds are more than willing to split the spoils of victory. The Easterling camp
contains a wide variety of weapons, armour, food, clothing, and other sundry supplies. There
is only so much the heroes can take with them, however, so if they try to load up on gear,
enforce the penalties for encumbrance. A large quantity of copper and silver penniesno
doubt looted from the raided settlementsis also found. Arlin takes only 20 percent of the
money and asks the heroes to return the remainder to King Brand, as it is the Bardings who
have suffered the greater losses.
At this point, it's up to you to determine where to go next with the story. Is this the first
chapter of a longer chronicle detailing an extended military campaign in the north-east? Or is
it simply a one-shot for your group of heroes as they wander Middle-earth in search of
adventure?
REWARDS
In addition to successfully navigating the various scene goals, the players should receive
experience for the primary objective of finding the root of the attacks and telling King Brand
as well as the secondary objectives of arriving safely in Lunn Doring, befriending the
Abrlinds, and defeating the Easterlings in battle. Furthermore, if the heroes return all the
money recovered from the Easterling camp, award each hero another 100 experience points.
None of the heroes receive this bonus if any of the recovered money is spent or kept.
Finally, each hero who returns to Esgaroth to report to King Brand receives one point of
Renown for being part of the scouting party delivering the news that could save the entirety of
Dale from invasion and destruction.
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