ABOUT PAUL ART GAME DESIGNPRODUCT LISTART & ILLUSTRATIONLINKSPURCHASE ART


Lord of the Rings

Gorthad
Maps 2L-2M-2N
Previous Revision: None

Descriptions are based on Revised Versions of maps
Dated 1-28 or later.

Gorthad is an outpost belonging to Saruman. Orcs, uruk-hai, wolves and evil humans populate it. The leader is Grimbosh, an NPC orc shaman of limited magical power. If she survives, the character known as AETHELWYN will be found here as a seriously powerful sorceress defending the temple.

Gorthad is dungeon/cavern complex beneath the ruins

The Big Trap
This is a change to map 2f (WAKE UP TROY! it's a change!). If the character AETHELWYN is in the party, NO ORC, URUK-HAI or EVIL MEN encounters will be made in the Barrow Downs. As an agent of Saruman, Aethelwyn is leading the party into a trap. Once the party enters Square 4B-E, 3B-E, 2A-E or 1A-E of GORTHAD, all Orc/Uruk-Hai and Evil man Encounters become active again.
When such an encounter takes place, Aethelwyn disbands and joins the enemy in their attack against the ring bearer’s party. Display text #2379.

Game Balance
This adventure should be a moderate challenge for powerful characters {like Aragorn, Legolas, Gimli, and Elladan & Elrohir, maybe Vandal). It should be a deadly, if not impossible challenge for characters from Hobbiton. Use my enemy choices as a starting place.

Passwords
An NPC in Bree can give the party a password to use to get past the orcs and evil men on map 2F and 2L without conflict.

However, different passwords are needed in the dungeon below.

Dungeon passwords are needed to get past some encounters without conflict and to disarm some traps. While only one password works on any given game day (and following night), there are three passwords to choose from (to confound clue book makers) .The dungeon password that works is chosen when the party reads the Ledger in the Men's Barracks (6B). or randomly.

The dungeon passwords are:
NAN CURUMIR
HORNBURG
ORTHANC

Overall Main Adventure Tasks
Obvious1y, these have been reduced to the abso1ute minimum needed to perform. Side adventures and duplications of tasks due to repeated actions are passed over. Tasks for side adventures are defined for each adventure location.

Map 2L: Ruins
1. Use Password from Bree (see Map 3A adventure) to get past orc or evil man encounters.
2. Get Dungeon Password3 from Evil Men Quarters (6B).
3. Find Secret door in Sharku Shipping (best way in --no orc guards).
4. Enter the Dungeon from either a cave or cellar entrance.

Map 2m: Dungeon Level 1
5. Use SNEAK to enter room #24.
6. Use SNEAK to enter room #25.
7. Use SNEAK to enter rooms #26.
8. Use PERCEPTION on North wall (near orc) to see RUSTY KEYS.
9. Get RUSTY KEYS.
10. Use RUSTY KEYS to open door in area #22.
11. Use RUSTY KEYS to open cell door to cell #22D.
12. Hire NOB APPLEDORE.

Map 2n: Dungeon level 3
13. Speak <Dungeon Password> to Door at area #36 to disarm trap. #4. Use PERCEPTION (Test for DWARF LORE) to detect each of three traps on Fireplace in Room 38.
15. Use DEVICES Skill to DISARM each trap on fireplace in #38. 16. Get Scroll from fireplace
17. Read Scroll to get the Password from the fireplace in Grimbosh's room (38).
18. Open Chest in Room #38.
19. Use PERCEPTION on the chest in room #38 to learn the code for the lever puzzle in Room 30 (WIZARD-WOLF-SKULL).


Map 2n: Dungeon level 2
20. Open Box in area #28B
21. Interrogate Man in area #28B
22. Sneak into area #30.
23. Use PERCEPTION to find Pit Trap mechanism.
24. Set the levers in the proper combination (WIZARD-WOLF-SKULL)
25. Speak the proper password (from scroll in room #38) to the south door.
26. OPEN south door in room #30
27. JUMP chasm to reach area #35
28. READ BLACK BOOK of GORTHAD THREE TIMES
29. USE TORCH or FIRE SPELL Destroy the Black Book of Gorthad in room 30. GO into area #40 (PIT)
31. USE PICKAXE in AREA 40A. 32. GET GOLDEN WHEEL.

LINKS WITH OTHER MAPS

33. TAKE NOB APPLEDORE TO PRANCING PONY IN BREE.
34. USE GOLDEN WHEEL WHERE APPROPRIATE in MORIA.

Gorthad! Locations: Map 2L

1. Super Deadly Orc Encounter
This is the same as the encounter of the same name the found on map 2F description.
Test: If Aethelwyn is in the party, this encounter does not occur, unless the Party has previously entered Gorthad (see The Big Trap above).
2. Lower Cliff Door
Location: This is a visible door on the cliff face below the trail in square 5B.
Art Direction: This should look like an iron bound door in the wall.
Tests: (1) The door is locked.
(2) During the Day, a single evil 8an stands on the path here.
(3) At night, two uruk-hai stand here.
Tasks: Use PICK LOCK skill or Pass Door spell to open the door.
(2) Give White Hand Talisman and proper password to guard.

3. Upper Cliff Door
Location: This is a visible door on the cliff face above the trail in square 4B.
Art Direction: This should look like an iron bound door in the wall.
Tests: (1) The door is locked {used standard door is locked text).
(2) During the Day, a single evil man stands on the path here.
(3) At night, two uruk-hai stand here.
Tasks: (1) Use PICK LOCK skill or Pass Door spell to open the door. (2) Give White Hand Talisman and proper password to guard.

4. Empty Standing Stone Ring
Location: 2E
Art Direction: A standard stone ring, as found elsewhere on the map.
Notes: This ring is empty, nothing happens here.

5. Active Standing Stone Ring
Location: 2E
Art Direction: A standard stone ring (J , as found elsewhere on the moors.
Notes: This ring functions the same as the stone ring described on map 2F (Adventure location 1).

6A. Sharku Shipping Offices
Location: square 3D on Map 2L
Proprietor: Mr. Oldenad
Art Direction: This is a fairly typical one-room store.
Text: When the party stands near the door on the outside, display text #2380. Notes:
(1) A shopkeeper may be here (see text 1).
(2) A letter is here on a shelf behind the counter.
Tests: (1) If the party entered Square 7 (either one) there will be a shopkeeper here. Treat this as a typical shop.
(.) Test to see if the party has destroyed the machine in the mill in Hobbiton. If true then only a few items can be purchased here. If false, just about anything that can be purchased can be had here, including:
ORC LIQUOR: --If used, make Endurance Check. If failed, it does 1d8 points of Endurance Damage and 1 point of hit point damage. If it succeeds, it increases Endurance by 1d8 points.
(2) If the party did not enter one of those squares, the door is locked and the store is empty.
Tasks: (1) Use Perception (or spell Eldar Vision) to find the trap door hidden in the floor.
(2) Moving into a FOUND trap door teleports the party to #14: CELLAR #1 (see revised map).
(3) Get Letter.
(4) Read Letter.
(.) Test to see if the party has destroyed the machine in the mill in Hobbiton. If true the PERCEPTION text message for this room is #2373 & #2374. If false the PERCEPTION text message is #2373 & #2375.

6B. Men’s Barracks
Location: square 3E.
Art Direction: This is a typical building with several man-sized bunk beds and chests inside.
Tests: If the party enters the building without using SNEAK skill, then a large band of very dangerous evil men enter from the doorway and attack.
Tasks: (1) Use SNEAK skill to enter building and avoid attack by evil men. {2) Open locked chests (contents include CLOTHES, 1d10 silver pennies).
(3) One chest contains a LEDGER. Using READ on the Ledger randomly selects and displays one of the three messages listed below. From that point forward, the DUNGEON PASSWORD that corresponds with the selected text holds true for the rest of that DAY. The next day, the Dungeon password changes.
Text #2381 & #2382 (HORNBURG)
Text #2381 & #2383 (NAN CURIMUR )
Text #2381 & #2384 (ORTHANC )

7. Road Check
Location: 1D & 5C.
Art Direction: Typical out-of-repair road
Tests: (1) If the party enters this square, change SHARKU SHIPPING so that it has an occupant
(2) If Aethelwyn is in the party. do not check for password. but instead display text (0) #2371.
Encounters: A very strong party of evil men is located here (no orcs). This party does not attack first (see below).
Staging: (1) When the party enters the square, display text (R) #2370
(2) If the party gives the correct password (types it in as a part of the SPEAK function), then display text (0) #2371.
Tasks: (1) Use WHITE HAND TALISMAN.
(2) Give Password (taken from a paragraph text)

8-10. Ancient Ruins
Location: square 2B (8). 1C (9) and 1E (10) on map 2L.
Tests: (1) If a character has either Human Lore or Ranger Lore. display text *2305.
(2) If it is nighttime, there is a 2 in 4 chance that a Deadly orc patrol will be here (see map 2F description for this encounter).
Tasks: Use PERCEPTION in the square marked “A” to display text #2011.

11. Secret Cave Door
Location: Vertical face of cliff wall in square 1A.
Art Direction: This is cliff.
Notes: The door is locked.
Tasks: (1) USE PERCEPTION -test for Dwarf Lore. If true, display text #2011.
(2) Use PICKLOCK skill and test for possession of LOCK PICK item to open the door.
(3) Use Pass Door spell to move through door without opening it.
(4) Going through door teleports the party to location #29 on dungeon map 2n.

12-13, Lesser Barrow Mound
Location: squares 2A and 1B.
Art Direction: This is a standard barrow mound with the door wide open.
Tests: If it is night time there is a 2 in 4 chance that an orc patrol will enter the square when the party enters.
Tasks: Entering door teleports the character to the corresponding barrow room on map 2n. Square 2A connects to CHAMBER #8. Square 1B connects to CHAMBER #9.

14. Cellar #2
Location: a nebulous location connecting Square 2B on map 2L and a hallway in square 2B of map 2m.
Art Direction: Cellar is moderately debris-filled. This should make moving near the sides of the chamber difficult. The cellar should be separate from the rest of the map. The party teleports to chamber #14A from here. The scale of what lies beyond should not be apparent from this room.
Encounters: A single orc guard is here. He is asleep.
Tests: (1) Room is dark. Test for party having light or ability to see in the dark. Otherwise display moving in dark message and make dexterity checks. If any character trips in the dark. see Test 17 below.
(2) The party enters, Display text .2385.
(3) Test if character is using the ONE RING (is invisible) otherwise. go to test 7.
(4) Test to see if the party used SNEAK skill to enter the chamber.
(.) If yes, the orc remains asleep.
(.) If no, the orc awakens, display text (R) #2909 & #2386 & .2388. No guards appear (yet).
(5) If the orc is not killed in one round of combat, repeat text (0) .2909 & .2388. This time, a Deadly Patrol (uruk-hai & captain) appears through the door and attacks.
(6) The door is not locked.
(7) If the party bumps into any object, the orc guard awakens (as above).
Tasks: (1) Use SNEAK to enter from area #8.
(2) Neutralize the orc in one round of combat.
(3) Pass through the door to teleport into area #4A of map 2m.


15. Cellar #1 (cellar of Sharku Shipping Offices)
Location: Square 3D of map 2n
Art Direction: A fairly standard cellar. A number of boxes lie about in the room. The cellar should be separate from the rest of the map. The party teleports to chamber #23 from here. The scale of what lies beyond should not be apparent from the is room.
Tests: (1) Room is dark. Test for party having light or ability to see in the dark, otherwise display moving in dark message and make dexterity checks.
(2) The door into map 2n is locked.
(3) Test to see if the party has destroyed the machine in the mill in Hobbiton. If true the PERCEPTION text message for this room is #2376 & #2377. If false the PERCEP'I'ION text message is #2376.
Tasks: (1) Use PERCEPTION on boxes. Text is as described for Test 3 above (2) Use PICK LOCK to open door.
(3) Use Pass Door to pass through door.
(4) Go through door to teleport to CHAMBER #23 of map 2n.

16. Cellar #3
Location: a nebulous location connecting area 19, (Square 1C on map 2L) and CHAMBER #19 on map 2n.
Art Direction: Cellar is moderately debris-filled, should make moving near the sides of the chamber difficult. The cellar should be separate from the rest of the map. The party teleports to chamber #19 from here. The scale of what lies beyond should not be apparent from this room.
Encounters: A single orc guard is here. He is alert.
Tests: (1) Room is dark. Test for party having light or can see in the dark. Otherwise display moving in dark message and make dexterity checks.
If the party uses light or any character trips in the dark, see test #6 below.
(2) Test for DWARF LORE. If any character has this skill, display text (R) #2901 & #2387.
(3) Test if character is using the ONE RING (is invisible) otherwise, go to test #4.
(4) Test to see if the party used SNEAK skill to enter the chamber.
(.) If yes, the orc remains quiet-
(.) If no, the orc detects the party, display text (0) #2909 & #2388, from the west door, a Deadly Patrol (uruk-hai and captain) enters through the west door and attacks.
(5) The door is not locked.
(6) If the party bumps into any object, the orc guard yells out (as above).
Tasks: (1) Use SNEAK to enter from area #9.
(2) Neutralize the orc.
(3) Pass through the door to teleport into CHAMBER #19.
17. Cellar #4
Location: a nebulous location connecting area 110, {Square 1E on map 2L) and CHAMBER#20 on map 2n.
Note: Except for connectivity, this is the same as CHAMBER #16 above.

18-19. Emptied Barrow
Location: #18 is at location 2A. #19 is at location 1B. Like the Cellars, they should be located separate from the main map.
Art Direction: These are fairly empty dungeon rooms. Each chamber has a secret door. The empty barrow should be separate from the rest of the map. The party teleports from here to either #18A or 119A as appropriate. The scale of what lies beyond should not be apparent from this room..
Encounters: A deadly patrol of uruk-hai (uruk-hai & uruk-hai captain) is here, unless the guard in the adjacent cellar has summoned them.
Tests: (1) Room is dark. Test for party having light or can see in the dark, otherwise display moving in dark message and sake dexterity checks.
(2) Test for use of SNEAK. If not Used, the uruk-.hai in the room gain a +5 DEXTERITY BONUS for determination of attack order.
(3) If a character is using the ONE RING, the orcs will not detect him, until he opens the door. Even so they cannot see to attack.
Tasks: (1) Use SNEAK to enter the room and attack with a +5 Dexterity Bonus (for determining number of combat impu1ses and order of combat).
(2) Use DWARF LORE in the chamber to display text (0) #2389.
(3) Use PERCEPTION on secret door to reveal it and display text (0) #2901 & #2011.
(4) Move through secret door, teleporting to the appropriate location on map 2n.

20. Guard Chamber
Location: Square 1D on map 2m dungeon room.
Encounters: A deadly patrol of uruk-hai (uruk-hai & uruk-hai captain) is here, unless the guard in the adjacent cellar has summoned them.
Tests: (1) Room is dark. Test whether party has light or can see in the dark. If not, display moving in dark message and make dexterity checks.
(2) Test for use of SNEAK. If not used, the uruk-hai in the room gains a +5 DEXTERITY BONUS for determination of attack order.
(3) If a character is using the ONE RING, the orcs will not detect him, until he opens the door. Even so they cannot see to attack.
Tasks: (1) Use SNEAK to enter the room and attack with a +5 Dexterity Bonus (for determining number of combat impu1ses and order of combat).
(2) Use DWARF LORE in the chamber to display text (0) #2369.
(3) Use PERCEPTION on secret door to reveal it and display text (0) #2901 & #2011.
(4) Go up stairs to teleport to area #17.

21. Warehouse
Art Direction: Put piles of boxes near the walls and a few creating obstacles near the center of the room. Allow room for the party to hide behind boxes. If possible, make it look like stacks of boxes.
Notes: The door to area #22 is NOT locked.
Staging: (1) Every so often, a large band of uruk-hai moves along a path from the top of the room towards the southwest corner.
Tests: (1) Test to see if the party has destroyed the machine in the sill in Hobbiton. If true the PERCEPTION text message for this room is #2376 & #2377. If false the PERCEPTION text message is #2376.
(2) Just prior to the entry of the orcs, test the party for PERCEPTION skill. For the first character that tests true, display text #2910 & #2378.
Tasks: (1) Use PERCEPTION to display the PERCEPTION text (see Test #1 above)
(2) Use HIDE skill when in a location behind boxes to escape notice by the orcs when in this room.

22. Prison
Location: Squares 2D & 2C of map 2m.
Art Direction: These are small cel1s with barred doors. If keys are used to open the cells, the bars disappear.
Encounters: Cells 22A & 22B & 22C are empty. Cell 22D contains BOB APPLEDORE- once an important merchant of Bree.
Tests: (1) Entire room is dark. Do standard test for light in party and display standard text for lack of light.
(2) Test for SNEAK. If the skill is not used, display text #2389.
(3) The door to eastern cells is locked and trapped (flying darts).
(4) The door to the west is not locked.
(5) When the party stands in front of cells #A-C, display text #2392.
(6) When the party stands in front of cell 1D, display text #2381 & #2391.
(7) If the door to Cell 22D is opened, display text #2390.
Tasks: (1) Use RUSTY KEYS to open East Door.
(2) Use PICK LOCK skill to open East Door. This triggers flying dart trap attack.
(3) Use DWARF LORE to detect trap on East Door.
(4) Use TRAPLORE spell to detect trap on East Door.
(5) Use RUSTY KEYS to open Door to open any Cell. This causes bars to disappear. Key can be reused.
(6) Hire NOB APPLEDORE into the party (otherwise he stays in his cell).

23. Central Hall
Location: square 3C of map 2m.
Art Direction: This is a fairly standard dungeon room, put flickering torches on the walls in here.
Tests: (1) Room has light.
(2) Use DWARF LORE in the chamber to display text (0) *2389.
(3)If the party is not using gNtAK, a patrol of orcs coaes down from the north.

24. Entry Hall
Location: Square 4C of Map 2m
Art Direction: This is a fairly standard dungeon room. Torches line the wall.
Encounters: A patrol of orcs is here.

25. Guardroom
Location: Square 4D of map 2m
Art Direction: This is a fairly standard dungeon room. Torches line the wall.
Tests: (1) The door to the north is unlocked.
Tasks:
(2) Moving through the north door teleports the party to the top of the stairs in CHAMBER #31.

26. Officer’s Room
Location: Square 4 D-E of Map 2m.
Art Direction: This is a fairly standard dungeon chamber.
Encounters: A single uruk-hai captain is here. He is asleep.
Notes: Do NOT show the RUSTY KEYS item here. The only way it becomes apparent is if the player reads the right paragraph text.
Tests: (1) Room is dark. Test for party having light or ability to see in the dark, otherwise display moving in dark message and make dexterity checks. If any character trips in the dark, see Test #7 below.
(2) If the party moves adjacent to the wall section that contains the RUSTY KEYS item (i.e.; right next to the sleeping uruk-hai captain), test for PERCEPTION skill. If present in a party member, display text #2381 & #2392.
(3) Test if character is using the ONE RING (is invisible) otherwise, go to test #6.
(4) Test to see if the party used SNEAK skill to enter the chamber.
(.) If yes, the orc remains asleep.
(.) If no, the orc awakens, display text (R) #2909 & #2386 & #2388.
(5) If the orc is not killed in one round of combat, repeat text (0) #2909 & #2388. This time, a Deadly Patrol (uruk-hai & captain) appears through the door and attacks.
(6) If the party bumps into any object, the orc guard awakens (as above).
Tasks: (1) Use SNEAK to enter from area #25.
(2) Neutralize the orc in one round of combat.
(3) Get the RUSTY KEYS. Make a Dexterity Check on the character taking the key. If the check fails, display text (0) #2394. The guard awakens as in text #4 above.

27. Stair to 3rd Level
Location: Square 3A of Map 2m
Art Direction: This is a fairly typical dungeon stair.
Tests: Stair is dark, test for party light or ability to see in the dark. If no light, do extra damage as party falls down stairs.
Tasks: (1) Use Light to illuminate darkness.
(2) Move down stairs to teleport to Hall 27A at the base of the stairs on map 2N of 3rd level.

29. Secret Door to Outside
Location: square 1A of map 2m.
Art Direction: Door is not visible, even when found.
Tests: Door is not locked.
Tasks: Move through door.

Map 2N: Lower Dungeons
Levels of Gorthad

27A. Stair up to 2nd Level
Location: map 2N of 3rd Level
Art Direction: This is a fairly typical dungeon stair.
Tests: Stair is dark, test for party light or ability to see in the dark. If no light, do extra damage as party falls down stairs.
Tasks: (1) Use Light to illuminate darkness.
(2) Move up stairs to teleport to top of stair 27 on map 2m.

28A. Stair down to 2nd Level
Location: square 3C of map 2M. Connects CHAMBER #23 with chamber #28B on Map 2N.
Art Direction: Fairly Typical dungeon stair. Torches line the walls.
Tests: (1) Room has light.

28B. Chest Chamber
Location:
Art Direction: fairly typical dungeon stair. Torches line the walls. Three boxes line the west wall (as close to wall as possible).
Tests: (1) Room has light.
(2) If the boxes are opened, a man moves from 28C into roo. 28B. Next make a check for PERCEPTION skill. If present in any character, display text (0) #2310 & #2378.
(3) If characters have used Hide when the MAN enters the room, they may perform any action without alerting the man.
(4) If the party does not attack the man, he will answer questions.
Tasks: (1) Open boxes. Hone are locked. Each box contains Food. If the boxes are opened. see test #2 above.
(2) Use SPEAK/ASK to question man. GRIMBOSH = #2381 & #2397
BLACK BOOK or BOOK = Text #2381 & #2395
WHEEL = #2396
RING = #2381 & #2398 PIT = #2399
PASSWORD = #2904 & <correct password for today>.
(3) Use ROPE binds the man and ties him up (and uses up the rope permanently).

28C. Empty Chamber
Art Direction: Typical empty dungeon chamber with torches on wall
Tests: (1) Room has light.

30. Large Outer Hall
Location: Square 3D-4D of map 2N, second level.
Art Direction: This is a standard dungeon room lit by torches.
Tests: (1) This chamber has light.
(2) Test for SNEAK skill when entering the area in front of the north opening (30A). If it fails, the guard (0) in area 31 will be alerted and yell out #2909 & #2388. In sequence, an patrol of orcs comes from the north entrance and a deadly patrol of uruk-hai comes from the west entrance.
(3) The door to the south is LOCKED. It will not open unless the correct task is done.
(4) The door to Room #39 is locked (standard locked door message if tried).
Tasks: (1) Use PERCEPTION on north section of east wall to find the secret door that covers the trap mechanism. Display text #2381 & #2400.
(2) Tell the computer which three levers will be pulled. This must be done three times. The correct sequence of levers is WIZARD, WOLF, and SKULL. After each lever, display text (R) #2402.
(.) If this sequence is put in correctly, display text (0) #2403. Pit trap #33 will not function now.
(.) If this sequence is put in incorrectly, display text (R) #2404. This is a nasty trap that does seriously deadly damage to the party.
(.) If this sequence is put in as WIZARD, DWARF, ORC, then a Deadly Patrol of orcs shows up immediately and attacks.
(3) Use password taken from area #38 to open the locked south door to the Temple area. Essentially SPEAK “<password>” to DOOR.
(4) Trap lore spell or DWARF LORE used on the secret door that hides the Pit Trap mechanism revea1s the presence of a trap. However, no use of skills will undo the trap.
(5) Moving in front of the door to the south causes text (0) #2381 & #2405 to display. Make a Will check against each character. Each character that fails loses 1 WILL point.
(6) Use Pick Lock skill or Pass Door ability to go through.

31. Outer Cave
Art Direction: This is a natural cave, with torchlights. A stone wall blocks the east end of this part of the cave. Doors seal off both ends. This is an orc barracks, so any non-blocking debris you want to put here for appearance is fine (bones, skulls, bottles, etc. ) A stair rises to the south.
Encounters: There are always two orc guards in here, as marked by "0" on the map. Tests: (1) Cave has light.
(2) If Daytime, put as many orcs as physically possible in here sleeping (maybe use background pattern graphics?).
(3) If night Time, the room is empty except for the guards.
(4) When the party enters this chamber, test f or DWARF LORE. If a character has it, display text (0) #2901 & #2387.
Tasks: (1) Move through WEST door to teleport to area #2 (lower cliff door) on Map 2L.
(2) Move through the EAST door into area #32.
(3) Climb the stairs up to a door. Go through this door to teleport to Room 25 on Map 2M.

32. Inner Cave & Pit
Art Direction: A cave with Torches. A big pit fills auch of the upper area.
Notes: orcs in the upper area of the chamber cannot see or sense characters in the lower level (not until they climb the stairs).
Tests: (1) If nighttime, as many orcs as possible are milling around in here. Moving about animating in place, etc. Some orcs go into the pit. Others come out.
(2) If daytime, the room is empty except for the guards. {3) The room has light. Tasks:
(1) Use PERCEPTION on the pit. Display text {R) #2406.
(2) nove onto one of the ladders near the pit to teleport to CHAMBER #40, the PIT !

33. Pit Trap
Location: Square 3C of map 2H, 2nd level.
Art Direction: This is normal appearing floor until the party walks on it, which trips the trap (unless it has been disabled --see Chamber #30 above). When the trap is tripped, change this into a pit of flames (lots of fireplaces or torches dancing and animating all at once.
Tests: (1) Room is dark, test for light or see in the dark skill among the party. If no light, then do normal text warnings and tests for darkness.
(2) Test to see that the trap has been disabled by the mechanism in Room #30. If not, the pit trap takes effect when the party enters it (fire). The fire does very nasty damage to the party and forces the survivors back closer to the door.

34A. Temple Hall
Location: Square 2C of Map 2N, 2nd level.
Art Direction: A typical dungeon hall, without light.
Tests: (1) Room is dark, test for light or see in the dark skill among the party. If no light, then do normal text warnings and tests for darkness.
(2) Test for light again if the party enters any of the stairs in this area. If so, they fall down the stairs for extra damage (ouch! Bump, tumble, ouch!).
(3) If there are any elves or dwarves in party, display text #2901 & #2408, with the first character who tests true as the speaker.

34B. Base of Stairs in Temple Hall
Location: Squares 1B and 1D of map 2N. 2nd level.
Art Direction: A typical dungeon ball, without light. A gaping chasm separates the hall from the altar area of area #35.
Tests: (1) Room is dark. Test for light or see in the dark skill among the party. If no light, then do normal text warnings and tests for darkness.
(2) If the party has light when they move next to the gaping black chasm, display text (R) #2023.
(3) When the party enters this area, display text #2409.
(4) Use JUMP to reach area #35.

34C. Lower Temple Hall
Location: Squares lC of map 2N. 2nd level.
Art Direction: A typical dungeon hall, without light. A gaping chasm separates the hall from the altar area of area #35.
Tests: (1) Room is dark, test for light or see in the dark skill among the party. If no light, then do normal text warnings and tests for darkness.
(2) If the party has light when they move next to the gaping black chasm, display text (R) #2023.
(3) Use Jump to reach area #35.

34D. Near the Top of the Stairs in Temple Hall
Location: Squares 2B and 2D of map 2N, 2nd level.
Art Direction: A typical dungeon stair, without light.
Tests: (1) Room is dark, test for light or see in the dark skill among the party. If no light, then do normal text warnings and tests for darkness.
(2) If the party possesses the BLACK BOOK when they enter this square, the Aethelwyn Encounter occurs (see below).

35. Shrine of the Black Book of Gorthad
Location: Square 1C on level 2 of 11ap 2N.
Art Direction: The floor of the room should have a smooth or slick look to it if possible (something different from the standard floor). A large book lies open on a pedestal here. The book is an item and can be taken from here (assuming the player is unwise enough to do so). A grotesque statue would be nice, but it's a low priority item.
Tests: (1) Before any action can be performed, make a dexterity check. If the check fails, display text #2410 and do not perform the action. The character's action during that round is lost.
(2) At the beginning of each combat round, check each character for WARM CLOTHES. If no WARM CLOTHES, check Endurance attribute. If the check fails, do one point of damage to the character's Hit Points and display text #2411.
(3) Count the number of Times Black Book is used. If the count reaches three, then the Aethelwyn Encounter occurs (see below).
Tasks: (1) Use JUMP to reach area #34B or #34C.
(2) Get Book.
(3) READ Book. If NOB APPLEDORE is in the party, display text #2910 &
#2417, then depending on the time the book is read, display the appropriate text (note after the Fourth reading, randomly select items 1st through 3rd thereafter).
1st Time: display text #2412 & #2381 & #2413
2nd Time: display text #2412 & #2381 & #2414
3rd Time: display text #2412 & #2381 & #2415
4th Time: display text #2416.
This switches a flag that alloys the party to USE the book, grants WIZARD LORE skill to the party member who actually READS the book and automatically puts the book in the inventory of the character who READS this. If the character has no room in his inventory, discard the FIRST item in inventory and replace it with the book. Thereafter, USE BLACK BOOK becomes an event, which places a number of EVIL SPELLS (to be determined) into the character's spell list. If the character attempts to discard the book, make a WILL check at +10. Failure at check means display of text #2022.
(4) USE FIRE SPELL on Black Book. Magical attack is made as it attacking a Level 7 character. If the attack succeeds, the Book bursts into flames and does magical trap damage to all characters in spell caster’s party. Display text #2432.
(.) The floor in the area is no longer icy and slippery.
(5) USE TORCH on Black Book. Character must make a WILL check. If it fails, the character READS the book (automatically). Display text #2433. If the Will check succeeds, the book is destroyed and does magical trap damage to all characters in spell caster’s party, display text #2432. See READ BOOK above for what happens when the book is read.


Aethelwyn Encounter
When a test for the Aethelwyn Encounter is true, begin here.

If the party is in area #34D, Aethelwyn and her allies move to appear at the top of the stairs above them.

If the party is in area #35, Aethelwyn moves to appears at the base of one of the stairs. Her allies surround here and block exit on the other side of the hall.

Aethelwyn is really a powerful sorceress-- nearly as powerful as Gandalf, but not quite. She is accompanied by as many nasty uruk captains as possible to make a truly deadly encounter.

(1) When Aethelwyn is in place, display text (0) #2905 & #2418 with Aethelwyn as the speaker .
(2) If an Elf is in the party, display text (0) #2903 & #2419
(3) If no one in the party gives the BLACK BOOK to her (assuming that they even can give it), Aethelwyn says #2910 & #2420.
(4) The party can attempt one action at this point.
(5) The next round, Aethelwyn says #2903 & #2421! At this point. Aethelwyn and her comrades begin to attack the party.

COMBAT NOTES:

(1) All the orcs/uruks are armed with bows. Even those not in the front ranks may attack as long as a line-of-sight is established with the party.
(2) A character on the stair that attacks a target to the south of it bas a +30 attack bonus.
(3) A character on the stair that attacks a target to the north of it bas a -20 attack penalty.
(4) Aethelwyn hangs back and attacks with evil spells.


39. Aethelwyn’s Chambers
Location: Square 3D-E of map 2N, second level
Art Direction: This is a dungeon room, that has the appearance of being a bedroom with various “homey” bits of furniture in it (if possible). Include a bed and desk.
Tests: (1) Room is darkened, test for light. If no light display standard darkness warnings and do standard darkness checks.
(2) When the party enters (and has light). display text #2381 & #2422.
Tasks: Use PERCEPTION on the Desk to display text #2423.

MAP 2N: 3rd Level

36. Trap
Location: Location 4A on Map 2N, third level.
Art Direction: Looks like standard dungeon hallway. If the trap springs, deadly poisoned spears shoot out of the walls.
Tests: (1) If the party does not say the day's Password before opening the door, the Trap springs and attacks the party for deadly damage.
Tasks:
(2) Say the day's password before attempting to open the door.

37. Ceremony Chamber
Location: Location 5A of map 2N, 3rd level.
Art Direction: Looks like a standard dungeon chamber.
Encounters: (1) Unseen spirits fill the room. they have no physical body (maybe sparkling lights?). When the party enters, they attack. Their attacks drain both WILL and ENDURANCE attributes, not hit points. The only way to attack back is to use one of the special defense skil1s, like Iron mind. When they attack, display text #2431
(2) A deadly party of Big Orcs is in here. After two rounds.
Grimbosh,. a powerful NPC orc shaman appears at the east door and attacks with his relatively powerful evil magics (no where near the power of Aethelwyn) .Assume he already has several kinds of protective magics in place (that protect him against physical and magical attack).
Tests: (1) The room is dark. Make standard test for light or see in the dark ability.
(2) When the party enters the chamber, display text #2361 & #2424
(3) Door to area #38 is not locked.

38. Grimbosh’s Room
Location: Square 5C of map 2N. 3rd level
Art Direction: This is a standard dungeon room with a fireplace, a bed and a chest.
Tests: (1) The fireplace is a particularly nasty trap (I took this from a module I wrote about 9 years ago). There are three separate traps on the secret compartment above the fireplace. They do not all spring at once, but instead spring in sequence, each Time an attempt to open the fireplace is made.
First Trap: Deadly Poison Pin- affects only the opening character.
Second trap is a trapdoor that drops the party into a pit.
The third trap is a crossbow that fires at the opener. Three separate uses of Perception with Dwarf Lore or Trap Lore are needed to find these traps.
Tasks:(1) Use PERCEPTION (test for DWARF LORE) on Fireplace to detect POISON PIN.
(2) Use DEVICES skill to remove trap.
(3) Use PERCEPTION (test f or DWARF LORE) on Fireplace to detect TRAP DOOR trap.
(4) Use DEVICES skill to remove trap.
(5) Use PERCEPTION (test for DWARF LORE) on Fireplace to detect CROSSBOW TRAP.
(6) Use DEVICES skill to remove trap.
(7) Get Scroll, display text #2426
(8) Read Scroll, display text #2425 & #2381 & (randomly select from text #2427, #2428 & #2429). Once chosen here, set the South door Password in Chamber 30 at #2427 = LUGBURZ, #2428 = GROND, #2429 = MORGOTH.
(9) Open Chest (it is locked)
(10) Use PERCEPTION on the inside of the chest to display text (R) #2381 & 2430.

40. The Pit
Location: Reached by teleporting from CHAMBER #32.
Art Direction: This is a dark, gloomy pit with several smaller pits dug into the floor. Piles of rubble are everywhere. Ladders are found on the north and west walls of the pit. The pits are filled with bubbling water.
Notes: Put at least two PICKAXES and a SHOVEL in the pit.
Tests: (1) If a character has both DWARF LORE and PERCEPTION skill when he moves into area 40A, display text #2353.
Tasks:
(2) Use PICKAXE here to display text *2381 & #2407. Make an Endurance check at +10 for all characters. Those who fail take Hideous amounts of damage to their hit points. This is intended to be a party-killing trap. Set flag MORIA DOOM to true (this has an effect on Map 5). Characters who survive this terrible thing will find the GOLDEN WHEEL (an artifact which has usefulness in MORIA).

BACK

Copyright ©1991 Interplay Productions, Inc.


Legal contact HOME
Copyright © 2002 Paul Jaquays