Ready-To-Run Adventures
Encounters in the Northern Angle
Any encounters in the northern half of the Angle, that area comprising the border and enemy occupied regions, will
most likely be with one of the opposing factions in the continuous border war. Hillmen raiders, Dunlending marauders,
Red Lance long-range patrols and Orcish scouting parties can all be encountered with some degree of regularity.
Occasionally, beleaguered travelers may be rescued by a wandering party of elves or a band of Arthedain's famous
Rangers. Wild animals are also prevalent and seen fairly often in this locale since there are so few hunters to
keep their numbers down.
Encounters should be rolled for every 8 miles or every 4 hours, whichever is the most relevant.
Encounters Base 15% chance |
| Roll |
Encounter |
Number encountered |
| 01-03 |
Natural Hazard |
* |
| 04-10 |
Wolves |
7-15 |
| 11-13 |
Crebain |
100-200 |
| 14-17 |
Bears |
1-2 |
| 18-21 |
Wargs |
5-10 |
| 22-25 |
Elk/Moose |
1-60 |
| 26-30 |
Losrandir |
60-200 |
| 31-32 |
Boars |
1-3 |
| 33-34 |
Dangerous Snakes |
1-4 |
| 35-40 |
Other animals |
** |
| 41-50 |
Hillmen raiding party |
5-10 |
| 51-60 |
Dunlending marauders |
10-15 |
| 61-65 |
Merchants/Peddlers |
1-4 |
| 66-74 |
Red Lance patrol |
5 |
| 75-83 |
Orcish patrol |
5 |
| 84-86 |
Forest Trolls |
1-4 |
| 87-88 |
Hill Trolls |
1-3 |
| 89-90 |
Stone Trolls |
1-2 |
| 91-93 |
Dwarves |
5-8 |
| 94-96 |
Hobbits |
2-6 |
| 97-98 |
Rangers of Arthedain |
2-5 |
| 99 |
Elves of Rivendell |
1-5 |
| 00 |
Special |
** |
| *There is no number encountered for this entry |
| **The number encountered is determined by the choice of encounter and entirely up to the GM |
Encounter Descriptions
- Natural hazard - this could entail any number of things ranging from a violent tornado to a summer
thunderstorm. Flash floods, avalanches, animal stampedes and sudden snowstorms are also possibilities. If
the GM desires he can make this encounter more of a regional affectation such as a drought or monsoon type
conditions. This would affect the players in a general sense in that they would have to cope with the
consequences of these catastrophes, such as a lack of food or destroyed bridges and roads.
- Wolves - a roving pack of wolves on the hunt for food is a frequent encounter in the wilds of
Eriador. These packs will not directly attack groups of more than a few individuals, however if they sense
or smell wounded members of a party, they would probably shadow the party for several days in the hopes of
getting an easy kill. The near constant howls of a wolf pack in the middle of the night can be very
disturbing. A normal pack will consist of between 7-15 wolves led by an alpha male.
- Crebain - there are always several flocks of crebain flying throughout southern Rhudaur and the
Angle. Most are just looking for food, however some flocks have been summoned by dark spell casters and
sent on more devious missions. An encounter with a band of these flying creatures will most certainly portent
some bad event, whether they be observing the party for one of the more powerful users of magic or merely
waiting for the right moment to swoop down and attack. Wise characters would do well to avoid any meeting
whatsoever with these evil avians.
- Bears - this encounter will only happen during the spring, summer and autumn months, unless the
characters decide to camp in a cave during winter. Usually only one bear will be encountered, but sometimes
a mother will have a cub or two with her. These are the worst times to meet a bear, as the female will be
very aggressive and twice as powerful. In the event of a chance meeting with this group, GM's should add to
the overall Hits of the mother and lessen the effects of any stunning critical. However, if there is an
Animist in the group, this would be a perfect opportunity to acquire some young bears to train as pets or
guardians.
- Wargs - similar to the pack of wolves described before, however there is one major difference. This
pack is led one or more true Wargs and consists entirely of male wolves that have been kicked out of their
packs by the alpha male. Typically, to create a pack with which to perform whichever service they have been
commanded to do, a Warg will roam the countryside attracting cast-off males. After enough have been
collected, the Warg will assume his mission and perform it or die trying, sacrificing as many wolves' as
necessary. Most often, the mission is merely to harass human settlements and travelers, but sometimes the
wolves are given more specific missions. The intelligence of the Warg leader must not be overlooked when
dealing with this encounter, as the Warg will be knowledgeable about humanoid behavior and their resultant
strengths and weaknesses.
- Elk/Moose - Very often travelers will encounter one or more elk or moose in their journeys through
the wild. Elk tend to group in large number for protection, while moose are more reclusive and usually feed
alone. An encounter with one of these large animals would be a perfect opportunity to eat some fresh meat
and procure some extra warmth or coin by curing their thick pelts. These pelts are not necessarily expensive
when sold, since there are so many of them, but will put a few coppers in the money purse.
- Losrandir - by far the most numerous of the herd animals, these herbivores are hunted by Hillmen,
Dunlendings, Eriadorans and Northrons alike. The meat they provide is considered a delicacy even though it
is a little "gamey". Their pelts, like those of the elk and moose, are not overly valuable but will furnish
the wearer with an extra measure of warmth during the winter months.
- Boars - these wild animals scour the countryside in their hunt for food under the ground. They are
tough to kill and can be quite deadly to an inexperienced hunter. A boar spear is usually required to finish
one of these powerful animals off. A dead boar will provide the party with a bounty of flavorful meat as
well as tusks, which can usually be sold to a shaman or herbalist, who will then grind the tusk into dust for
potions.
- Dangerous snakes - this rare encounter is of interest to the party in only a few instances. They
will only be encountered under certain circumstances, such as sunning themselves on a rock that the party
passes by or if the party decides to explore a small cave in the hopes of camping there. Another great use
for this encounter is during the night when most of the party is asleep. The snake, being attracted to the
light, crawls into one the sleeping bags of one of the party. The resulting pandemonium should be enough to
wake up all of the party members (hopefully someone will have an antidote for the poison!). An experienced
Animist could probably secure a small amount of the snake's poison for future use.
- Other animals - this encounter is totally up to the discretion of the GM. Some suggestions include
rare, valuable animals, such as a mink, or perhaps a trainable animal for use as a pet or familiar. Another
example could be various omens of good or bad luck, such as a flock of geese on its way south or a circling
vulture. The group might even see a Great Eagle up in the sky. This encounter should be more than just
seeing a squirrel in the trees or anything else that is commonplace in the wild and does not justify its own
description.
- Hillmen raiding party - Broggha, Targ-arm of the united Hillmen clans in Rhudaur, regularly sends small
bands of Hillmen south into the Angle. These bands have dual purposes, the most important being
information-gathering. Broggha needs detailed information about the enemy forces in the Angle so that he may
determine his policy towards his fellow Rhudaurim. Technically, he is a vassal of Ermegil Stonearm, however
he does not trust or owe any real allegiance to this man whom he despises. To protect himself from subversion
and misinformation on the part of Ermegil, he acquires information on his own without any help or interference
from Ermegil's intelligence sources. These raiding bands also have free reign to plunder any and everything
in their path. Worked iron goods, money and slave-women are all among the most prized possessions of the
Hillmen and are always taken back to the Trollshaws as spoils. Many of these goods cannot be crafted by the
Hillmen and so must be acquired elsewhere. If a party of Hillmen detect a group of travelers and deem them to
be weak enough to attack, they will shadow the group until nightfall and make a nighttime assault. If the
group looks too powerful for the Hillmen to handle, they will attempt to evade and hide from the group.
- Dunlending marauders - of the seven Dunlending tribes currently dwelling in middle Rhudaur, only five
answered the call to war by the king. The other two are very independent and have determined that now is a
perfect time to raid south into the Angle on their own. Rightfully believing that the invading army of
Ermegil will tax the ability of the "lower Angle dwellers" to defend themselves to the limit, they
feel that now is the best chance for some easy booty. To this end, small bands of Dunlendings, usually
representing one family, or clan, within the tribe, have journeyed south to take what they can. These groups
travel during the day and sleep at night. They are typically brave to the point of foolhardiness and will
not shy away from a fight, believing that they are more than a match for almost any other warrior. Only the
presence of heavily armored cavalry or elves will deter these boisterous tribesmen from a battle. In battle,
use the stats of the Dunlendings provided in the master military table.
- Merchants/Peddlers - as time goes on this type of encounter is becoming a rare sight. The merchants
who ply their wares in this area have lost most of the security they once had. There is no authority to
handle bandits and raiders as there once was during the days of Rhudaur's Dunadan lords. Merchants now must
fend for themselves. They only way of doing this is to hire heavily armed guards, an expensive addition, or
to create alliances with the local Dunnish chieftains. These chieftains will then protect the merchants while
they are in the tribes' territory in return for excellent prices. This is a rather symbiotic relationship,
for without the traders the Dunlending tribes would have no way of obtaining needed goods. When a trader
makes a deal with the chieftain of a tribe, the chieftain will give the trader a swath of cloth with the
tribes' colors to denote the association with the tribe. By showing these colors, usually some earthy colors
in a plaid design, the trader is protected from the raiders of that tribe. Some traders have partnerships
with many different tribes. Traveling back and forth between Fennas Drunin and the Cantons, where the goods
are purchased for sale, and northern Rhudaur, where they are sold, the traders have come to know the area and
the people very well. They will deal with anyone who has coin and can be an excellent source of information.
- Red Lance patrol - the patrols of the Red Lances are a frequent sight on the border with Rhudaur.
They protect the area from the raiders to the north and generally try to keep the peace. Led by a sergeant
they will question anybody they encounter and deal harshly with all aggressive intruders.
- Orcish patrol - sent south into the Angle to observe and cause havoc, these patrols sleep during the
day and travel at night. Thus, they are encountered rarely unless the party is also traveling at night.
Sometimes the orcs will be attracted to the campfire of some group of travelers, but usually they avoid all
human contact. They must complete their mission and do not have time for any "diversions". Most
of these orc patrols come from the ranks of Hakknash's troops. Hakknash is the orcish warlord dwelling in
northern Rhudaur. He answers to Ermegil and sends his troops to fight in Rhudaur's wars when paid. Right
now his troops are massing at an old keep called Herubar-Gular in anticipation of an assault on the Angle.
The orcish patrols are keeping him informed as to the whereabouts of the Angle's military forces. When
given the command he will use this information to strike south into the weakest part of the Angle's border
defenses.
- Forest, Hill and Stone Trolls - as the population of Trolls expands in the Trollshaws, the local
food supply is naturally overburdened. This forces the weaker members of the community to hunt elsewhere for
food. To the Trolls, the most logical area to migrate to is the Angle, where sheep, one of the staples of
the Trolls' diet, are numberless (that is if the Trolls could count). Hence, the Angle is the object of
regular Troll migrations and will continue to be as long as the Trollshaws are so heavily infested with the
huge, misshapen monsters. When a Troll or group of Trolls journeys south to feed, they usually attempt to
find some safe hiding place first. After that is accomplished they will explore the nearby locale at night
striving to find food. If a suitable food source is found then they will make their lodgings permanent.
Fortunately for adventurers, when a Troll stays in one place for awhile, they tend to accumulate things of
value.
- Dwarves - encountered only in the southeast section of the Angle, these dwarves would be from the
settlement of Smallforge. Gruff and secretive to unknown faces, they will be of little help unless the group
is already fighting some force of the enemy such as orcs or Dunlendings. If the dwarves recognize the party
or the party has proof of being dwarf-friends, the dwarves will be as friendly as can be and will invite the
individuals to camp with them. These dwarves are always performing some duty given them by their Lord, be it
scouting or escorting goods to Fennas Drunin for sale. If this is the encounter determined by the encounter
roll, and the characters are outside the vicinity of the dwarves' refuge, re-roll.
- Hobbits - like the dwarves, the hobbits will only be encountered within the nearby vicinity of their
steadfast, Reedhaven, located along the Bruinen in the southeast of the Angle. They will most likely be
hunting or scouting the area and will avoid contact with others. Also, like the dwarves, if this option is
chosen as the encounter and the party is not in the southeast region of the Angle, re-roll.
- Rangers of Arthedain - a small group of Rangers under the leadership of Raithorn operate in the
Angle. They keep a watch on the affairs of the Free Peoples there and work against the agents of the
Witch-king. They could be encountered anywhere in the entire region and would be most helpful to parties
in need of assistance.
- Elves of Rivendell - these elves operate much the same way as the Rangers, except they answer to and
provide information for Elrond instead of the Arthadan king. Led by Elgladil, an experienced ranger, the
elves monitor enemy activity and help the residents of the southern Angle whenever possible, many times
without the residents' knowledge. They will normally avoid all contact with humans using their enhanced
stealth abilities to remain unseen.
- Special - this encounter is up to the GM. The gamemaster may use it to further his personal agenda
or give the characters some special help. This would be a perfect opportunity for the PC's to meet powerful
characters in the region. Adversely, if the party is relatively healthy and in need of a good fight, a
flying dragon or fell beast might be just the thing. Powerful Undead, demons, enemy leaders with their
entourages and Istari are also possibilities.