![]() Finally, I would like to thank my co-contributors, José Enrique Vacas de la Rosa for his fantastic artwork, and Kristian Olesen for his insightful comments and revision suggestions. I can only hope the heroes enjoyed playing it as much as I did create it. To me, this has been an interesting undertaking, unearthing scattered bits of knowledge from what sources Tolkien left us, and building new material on this foundation. It is still my hope that non-MERP gamers may be able to use the scenario, making the necessary conversions themselves. Some content is also original MERP material, i.e. The main reason was that MERP was the chosen rules system, and the main target group of the scenario therefore being MERP gamers, who would most likely benefit from a familiar style and structure. The text was written in the style and structure of the older MERP modules. Tolkien enthusiasts may also balk at the possession ability and undead nature of the mewlips, but having in essence restricted it to simple control of a body (not soul control or invasion), I hope not to have wronged Ósanwe- kenta and related works too much. ![]() I hope I have not offended too many poets or Tolkien enthusiasts in this. ![]() To add some Tolkien flavour, I included the original verses in the story, but added new verses to aid the heroes with essential clues. ICE took up this reference and created the undead mewlips, which I decided to expand a bit on, to suit the purposes of the story. These creatures are not part of the core Middle- earth mythology, but are mentioned in the verses of another work by J.R.R. New special quests are added to the game during the event which you can complete to earn the badges that are needed. On this map, you will see several colored dots, which are the Waypoints, each going along one of three paths to the end point. The instrument of whoever is behind event, though, is clearly a force of darkness in itself: the mewlips. The Fellowship Adventures is a new screen. Rather, the connection is left to the individual GM to create, as he sees fit in his particular campaign. ![]() These forces could be working behind the scenes, but are not close enough to the actual story to figure in the credit titles. The machinations of the Witch-king or Dol Guldur are not explicit in Banks of the Northern Anduin, though. The only thing keeping the vale from being laid waste is the lack of importance this land has to the forces of darkness. As for the antagonists, the upper Anduin Vale lies dangerously but conveniently (from a storyline perspective) wedged between hammer and anvil: Mirkwood, the domain of the Necromancer to the east, and Angmar, land of the Witch-king to the north west. Gave some information of the nature of their land, which I have tried to incorporate into the text. ![]()
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