I'm pretty fanatical about ICE's Rolemaster; I enjoy the realism and flexibility of the system, and find that its complexities can be minimised with a group and Games Master who know the system well. I tend to write tournament modules for MERP because it's simpler and easier for tournament purposes (fewer tables, etc); it's also an elegant little system which is adaptable to a lot besides Tolkien's Middle-Earth.

Judgement

Tarrigond

Hand of the Dead


by Andrew Higson-Smith, Andrew Shackleton and Jessica Tiffin

Dragonfire 93, MERP module, 4 hours, 4 players.

Oriental flavour, lots of Taoism, and some serious Rolemaster fanaticism among the designers. We actually ran this twice, as a Rolemaster module in '93 and modified as a MERP module in '97. It's a nice little module which could be a dungeon crawl but isn't.

Your respected and beloved master, Lord Han Chung Li, was recently arrested for terrible crimes against the Emperor. You, Han Chung's loyal servitors, were convinced that the charges against him were false, and determined to secure his release. When you found it impossible to gain audience with judges or lords to petition your master's case, you suspected a conspiracy against him. You felt that the only action left open to you was to break him out of prison.

You successfully infiltrated the Imperial prison and rescued Han Chung, sending him in disguise to a distant province. However, the escape was soon discovered, and your involvement known. Although Han Chung remains in hiding, you were apprehended and charged with treason.

You were able to make such a stirring defense of your actions that, although you had obviously broken the law, the court could not determine whether or not you had done wrong. But other paths exist to judgement. Since the Emperor is the earthly representative of the supreme deity, the Obsidian Lord himself, any crime against the Emperor's laws is also a crime against the Obsidian Lord. It was decided that the Obsidian Lord himself should be given the direct judgement of your case.

Therefore you are to be cast into the Chamber of Contemplation where, it is said, the Lord of Obsidian will judge each of you. None know what form this judgement will take. If you are found guilty, the sages claim that you will simply not return from the Chamber of Contemplation. If you are found innocent, however, not only will you walk free, but the Obsidian Lord would have implied and judged that Han Chung, too, is innocent.

For yourselves and your master, you must survive, so that you may clear Han Chung's name and discover his enemies. Your lives, your integrity and your dignity are at stake. Such a challenge is enough to ripple the calmest sage's tranquility...

Characters

Master Wu, the wily First Advisor to Lord Li. His talent for political intrigue is enhanced by his hobbies of sorcery and Go.
Jade Lotus, an attractive concubine in Lord Li's household. She used seducction and her considerable agility and covert skills in the unobtrusive gathering of information for her master.
Lin Mao. Physician and spiritual advisor to Lord Li, a serenely contemplative follower of the Obsidian Lord.
Takur, a fierce and honourable cat-person warrior who heads Lord Li's elite bodyguard.


An Arthurian Quest

by Andrew Higson-Smith, Andrew Shackleton, Jessica Tiffin

Dragonfire 1996, MERP module, 3 hours, 4 players.

This module was written by perfectionists, and is probably a bit too detailed for easy tournament play. Still, it has a pleasantly Arthurian flavour and some rather nasty surprises for the players. We were proud of this one.

It is the hour of audience at King Arthur's court at Camelot. The attendant nobles are silent, hearing Arthur's judgement on a matter of taxes, when there is a disturbance from the back of the hall. Heads turn as a youth, travel-stained and staggering with exhaustion, makes his way unsteadily forward to collapse before the throne.

He gasps, "My lord king! I am Torre, and my father is, or was, your vassal, King Lucius of Tarrigond. Alas, he is dead. Five days hence a hideous wyrm swept down upon our castle and laid all waste. My father and his knights were slain.

"Hearing the clamour without, I sent my small brothers to the old place of hiding in the well. Then, although scored with the claws of the beast, I fled to seek aid. I saw none living among the bodies of our faithful servants. My lord, our realm is desolate." He can say no more.

As the swooning prince is borne tenderly from the hall, Arthur speaks:
"Our honour is at stake, yet behold our weakness! The knights quest still after the Grail; Merlin sleeps under the wiles of his lady. The quest is urgent, and we have none to send save squires and untutored youths.

"Yet hear my commands, for event the least of Camelot may be great among men. Let young squire Pelles stand forth, and let him be made knight. He is worthy in arms and honour, and shall be charged with this quest. He shall be given horse and arms, and his servant made squire."
"Sir Pelles shall be charged with the protection of the Lady Marion, enchantress of this court, whose skill is known to all and who may assist his quest.
"With them also shall travel Findias, druid and healer, whose wisdom may guide them.
"With the help of the gods, and to the glory of Camelot, may they rid stricken Tarrigond of her scourge."

You are too shocked to speak. Disbelieving, you watch as preparations are made in accordance with Arthur's commands. Bewildered by your new status, you accept clothing, equipment, finer than you have ever owned. It is not until you are travelling through Arthur's lands on your way to distant Tarrigond that you can finally accept your position - and the very real quest that looms before you...


by Eckhard Gartz, David Maclay and Jessica Tiffin

Dragonfire 1996, MERP module, 3 hours, 4 players.

A classic Tolkien module which starts with the players up a tree being attacked by wolves... it's potentially quite a brutal little module, and tends to punish, maim and kill stupid parties.

The year is 1530 in the Third Age. Over a hundred years ago, the armies of the Witch-King of Angmar overran the realm of Rhudaur, laying waste to its cities and slaying or driving away its inhabitants. In the rest of Arnor, Cardolan and Arthedain continue to resist the might of the Witch-King. Arthedain's cavalry still patrol the Great East Road, keeping it clear and preventing the Witch-King's armies from using it, but the kingdom's influence does not extend off the road. At the eastern end of Arthedain's influence, the small community of Iant Methed (the Last Bridge) still stubbornly resists the foul armies of Angmar, but they are isolated and beginning to fail.

This is your home. You have grown up with the sounds of war around you; the Last Bridge has repulsed orcs, wolves and worse on many occasions. But the village is small, and the Witch-King's armies are vast. Last Bridge fights stubbornly, but its spirit and hope are beginning to fail.

Help is needed, and it will not come from Arthedain or Cardolan, who have troubles of their own. The village does not lack wealth. If there were soldiers to be hired and weapons to be bought, the village could pay - but there are none to be found in these troubled times. If you wish to remain in Last Bridge, you will have to help yourselves. And thus, with the help of the Elves of Rivendell, you have remembered the promise of the Barrows. With Rhudaur's noble dead are buried items of great power from earlier ages; Elven and Dwarf-wrought weapons and objects with, some say, magical powers.

The Elves have told you of the Keeper of the Barrows who still lives in the ruins of Rhudaur's capital, two days journey east and north, into the lands now roamed by the Witch-King's hordes. You have been chosen for youth, strength of arms, knowledge, or right. Led by Elder Hardwin of the village, whose wisdom and experience will guide you, you will travel on foot (for the village's horses are few, and sorely needed) into the ruins of Rhudaur, to find this Keeper and learn from him the way in which you may enter the barrows and bring out what you need so sorely.

In addition to the Elder, you are four. Thorold Dúnadan, a ranger of the Dunedain, of Arthedain descent, but having lived for many years in Last Bridge. Kinrick Smithson, the village's best warrior, and strong from his smithying. Daelin Telmellen, an Elf and bard from Rivendell, whose knowledge will guide you. And Rowan of the house Rómenna, whose descent gives her the right to enter the barrow of her family in search of assistance, and who is skilled as a scout and huntress.

With such weapons and provisions as the village could provide, you five left Last Bridge at dawn. You travelled all day along the Great East Road, heading east. When night fell, you made camp in the trees off the road...


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