Moria
Klappentext: “There was a blow on the door that made it quiver; and then it began to grind slowly open¸ driving back the wedges. A huge arm and shoulder¸ with a dark skin of greenish scales¸ was thrust through the widening gap. Then a great flat¸ toeless foot was forced through below. There was dead silence outside.” – The Fellowship of the Ring
Moria¸ the “Black Chasm¸” lies deep in the bowels of the Misty Mountains. Here Durin’s Folk¸ the oldest of the Seven Dwarf-houses¸ sculpted the vast city and endless mines of Khazad-dûm¸ the largest fortress ever constructed by the Free Peoples. Its stairways climb to the starry heavens and descend to depths unknown and terrible; its countless bridges cross bottomless pits and enchanting canyons; and its wonderfully-embellished vaults guard untold riches¸ including mithril: the enchanted “true-silver¸” the most priceless of all metals. Shrouded by an unspeakable curse – a foul¸ wicked legacy of original evil – this awe-inspiring marriage of singular natural and Dwarf-made wonders presents one of the greatest settings for exploration and adventure in all of Endor.
MORIA includes:
FULL-COLOR MAPS of Dimrill Dale¸ the headwaters of the Sirannon¸ and the spires above Moria: Redhorn¸ Cloudyhead¸ and Silvertine. CROSS-SECTION OF THE STRONGHOLD depicting the core of Khazad-dûm¸ its sprawling mines¸ its Deeps and Levels¸ the Endless Stair¸ and the unfathomed Under-deeps. STONE MAPS portraying the complex network of avenues¸ roads¸ accessways¸ and mineways that connect Moria’s myriad armories¸ ceremonial chambers¸ dungeons¸ gathering halls¸ and treasures. KEY LOCATIONS – the hidden West-gate¸ outside the enchanted doors of which Gandalf searched his ancient memory for the word which would open the portal; the Chamber of Mazarbul where Frodo stabbed a Cave-troll with his blade Sting; and the Unending Well bridged by the narrow span where Gandalf confronted the Balrog. FLOORPLANS for the Second Hall of the First Deep¸ the East- and West-gate¸ the Chamber of Records¸ the King’s Armory¸ the Cold-forge¸ the Balrog’s Lair¸ etc. SMITHIES where precise recipes for smelting¸ fire-forging¸ and cold-forging produce ingots¸ coins¸ and artefacts of unparalleled quality. TRAPS – the perilous devices with which the Dwarves guard treasured or sacred places in their cavern home. 6 ADVENTURES AND 3 EPISODES – confront treason amid the hotbed of political intrigue that comprises the royal court of Khazad-dûm under King Báin; accompany an aged Dwarf into abandoned Moria on an expedition seeking ancient treasures and heirlooms; learn the mystery of the Under-gates in the baffling Dwarven runes that hint at a Stone of Closing forged by Durin’s Folk long ago. This citadel module is a revision of ICE’s acclaimed 1984 campaign sourcebook. Beside containing a host of new material covering everything from the wind-swept Redhorn Gate to the fiery Under-deeps¸ it provides statistics for MERP¸ Rolemaster¸ and the Lord of the Rings Adventure Game.-