The Guardian

AUTHOR: Doug Joos (Tomcat)

ISSUE: 15:27-28

 

Attributes

BRG 14 (+4)*

NIM 8 (+1)

PER 12 (+3)*

STR 12 (+2)

VIT 10 (+2)

WIT 11 (+2)

Reactions

STAM +7

SWIFT +4

WILL +6*

WIS +4

 

Defence

11

Size

Medium

Courage

5

Health

15

Move

6

Renown

8

 

Edges

none

Flaws

none

Special Abilities

Icy Touch, Turning, Undead Stamina, Spells

Skills

Armed Combat: Blades (Longsword) +10~, Intimidate (Fear) +6, Jump +5, Language: Understand Westron +4, Language: Understand Black Speech +4, Observe (Sense Power, Smell, Spot) +8, Run +5, Stealth (Hide, Sneak) +10, Track (Scent) +9

 

Race

Greater Wight

Orders

n/a

Order Abilities

n/a

Advancements

n/a

Gear

Chainmail, Kāthotar (Longsword), Amulet of Ankath

 

TN Equivalent

17

 

Description

Greater wights look the same as lesser Barrow-wights, but are able to retain a more human appearance when the evil spirit occupies its chosen body.

 

 

Unique Special Abilities

Turning: By killing a living person in a ritual that takes five minutes uninterrupted, the person's corrupted spirit will rise the next night, becoming a wight under the command and will of the Greater Wight.

 

Spells: Blast of Sorcery, Command, Evoke Fear, Sense Power, Slumber, Shadow of Fear, Veiling Shadow

 

Unique Items

Kāthotar: This awful blade was forged in the early days of Angmar by the sorcerous smiths of the Witch-king. Tied into its length are fell magics that are a bane to all of the Free Peoples or any who defy the will of the Dark Lord. The sword gives a +2 to all Armed Combat tests and any wound inflicted by it will cause standard damage, but the victim will also be afflicted by Morgul Poison. This poison will cause an additional 1 point of damage per round for a number of rounds equal to twice a character’s Vitality. The wound becomes chill and the area around it numb. Should the damaging poison spread enough, it can kill the victim. In game terms, if the victim has already taken damage and the 2x Vitality drain takes them to below Near Death, they expire. Any who bear this sword will gain an immediate 4 Corruption and 1 more for each week they keep the blade.

 

Amulet of Ankath: The amulet is a flat piece of gold, about 1 inch long and a half inch wide – it has been laced with magic to add an advantage to the wearer - the wearer gains the Edge: Warwise +2. Though the item is not corrupt itself, it has been hanging around the Guardians neck for so long and within the area of the Shrine that it will convey 2 Corruption to any who put it on.

 

 

History

These wholly evil and ghastly spirits are the most powerful of the terrifying essences that the Witch-king let loose upon the North Kingdom of Arnor and its remains.

 

 

Habitat

Along with the lesser spirits, they inhabit the sacred burial mounds, fields of the dead, and other dark evil places. The areas where their evil takes root is infected by the spread of fear.

 

 

Society

They are very powerful spirits and exert their power and command over lesser powers and use them to the evil ends as designed by the Witch-king.

 

 

Usage

The Guardian stands a vigil watch over the ancient Shrine of Morgoth. Along with his three servants, they see to it that the site is not marred by any hand. The servants of the Guardian are standard wights that may be taken out of the Fell Beasts and Wondrous Magic supplement. A Narrator may feel free to tweak the wights as needed to conform to the level of their game.