TEXT: The Lord of Daylight
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  ©2003 Decipher Inc.
  The Lord of Daylight
  Special thanks to Greg Saunders
  ‘The Lord of Daylight’ is an adventure for The Lord of the Rings Roleplaying
  Game set in Eriador in the forests of the Trollshaws sometime during the Third Age.
  THE STORY
  Three weeks ago a Dunnish thief called Balafren was caught stealing from the
  homes of his neighbours and was expelled from his clan village, fleeing into the
  depths of the perilous woods of the Trollshaws. That night, fearing for his life,
  Balafren crawled inside a narrow cave opening in the side of a small hill. A narrow
  tunnel twisted and turned deep underground. Eventually the passage opened onto a
  ledge over a large dark cavern wide enough to sleep on. Despite the unpleasant smell
  that permeated the air Balafren was exhausted and soon fell asleep. He was not alone.
  Three Hill-trolls also made the cave their home, and returning from their hunting
  at dawn they set about eating the skinny deer they had caught. Balafren lay hidden on
  his rocky ledge above their cave listening to their harsh talk. Amidst their curses and
  vile words the Trolls discussed where they would go that night to find food. Suddenly,
  almost giddy with fear in the darkness, Balafren was overcome by a strange notion.
  Despite the danger, he suggested out loud where the Trolls should next attack.
  Near blind with rage at the presence of an intruder, the Trolls searched the cave
  but could not reach the ledge. Still, in the depths of their dark minds they heard his
  words, and for want of a better idea they followed Balafren’s advise and raided his old
  village, catching three fat goats in the attack. Slowly, with time, the Trolls grudgingly
  learned to trust the ‘voice from the above,’ and have profited greatly from his words.
  For his part, Balafren has been using the Trolls as a diversion. When the Trolls raid a
  village for food, Balafren raises the alarm—too late for the villagers to act, but
  leaving enough time for him to rob the homes of what little they have.
  This scheme has been working well. However, last night, during a heavy storm,
  as the Trolls walked back to their cave they blundered into a group of Elves. The
  Elves fought the Trolls. During the fight Balafren saw an opportunity for gain and
  robbed the Elves. Amongst some small trinkets he stole the Kalanidri (Sindarin for
  ‘Jewel of Daylight’), an item vital to an Elvish quest. Two of the Elves have remained
  behind to find others who will help them seek out the valuable jewel.
  
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  SCENE  ONE : MINALANT AND CÚRONLAES
  The adventure opens as the player characters travel through the Trollshaws. (The
  reason the characters are travelling here should be decided by the characters and
  Narrator.) During the journey, two figures step from the nearby woods and approach
  the party. They are Elves and from their bearing and power clearly Noldo. A male and
  female, they introduce themselves as Cúronlaes (Sindarin for ‘Moon-child’) and
  Minalant (‘Unique gift’), a brother and sister. Both are distressed; underneath his
  haughty demeanour Cúronlaes is simmering with anger.
  The two have been watching the characters for some time from the shadows of
  the trees. Minalant has seen the good in the party and thinks they may be able to aid
  her. She tells the characters that the night before a number of Trolls attacked the pair
  and the Wandering Company they traveled with. They fought the Trolls off but
  discovered that in the confusion they had been robbed. Many items of little worth
  were stolen, but among them something of great value: the Kalanidri. Constructed in
  ancient times, the item is a stone which carries within it a tiny glimmer of the light of
  the west. They were taking the stone to Cirdan at the Grey Havens in the hope that the
  light of the stone might quench the yearning some Elves have to cross the sea,
  persuading them to tarry in Middle-earth. Minalant believes strongly that the light of
  the Elves is still needed to help against the growing darkness, if only for a brief time.
  Unfortunately, the rest of the company refused to tarry and so the pair are now alone.
  They do not know where the Trolls came from and are too conspicuous to interact
  with the local people, so they beg the characters’ help in locating the stone.
  Assuming the characters agree, Cúronlaes and Minalant lead them to the location
  of the troll attack.
  SCENE TWO: THE ATTACK ON THE WANDERING COMPANY
  Cúronlaes leads the characters to a stand of trees containing a wide clearing
  which is almost impossible to see from the outside. The weather last night and today
  is foul and water drips down from the leaves and branches. There are no signs of the
  passage of the Elves—they do not mark even wet ground with their passing—but the
  wreckage left by the Trolls is plain.
  A successful Track test (TN 10) shows that there were at least two trolls (neither
  of the Elves can confirm this). A superior success reveals the presence of another set
  of tracks, made by a humanoid, that lead into the clearing and then back out again.
  Minalant confirms that these tracks lead to the spot from which the Kalanidri was
  taken. The tracks are light, as if the person making them was moving very carefully.
  
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  A second Track test (TN 10) indicates that the Trolls were travelling north. An
  Observe test (TN 10) reveals that to the south of the clearing, some miles distant, a
  wisp of smoke curls into the air. This is the Dunnish village of Tyrrilth. Attempts to
  track the passage of the Trolls prove fruitless; the awful weather has seemingly
  washed away even the tracks of these large creatures. However, a final Track test (TN
  20) reveals that someone has successfully hidden the Troll’s tracks.
  SCENE THREE: TYRRILTH VILLAGE
  Tyrrilth is a typical Dunnish village surrounded by a ditch and earth wall. The
  people here survive by hunting through the winter and gathering roots and berries
  during the rest of the year. The soil is too poor to support many crops but they do
  keep goats for making cheese.
  The Trolls attacked Tyrrilth last night, climbing the walls, breaking into the pens,
  and grabbing four goats. Balafren, hooded and keeping out of the light, raised the
  alarm. During the confusion he broke into the Headman’s house searching for
  valuables. However, before he could find anything of real worth he was disturbed by
  the Headman’s daughter, Finnel, and forced to retreat to the woods. He was
  shadowing the Trolls back to the cave when they stumbled on the Elves.
  The villagers are extremely upset about the raid even though no lives were lost,
  and this has made them even more hostile to strangers than normal. Any of the
  characters who enter the village are subject to hard stares and a stony silence.
  Eventually, if the characters hold their ground, the Headman, Curotal, appears.
  Though he speaks Westron he is only willing to talk to the characters in Dunael, the
  Dunnish language, which the characters are unlikely to understand. If they do appear
  to understand him, he reverts to answering only in grunts. The more the characters
  attempt to get information from the Headman, the angrier he becomes. Eventually the
  villagers effectively drive the characters out of the village because of their
  unwillingness to cooperate.
  SCENE FOUR: FINNEL
  When the characters leave the village a successful Observe test (TN 10, or 5 if
  they are being wary) indicates that someone is following them, trying to keep out of
  sight. Only snatches of a moving figure are seen.
  It is Finnel, the Headman’s daughter, who is following the characters. Like her
  father she speaks Westron, and she wants the characters to help her because the ‘thief’
  she discovered in her house stole a broach her late mother gave to her. Her father
  
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  believes she imagined the intruder and has lost the broach, but she is adamant it was
  stolen. She is too shy and scared to approach the characters directly, but assuming
  they don’t terrify her when the catch her, she asks the characters to help her find it.
  If the characters take the child back to the village, the near-frantic Headman
  rushes out to hug her. If the characters have been kind to her, the Headman helps
  them, grudgingly telling them that he has heard of Trolls attacking villages to the
  north of this area for many weeks. However, as last night was the first time the Trolls
  have come to this area, the village was unprepared. He says that last night one of his
  hunters followed the Trolls to a small wood to the northeast of the village but was
  afraid to enter. On a successful Persuade test (TN 10), he directs the hunter to lead the
  characters to the wood.
  SCENE FIVE: THE DARK WOOD
  As the hunter leads the heroes along the hidden paths of the Trollshaws, a Track
  test (TN 20) reveals that the Trolls passed this way. A superior success shows that
  someone has attempted to hide the tracks.
  The wood lies roughly ten miles from the village. Dark and foreboding, the trees
  are old and the undergrowth thick. A wide passage has been beaten through the brush
  and the signs of Trolls are much clearer here. In the centre of the wood is a small, low
  hill. The Trolls dwell in a cave in the side of the hill. Scattered on either side of the
  path as it winds into the wood are the bones of large animals the Trolls have dropped.
  Many wolves dwell in the woods and they can be seen slinking through the trees.
  Although they only attack if provoked, they add to the tension in the darkness of the
  wood.
  SCENE SIX: THE LORD OF DAYLIGHT
  The characters find that the path leads to a wide cave opening with many bones
  scattered around the mouth. Inside (providing it is daylight), the three Hill-trolls rest.
  Balafren also rests on his customary ledge above the Trolls’ den. A map of the cave,
  with descriptions of each of the locations depicted, follows.
  
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  1. Cave Mouth: Bones litter the entrance to the cave. The tunnel itself is ten feet
  wide and 15 feet high, a squeeze for the trolls. A breeze coming from the cave carries
  with it the stench of the Trolls and their decaying food.
  2. Water Pit: The Trolls have dug out a pit here and filled it with water to stop
  animals from wandering into the cave. The pit itself is 15 feet wide, but since the
  Trolls have taken to filling the pit themselves, the stench itself is enough to keep most
  living things at bay. Should anyone fall in they are in for a very unpleasant time.
  Further down the passage the tunnel is littered with the skulls of animals, and passing
  over this area without making a noise requires a Stealth test (TN 15).
  3. Cavern: Wide and with the roof on average 30 feet high, the Trolls have made
  this their home. Scattered around the cavern are the remains of the Trolls’ food, in
  various states of decay. During the day two of the Trolls sleep noisily in the cavern
  whilst the third toys with their ‘treasures’ (see below).
  4. Waste Pit: The Trolls tend to fling most of the bones of their food into here. A
  group of large rats have also made the decaying waste their home.
  5. Treasure Hole: Here, behind a pile of rubble, the Trolls keep their ‘hoard.’
  Mostly rubbish, amongst the trash are ten silver and two gold coins and a short sword
  
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  of high quality, made for a Hillman chief. Such is the quality of the sword that it
  grants a +1 attack bonus. The sword, however, is very distinctive and clearly of
  Hillman origin; it could cause problems should the characters encounter any Hillmen,
  who would likely want to know why outsiders have one of their masterworks. During
  the day one of the Trolls will be found here, fingering the dross.
  6. Larder: Here the trolls store their food. Currently the larder holds three dead
  goats and the remains of a Hillman hunter the Trolls came across. (He was the
  original owner of the sword in location 5, a family heirloom).
  7. Ledge: This stone ledge is difficult to spot (Observe test at TN 10, or 15 in
  poor light for those without night vision). It is 25 feet above the cavern floor, just out
  of the Trolls’ reach. Climbing up to the ledge is difficult (TN 15, modified by poor
  light if applicable). Balafren sleeps and addresses the Trolls from this ledge. A breeze
  enters the cavern from here, disguising much of the Trolls’ stench to those on the
  ledge.
  8. Passage: A narrow passage winds away into the hill, eventually opening near
  the hilltop. (The entrance requires an Observe TN 15 test to spot from the outside,
  should the characters search for it). Balafren can be found here during the day. The
  passage is over 200 feet long and splits many times, forming a maze. On average
  three to four feet wide and five feet high, Balafren can quickly hide himself here,
  though there is only one exit. If the characters try to penetrate the maze, the Narrator
  should describe a sufficiently confusing selection of passages. In the small cave next
  to the ledge Balafren keeps his loot, a collection of jewellery and money summing up
  to about five gold pieces, and including Finnel’s broach. In the small cave around the
  corner from the ledge Balafren spends his time gazing into the Kalanidri.
  Killing the Trolls in the cave during the day is difficult. One is awake at all times
  and silently approaching the cavern, past the water pit and animal skulls, is not easy.
  Furthermore, the Trolls fight with some intelligence, trying (for example) to restrict
  the number of characters that can get into the cave. By night the cave is empty of both
  Trolls and Balafren, and could be used as an ambush site.
  Dealing with Balafren is no easy task. If the characters engage the Trolls in
  combat his obvious course of action would be to flee, but since he found the Kalanidri
  he has not been thinking clearly. He considers himself the lord of this place and is
  loath to leave it. Instead he is likely to hide in his passages and wait for the characters
  to leave. Should they climb up to the ledge he tries hiding in the maze of passages. If
  cornered he defends the Kalanidri to the death.
  
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  The Kalanidri
  The Jewel of daylight holds within it a glimmer of the light of the west. The
  Noldor smiths made it as their might and craft were waxing. However, the doom of
  the Noldor has affected the light the stone carries. To the pure of heart the light of the
  stone has a clear golden hue, but greedy men can become unwittingly ensnared by the
  stone. Those with the Grasping flaw must make a Willpower test (TN 15) to resist its
  pull. Those who fail are enchanted and trapped, unable to look away, and will not
  suffer anyone else to gaze upon the stone. As this malady grows the bearer will even
  fight friends to keep hold of the Jewel. In such cases the light of the stone is a
  reflection of the heart of the holder—in Minalant’s hand the light in pure, in
  Balafren’s the light is tainted red by his bitterness.
  AFTERMATH
  Retrieving the Kalanidri and returning it to Minalant wins her gratitude and
  blessing. She tells the characters that if they ever need the help of the Elves of Lórien
  they need but mention her name. The adventure should be worth about 2,000
  experience points to the characters, the main objective being to secure the Kalanidri,
  the secondary objective being to destroy the Trolls, and a lesser objective being to
  return Finnel’s broach to her.
  NON-PLAYER CHARACTERS
  Statistics are not presented for most of the following characters, as they should
  not be needed in the course of play. Narrators who discover the need for particular
  unsupplied statistics in the course of play should assign them on a case-by-base basis.
  Minalant
  Beautiful, tall, and graceful, with long dark hair and shining blue eyes, Minalant
  is truly an imposing Elf. One of the Noldo, she was born in across the sea and the
  light of the west can be see in her eyes. Her gift is her wisdom, and her wise words
  have aided many, both great lords and simple men. An Elf of Lórien, she believes the
  Elves still have a part to play in Middle-earth and seeks to persuade her kindred not to
  desert Middle-earth too soon. With her Lady’s permission, she is travelling to Lindon
  to present Cirdan with the Kalanidri in the hope that the flickering spark of light in the
  depth of the jewel will quench some her peoples’ desire to cross the sea.
  
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  Cúronlaes
  Cúronlaes is a tall, dark haired Noldo lord. Impetuous and haughty, Cúronlaes
  suffers from the vanity that has afflicted many of his people. He is quick to anger and
  the only person who can cool his passion and keep him in check is his sister Minalant.
  Over the years she has persuaded him of the need for keeping the First born in
  Middle-earth and now he fights for this cause with all his being. To Men his
  demeanour can seem seems strange and fey, for the passions of Elves are hard to
  decipher and can run deep for many ages.
  Curotal
  Typical of his people, Curotal is mistrustful of strangers and rather xenophobic.
  The Troll attack was a bitter blow, but he is determined that the villagers will deal
  with it in their own way—by ignoring it and carrying on as normal. The only thing he
  loves more than his village is his daughter Finnel, especially since his wife, Lavel,
  died five years ago.
  Finnel
  Short and skinny, this tomboy daughter of the Dunnish Headman is very
  inquisitive. She felt no apprehension in challenging Balafren in the Headman’s house,
  despite the danger. She follows the characters after hearing them talk of the Trolls to
  try to get them to retrieve her broach—left to her by her dead mother it is her most
  prized possession and she would do anything to get it back.
  The Hill-trolls
  Marginally more intelligent than their brethren, the Hill-trolls understand
  Westron and can speak. They have been occupying the cave in the Trollshaws for
  several years, mainly eating wild things from the woods. Under the influence of
  Balafren the fat goats of the surrounding villages have proved a welcome change in
  diet. Normally, they would not dare to attack the camps of men, but Balafren
  reconnoitres the villages for them and selects villages that are relatively undefended.
  Statistics for the Trolls are provided on page 292 of The Lord of the Ring
  Roleplaying Game core rulebook. Each is armed with a club.
  Balafren
  Tall and wiry, with close-cropped red hair and a lean face, Balafren is a hard and
  uncompromising man always looking to get ahead. He thinks of no others bar himself.
  
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  Recently, however, the Kalanidri has affected him strongly. The stone has twisted his
  Grasping flaw. He now fancies himself the ‘Lord of Daylight’, claims the stone as his
  own possession, and spends most of his waking hours gazing into its light. He dreams
  of become a lord over men and imagines the caves in which he resides as a mighty
  fortress.
  Use the statistics for Dunlendings on page 289 of The Lord of the Ring
  Roleplaying Game core rulebook, with the following substitutions:
  Attributes: Nimbleness 11 (+2), Wits 10 (+2)
  Reactions: Swiftness +2, Willpower +2
  Orders: Rogue
  Edges: Keen-eyed, Wary, Grasping
  Skills: As per ‘Dunlending’ but also Acrobatics +2, Armed Combat: Blades (Short
  Sword) +4, Climb +3, Observe +2, Stealth +5, and Track +5.
  
SOURCE: textdata/thevault/Coda System/CODA - Decipher - Module - Lord of Daylight.pdf