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Stirrings in the Darkness

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===Chapter 1: Unravelling the Thread===
 
===Chapter 1: Unravelling the Thread===
[[Strider (Aragorn)|Strider]] tells the player that they need to unravel the threads of the plans of the [[Witch-king of Angmar|Captain of the Nine]]. There is a [[Blackwold]] camp just east of [[Bree]] where he believes that Amdir, a [[Rangers of the North|Ranger]] whose alligance changed to Angmar, and [[Skorgrím]], leader of the [[Dourhands]], went. He wishes for the player to help him and his company end Amdir's life at night fall.   
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[[Strider (Aragorn)|Strider]] tells the player that they need to unravel the threads of the plans of the [[Witch-king of Angmar|Captain of the Nine]]. There is a [[Blackwold]] camp just east of [[Bree]] where he believes that [[Amdir (Shadows of Angmar)|Amdir]], a [[Rangers of the North|Ranger]] whose alligance changed to Angmar, and [[Skorgrím]], leader of the [[Dourhands]], went. He wishes for the player to help him and his company end Amdir's life at night fall.   
  
 
At the camp Strider and the Ranger Lenglinn circle around the camp while the player and the Ranger Torthann attack the camp from the front. After defeating the brigands Torthann and the player encounters Skorgrím. After driving the dwarf out of the camp the party is reunited with Strider and Lenglinn. Togther they make their way deeper into the camp where they witness the [[Nazgûl]] changing Amdir into a wraith. The party manages to scare the Nazgûl away and then slay Amdir before the transformation could be completed.
 
At the camp Strider and the Ranger Lenglinn circle around the camp while the player and the Ranger Torthann attack the camp from the front. After defeating the brigands Torthann and the player encounters Skorgrím. After driving the dwarf out of the camp the party is reunited with Strider and Lenglinn. Togther they make their way deeper into the camp where they witness the [[Nazgûl]] changing Amdir into a wraith. The party manages to scare the Nazgûl away and then slay Amdir before the transformation could be completed.

Revision as of 18:52, 7 April 2009

Stirrings in the Darkness is a concept which has only appeared in an adaptation of the works of J.R.R. Tolkien.
Shadows of Angmar books
Introduction:
(Bree-landEred Luin)

Prologue

Book I: Stirrings in the Darkness
Book II: The Red Maid
Book III: The Council of the North
Book IV: Chasing Shadows
Book V: The Last Refuge
Book VI: Fires in the North
Book VII: The Hidden Hope
Book VIII: The Scourge of the North
Book IX: Shores of Evendim
Book X: The City of Kings
Book XI: Prisoner of the Free Peoples
Book XII: The Ashen Wastes
Book XIII: Doom of the Last-King
Book XIV: The Ring-forges of Eregion
Book XV: Daughter of Strife
Epilogue: Laerdan's Parcel

Stirrings in the Darkness is the first book of The Lord of the Rings Online: Shadows of Angmar.

Contents

Summary

Foreword: An Unwanted Guest

The player finds Barliman Butterbur at The Prancing Pony. He informs that the person the player is looking for is staying at the inn. Butterbur is nervous about him staying at his inn, but he can't turn down good money. He whispers that the man goes by the name Strider and that he is a Ranger. He gives the player directions to his room.

Chapter 1: Unravelling the Thread

Strider tells the player that they need to unravel the threads of the plans of the Captain of the Nine. There is a Blackwold camp just east of Bree where he believes that Amdir, a Ranger whose alligance changed to Angmar, and Skorgrím, leader of the Dourhands, went. He wishes for the player to help him and his company end Amdir's life at night fall.

At the camp Strider and the Ranger Lenglinn circle around the camp while the player and the Ranger Torthann attack the camp from the front. After defeating the brigands Torthann and the player encounters Skorgrím. After driving the dwarf out of the camp the party is reunited with Strider and Lenglinn. Togther they make their way deeper into the camp where they witness the Nazgûl changing Amdir into a wraith. The party manages to scare the Nazgûl away and then slay Amdir before the transformation could be completed.

Chapter 2: To a Constable's Aid

Strider is curious of the nature of Skorgrím. He mentions that dwarves are by nature honourable and cannot be dominated by the will of any. Strider requests the player to go speak to Constable Underhill in Combe, report what has happened and investigate the Blackwolds old hideout.

Chapter 3: Blackwolds Broken

Constable Underhill informs you that the leader of the Blackwolds was William Skunkwood, but he has died. He agrees to investigate the old hideout and make certain that the brigands are not regathering their strength. The old hideout was a cave near Staddle Falls not far from Staddle.

Constable Underhill discovers that Skorgrím and some Dourhand Dwarves are attempting to persuade the new Blackwold leader to join the forces of Angmar. He refuses to do so and Skorgrím orders the Dwarves to kill them. Underhill rushes to his aid. He manages to slay the Dwarves, but Skorgrím escapes. The Blackwold confesses that Éogan, their leader that took over after Skunkwold, wanted to join Angmar for riches. After Éogan's death, the rest of the Blackwolds agreed to have no part with Angmar and ally themselves with men from the South. The Dourhand Dwarves were not pleased and slayed the rest of his men. After finishing his tale, the last leader of the Blackwolds dies from his wounds.

Chapter 4: Dark Designs

Constable Underhill tells you to report what you heard and saw to Strider back at The Prancing Pony. He is thankful for the news, but his attention is turned towards the Nazgûl. They attempted to attack four Hobbits from the Shire.

Chapter 5: The Other Riders

Strider says that there were only five Nazgûl that attempted to change Amdir and attacked the four Hobbits under his protection. The Nazgûl number nine which means there are still four hiding somewhere. He asks the player to speak to the Ranger Lenglinn. Strider sent him to watch over Mr. Underhill in Buckland. Yet, that Hobbit is now in his care. Strider gives the player directions to Lenglinn's camp.

The player learns that the remaining four Nazgûl did ride into Buckland on black horses. The Ranger attempted to block their way but was gravely wounded.

Chapter 6: In the Black Riders' Wake

Lenglinn points out that crebain started to show up in the Black Riders' wake. He informs the player that they are the eye of the Enemy and are watching over both Buckland and the Shire. He requests the player to dispatch of them so that they cannot report back to their master.

Chapter 7: Horn-call of Buckland

With the crebain problem solved, Lenglinn and the player are able to speak. He states he doesn't know Mr. Underhill but was told by Aragorn to watch over a Mr. Baggins. He is relieved to hear that he is now safe with Aragorn. He asks the player to go to Crickhollow and discover if the Nazgûl learned of anything.

At Crickhollow, the player finds a Hobbit named Fredegar Bolger. Fredegar says that Black Riders did come into Baggins' home while he was inside, but he managed to slip out back. He continues that he reported to the Shirriffs that Frodo left for the Old Forest before they showed up. He also states that he made no mention of the Enemy's Ring. Just when he noticed his mistake telling the player about the Ring some crebain fly out and attack the Hobbit. The player is able to defend him, but two manage to escape and head off to the Old Forest.

The player returns to Lenglinn to report that Frodo was not captured. The player also asks about a Ring that belongs to the Enemy. Leglinn does not answer, but is greatly concerned to hear that two cerbian managed to hear about the Ring and escape. He asks you to report what happened to Aragorn in Bree at the Prancing Pony.

Aragorn is distressed to hear the news and elects to head out of Bree with the four Hobbits with haste.

Chapter 8: Master of the Wood

Aragorn tells the player to search for Tom Bombadil in the Old Forest near Withywindle. Aragorn hopes that he will help you search for the crebain that overheard the Hobbit's words if you mention that he sent the player.

Chapter 9: Lilies for the River-daughter

Tom Bombadil agreed that he would help find the missing crebain. Yet, only after the player helped him with the important task of picking water lilies for the River-daughter. He informed the player that there are some growing not far from Old Man Willow.

Chapter 10: Into the Barrow-downs

Once the water lilies are collected Tom Bombadil informs you that the crebain are in the Barrow-downs with a lady named Andraste. He tells the player to follow the Old Barrows Road to reach them.

The player defeats both the birds and their mistress Andraste. She reveals that the master of the Nine had gone off to Othrongroth.

Chapter 11: Othrongroth

The player decides to spy on the Witch-king of Angmar in Othrongroth. Tom Bombadil agrees to take you to the Great Barrow.

The player spies the Witch-king and Skorgrím as they enter into the barrow and the player enters inside without the aid of Tom. After fighting some Dourhands and wights, the player listens in on the Witch-king talking to Skorgrím. The player learns that they came here to meet Ivar and then will travel to the north to meet up with Mordirith. The player learns no more as the Witch-king spots the player and summons more wights along with the Wight-lord Sambrog to deal with the player as they make haste to carry out their plans.

The wight-lord informs the player that Skorgrím will go to the north to gather up a great army while the Witch-king will go to Agamaur to awaken a great power that lies in the waters. Before Sambrog can slay the player, Tom Bombadil suddenly appears and vanquishes the wight-lord. Tom skips out of Orthongroth as the player follows him.

Chapter 12: The Black Rider's Designs

The player returns to the Prancing Pony to inform Strider of all you have learned, but you find the room in was staying in locked. Speaking with Barliman Butterbur you learn that Strider left some time ago with Mr. Underhill and three other Hobbits. He also tells you that Gandalf is now staying at the inn and that Gandalf instructed him to have anyone looking for Strider to speak to him.

The player finds Gandalf in his room and informs him about the Witch-king's plans. Gandalf is distrubed by the news and requests the player to travel to Agamaur as he has other pressing business to take care of.

Comparison with Published Works

The story in this book take place during the events just before "At the Sign of the Prancing Pony" through midway of "A Knife in the Dark".