16 · A l’aventure dans la Moria !

« Je n’ai pas besoin de carte, dit Gimli, qui s’était approché avec Legolas et qui contemplait le paysage avec une étrange lueur dans ses yeux profonds. C’est là, la terre où nos pères travaillaient jadis, et nous avons fixé l’image de ces montagnes dans bien des ouvrages de métal ou de pierre, et dans bien des chansons et des contes. Elles dressent leur hauteur dans nos rêves : Baraz, Zirak, Shathûr. »
— La Communauté de l’Anneau, p. 370
Ce paragraphe donne un certain nombre de notes utiles au maître de jeu relatives au déroulement des aventures dans la Moria. Le MJ devra lire en entier ces conseils avant d’étudier et de sélectionner une des aventures qui suivent dans les paragraphes suivants.
« Les mendiants qui ne patientent pas aux portes, mais s’insinuent pour voler, voilà comment nous les traitons ! Et si d’autres de chez vous viennent fourrer leurs sinistres barbes ici, ils subiront même sort. Va donc les avertir ! Et si les gens de sa parenté désirent savoir qui, à présent, est Roi ici bas, le nom est là, écrit sur sa face ! C’est moi qui l’ai écrit. Je l’ai tué ! Je suis le maître ! »
Nár retourna alors la tête et lut, marqué au fer rouge en runes des Nains afin que tous le puissent déchiffrer, le nom AZOG. Et ce nom s’inscrivit depuis lors en lettres de flammes dans son cœur, et dans le cœur de tous les Nains.— Le Seigneur des Anneaux, appendices
Choix d’une aventure
Le Chapitre 17 – Liste des aventures est dévolu à des sites ou des scenarii d’aventures spécifiques. Les principaux plans sont décrits dans le Chapitre 12 – Lieux notables. Disséminés un peu partout dans le Chapitre 12 – Lieux notables, on trouve des illustrations et des diagrammes de passages et de chambres typiques, qui mis ensemble forment une zone spéciale dans laquelle les PJ peuvent s’aventurer. Utilisez-les en liaison avec les plans des Profondeurs, aussi dans le Chapitre 12 – Lieux notables.
Le MJ doit prendre la mesure de la force et de l’expérience des PJ impliqués dans le jeu et choisir l’aventure qui entrainera un défi, mais sans être trop difficile.
The first thing to decide when selecting a tale is whether to rely on a pre-generated story, such as those in Chapitre 17 – Liste des aventures and Chapitre 18 – Episodes, or to conceive your own creation. We suggest that, unless you’re experienced with theme subject and have a good deal of time, you start with one of the six adventures provided in Chapitre 17 – Liste des aventures. Each-contains a brief tale, as well as characters, settings, missions, encounters, etc.
After you’ve tried your hand at one or more of the adventures, you may want to try your hand at one the three, somewhat « sketchier » episodes in Chapitre 18 – Episodes. These three episodes contain only the kernels of a good adventure. You will need flesh them out. While this will require some serious work, the structured nature of the labor should help you later—when you create your own adventures from « scratch. »
If you decide to construct your own tale, we suggest that you peruse this work and then read select parts of the sources, especially volumes one and three of « The Lord of the Rings ». Pay particular attention Part III of Appendix A and the latter portions of Appendices E and F in The Return of the King.
Note that the history of the Naugrim is one of an often-displaced, frequently-wandering folk. Dwarves are prone to embarking on quests, especially when the journey involves the recovery of sacred artifacts or great wealth. Since, even in its most-plundered state, Mona is a rich repository, it serves as a natural destination for Dwarven adventurers.
If your story focuses on non-Dwarves, keep in mind that Khazad-dûm is more than a grand Dwarf-hold. It is the principal crossing point for bulk traffic traversing the central Misty Mountains. During much of the year, it is the only way to negotiate the central Hithaeglir. Groups such as the Fellowship of the Ring, having a compelling reason to travel the Great Dwarf-road, might elect to undertake the journey through Hadhodrond—even in the face of the legendary dangers.
Moria is also the focus of an age-old feud between the Naugrim and the Firstborn. (See Chapitre 02 – Vue d’ensemble de la Moria). Once the main link between the old Elf-kingdoms of Eregion and Lórien, it remained shut throughout the war between Sauron and the Elves during the middle years of the Second Age. The Elves, especially the Noldor, remember the closure as one of the greatest betrayals in history. Their animosity toward the First House of the Naugrim is lasting, deeply-seeded, and broadly home. Nearly every Elf carries the bitterness of the quarrel somewhere in his/her heart. Thus, disdain and revenge may serve as motives underlying Elven expeditions into Khazad-dûm. Such passion provides plenty of pretexts for gamemasters in need of a good hook for a tale around which to construct an adventure.
Telling a tale
The legends surrounding the Black Chasm are legion. Moria’s turbulent history gives birth to poems, songs, and epic stories in every quarter of northwestern Endor. This makes it easy for gamemasters who, having found or spun a tale, need to impart their story.
We’ve sprinkled passages from various chronicles throughout this work. They serve as examples of the bits of lore that might entice adventurers into Khazad-dûm, or help them find their way once they enter the underground world. Use them as tools for telling your tale, or create your own legendary excerpts. Then, fund a context for the information. The PCs may hear a minstrel, find a book, or come across a broken tablet that embodies this lore and peaks their interest.
Protected by the ravages of weather and hewn from rock, Moria is a wonderful store hold for old inscriptions and otherwise perishable tomes. Many, like the scorched, hastily-rendered diary entries of Balin’s company, survive centuries, even in the face of the Balrog’s occupation. Others, like the symbols inscribed in the stone of the Doors of Durin, weather eons of history. Let these and other records help tell your tale. Let Khazad-dûm speak for itself.
Choix d’une période spécifique
Ceux des MJ qui désirent une simple aventure ne sont pas concernés par une période particulière. Ils peuvent, cependant, avoir plus de souplesse et ajouter un plus à leurs desseins en choisissant une période temporelle en dehors du champ de toutes celles mentionnées ici. On doit considérer ces aventures comme des histoires qui caractérisent le lieu, rien de plus. Ayez toujours présent à l’esprit qu’il n’y a pas d’autorité qui puisse aller à l’encontre du cours de l’histoire. Si vous poursuivez une séries d’aventures pendant une ère spécifique, toute aventure dans la Moria viendra naturellement prendre place dans ce temps. Ce module est conçu pour s’accomoder à vos besoins. Des aventures spécifiques sont arrangées dans l’ordre chronologique. Le MJ doit toutes les lire avec attention pour voir comment elles s’organisent et comment se font les changements dans le domaine politique. Consultez la Chronologie dans le Chapitre 02 – Vue d’ensemble de la Moria pour plus d’informations.
Characters
« He was a little crazed perhaps with age and misfortune and long brooding on the splendor of Moria in his forefather’s days ; or the Ring it may be, was turning to evil now that Es master was awake, driving him to folly and destruction. »
— LotR III p. 438
Sections Chapitre 05 – Les Nains de la Moria, Chapitre 14 – Le Royaume du Balrog and Chapitre 15 – Les créatures de l’ombre contain a wealth of background material concerning Moria’s traditional occupants. This data should help you create many of the characters in your adventure, be they PCs or NPCs.
PCs
When selecting an adventure from Chapitre 17 – Liste des aventures or episode from , take into account the strength and experience of the participating PCs. Choose an adventure that will provide them with a challenge but not prove so difficult as to be impossible. For instance, a low-level party should not even think of attempting the « The Exploration Expedition » (see Chapitre 17–3 – The Exploration Expedition), for the Balrog and its minions would make short work of them.
NPCs
Get to know your NPCs. Read over the text concerning each of the major NPCs, including any major monsters the PCs may meet. Try to understand the characters’ motivations and behavioral patterns.
Tables in Chapitre 19 – Tables provide all the hard gaming statistics you will need when running NPCs. You may even want to photocopy and highlight them with a marker, so that when needed you will be able to find character stats quickly. These statistics complement the text descriptions, giving you different and often revealing clues about the characters (e.g., how powerful a mighty Dwarf-lord is, or how much damage it takes actually to fell a Balrog).
Settings
Moria contains a broad array of adventure settings. Outside the complex, Azanulbizar and the Great Dwarf Road beckon travelers crossing the Hithaeglir. Inside, bolder visitors can choose to explore the City or the Mines, the Levels or the Deeps, Endor or sub-Endor. Generally speaking, of course, the further away from the Outer Doors the more « remote » the setting. Remoteness translates to dangerousness in the case of descents into the Deeps, for the closer you get to the Under-deeps the more likely you will discover catastrophe.
Using maps and layouts
All of the adventures and episodes described in this work refer to the principal floorplans detailed in Chapitre 11 – Organisation de la Moria, Chapitre 12 – Lieux notables and Chapitre 13 – Les Sous-Profondeurs. The former section features illustrations and diagrams of typical passages and chambers which fit together to form the various sections of Moria in which PCs may find themselves. Use them in conjunction with the maps of the Levels and Deeps situated in Chapitre 12 – Lieux notables. Thus, you can create any location within Moria in sufficient detail to satisfy your players.
Moria is far too extensive to allow a complete set of maps and descriptions, even in a work of this size. This means that the onus of knowing exactly where things are falls squarely on the gamemaster’s shoulders. In many of the adventures, it’s not so important where certain encounters occur, so long as they actually happen. Be as flexible as you can, and let the PCs wander as it suits them. Just remember that people who stumble around m the dark without any idea of where they are going are eventually going to find themselves in an untenable situation.
Using traps
The layouts in Chapitre 12 – Lieux notables include frequent references to traps and locks. Consult Chapitre 10 – Thèmes architecturaux for details about the uniquely Dwarven traps found in Moria. It is often up to you to figure out which sort a particular trap is. Remember to make the traps something the PCs can find and somehow circumvent, at least if they are careful. Otherwise, the adventure will quickly grind to a standstill.
Note that trap disarming and lock picking maneuvers are handled according to the guidelines in ICE’s MERP or Rolemaster games.
Be judicious with the use of traps. While the Dwarves of Moria were fond of them, they also needed to move about without fear of accidentally triggering a device that would capture or kill them. Traps are found most often near large concentrations of treasure that the Dwarves had the time and inclination to protect with automatic devices. They are also placed in random corridors, ready to capture the unwary. Residents would know not to proceed down these passages, but intruders would not, providing the Dwarves with a haphazard sort of security, amply supplemented by stolid guards.
If the PCs find that they cannot defeat or bypass a particular lock or trap, they can always resort to brute force to either break the lock or activate the trap. Keep in mind, however, that doing so may cause a lot of noise and alert any denizens of Moria that might be nearby. Although at times such tactics are required, the subtler ways are always best
Sojourns
Even in the safest of times, journeys into Moria are fraught with danger. Unless you happen be to a respected Dwarf of the First House travelling before T.A. 1980 or after F.A. I, you will enjoy very little freedom and/or safety of movement. Sentries, traps, and other travails await you and, should you hope to succeed in the face of such trials, you will need plenty of nerves, skill, and luck.
Guard movements
Look over the layouts of the complexes in Chapitre 10 – Thèmes architecturaux and Chapitre 12 – Lieux notables and note where guard stations and weak points are. No doubt the PCs will want to exploit these points. Moria’s defenders may want to reinforce them during the adventure, so it is also very important to track the associated flow of sentries and other warders. It makes things easier for everyone if you know where the soldiers are, or will be, positioned. This adds a great deal to the adventures’ verisimilitude.
Random events and discoveries
Take random events into account as well. Just because a map indicates a room is empty does not mean it is always empty. Particularly, it does not mean that the PCs can depend on it being vacant when they want it to be. Even the best-laid plans run afoul of unforeseen complications.
Save the high-powered magic items and heavy arms for the adventures climax. Simply entering Moria and sneaking around will be a difficult enough task for most adventurers. Still, if the PCs do not seem to realize this, do not hesitate to chase them out the East-gate with their tails between their legs. Unless they have truly erred, they can always regroup and try again later. Of course, this time the defenders will probably be ready for them.
Rencontres
La Moria n’a jamais été sans vie. Même pendant les périodes oû les Nains n’étaient pas à sa tête, les aventuriers rencontreront vraisemblablement quelqu’un ou quelque chose dans ses Halls. Bien que la Moria soit un énorme complexe, des choses traversent habituellement les chemins, surtout quand elles se meuvent sur de grandes distances.

La Maître Table des Rencontres du Chapitre 19 – Tables aide le MJ à savoir quand et où une rencontre se produit, ainsi que la nature de celle-ci. Quand un PJ reste ou voyage dans la Moria, le MJ peut consulter cette table, note la zone où le groupe se trouve (par ex., la Deuxième Profondeur de la Cité) et jette les dés pour déterminer s’il y a une rencontre. Les tirages sont faits sur une période temporelle fondée sur la distance que le PJ parcourt ou sur le nombre d’heures écoulées depuis le dernier jet de dé, en prenant le laps de temps passé le plus court. Un résultat sur 1D100 inférieur ou égal à la Chance de rencontre pour la région considérée entrai ne une confrontation.
S’il y a rencontre, un autre tirage est fait pour déterminer quelle sorte de créatures ou de choses est impliquée avec le PJ. Pour cela, le MJ peut consulter les tables et les textes appropriés pour plus d’informations. La Maitre Table Militaire (Chapitre 19 – Tables), la Maître Table des PNJ (Chapitre 19 – Tables) et la Maître Table des Bêtes (Chapitre 19 – Tables) donnent des statistiques et un résumé succinct de tous les engagements. De plus, le MJ doit se reporter au Chapitre 04 – Les plantes et les animaux de la Moria pour les détails concernant le caractère des animaux sauvages, ou au Chapitre 15 – Les créatures de l’ombre pour les habitants maléfiques.
Mais comme il y a aussi une « vie » dans beaucoup de mécanismes légués par les Nains, la table inclut aussi les rencontres avec les pièges. Le fonctionnement des pièges typiques ainsi que quelques indications pour l’utilisation de ces dispositifs peuvent être trouvées dans le Chapitre 10 – Thèmes architecturaux.
Sounds
Sound travels exceedingly well through the carved halls and passages of Hadhodrond, and often it plays tricks on the ears. Noises that seem to be right around a corner may originate hundreds of yards away. Conversely, some halls have baffles built into them that muffle all sounds going in and out, making it difficult to hear someone’s footsteps until they are almost on top of you.
The evil creatures that dwell in Moria before, after, and alongside the Dwarves are not known for subtlety. They use the halls of Moria as a massive echo chamber to magnify their ominous war chants and the drumming of their battle drums. This tactic can be terrifying, because the reverberations surround intended victims, confusing them as to the direction from which they are being approached. Of course, they also make it difficult for the denizens of the Under-deeps to track their prey, but sheer numbers balance the scales in their favor. Moving forward on waves of sound from their beating drums, they simply swarm through entire sections, eventually ferreting out any that might be trying to hide from their wrath.
(See Chapitre 10 – Thèmes architecturaux for more information about sound in Khazad-dûm.)
Fichiers
Pour les fichiers .markdown, préférer un clic droit et sélectionner
« Enregistrer le lien sous... »