Tolkien
Tolkien
Tolkien
THE MAPBOARD
The mapboard provided with this book gives an overview
of part of the area in which your adventures will take place.
This map shows what you know about the area, but it does
not tell you everything that may happen.
Each space on the mapboard is labeled with a number and
a letter (i.e., 1A, IB, ... , 2B, 2C, ... , etc.). Each of these
labels refers to a section of the text, with the same number
and letter, near the beginning of the book. This “Location
Text” tells you what you find and directs you to further
“Encounter Text” that provides choices and more detailed
information to guide you in your adventures.
Keep track of your location on the mapboard during play.
This is done by remembering the label of your location, by
using any small playing piece (i.e., a coin) to mark your
location, or by tracing your path with a crayon or
greasepencil.
THE GAMEBOOK
The gamebook describes hazards, situations, and loca-
tions that may be encountered during your adventures. As
you read the text sections, choices will be given as to what
actions to take. The text section you read will depend on the
space you move into on the mapboard, the directions in the
text, and whether the actions you attempt succeed or fail.
As mentioned earlier, Location Text sections are in the
beginning of the gamebook and match the spaces on the
mapboard. These sections are labeled with a number
followed by a letter. Encounter Text sections are toward the
back of the gamebook and are listed by three-digit numbers
only (e.g., “365”). Read the Location Text as you move into
the matching space on the mapboard, and read the
Encounter Text only when told to do so by the text.
Often Encounter Text will direct your “movement” in
areas that are not represented on your mapboard. In these
cases, it can be very useful for you to keep track of what you
encounter and where you go (i.e., you should record and
map your path of travel).
PICKING A NUMBER
Many times during your adventures in this book you will
need to pick a number (between 2 and 12). There are several
ways to do this:
1) Turn to the Random Number Table on the inside front
cover of this book, use a pencil (or pen or similar object),
close your eyes, and touch the Random Number Table
with the pencil. The number touched is the number
which you have picked. If your pencil falls on a line, just
repeat the process.
2) Flip to a random page in the book and look at the small
boxed number in the inside, bottom corner of the page.
This number is the number which you have picked.
3) If you have two six-sided dice, roll them. The result is the
number which you have picked. (You can also roll one
six-sided die twice and add the results.)
Often you will be instructed to pick a number and add a
"bonus”. When this happens, treat results of more than 12 as
“12” and treat results of less than 2 as “2”.
CHOOSING A SYSTEM
Before starting to play, decide whether you want to use
the Basic Tolkien Quest System or the Advanced Tolkien
Quest System, both included in this book. If you have never
read one of these gamebooks and have never played role
playing games, we suggest that you use the Basic System
and the pre-created character provided. After you have
mastered that, use the Advanced System and create your
own character.
CHOOSING A CHARACTER
There are three ways to choose a character:
1) You can use the completely created character provided at
the beginning of the book.
2) You can create your own character using the simple
Tolkien Quest character development system included in
this book.
3) You can create your own character using MERP, the
Middle-earth Role Playing System (an ICE production
not included in this gamebook). When using MERP,
ignore the Action Tables and Combat Tables provided at
the end of this gamebook. Instead, use the guidelines and
tables provided in MERP to resolve “actions” and
“combat” (see Optional Rules).
STARTING TO PLAY
After choosing a character to play and a system to use,
start your adventures by reading the Prologue found after the
rules section. From this point on read sections as indicated
by the text. When told to move on, read text sections
corresponding to spaces on the mapboard.
THE BASIC SYSTEM
MOVING ON
When the text tells you to move on, you may choose to
move into any one of the spaces on the mapboard adjacent to
the space you are in. Then read the matching Location Text.
This text can of course lead to more detailed adventures by
directing you to a section of Encounter Text. When the text
tells you to move on in a random direction, proceed as if the
text just says move on.
When moving into a space where you have already been,
ignore any text references to conditions which no longer
exist. For example, if you defeat a Troll in a space, leave the
space and later return, you do not have to fight the same
Troll again.
TIME
When using the Basic System, do not keep track of
time. When the text indicates a choice of encounters based
upon time, read the text associated with the earliest time.
DAMAGE AND HEALING
As you adventure, you will take damage from fights,
traps, falls, etc. You must keep track of this damage in terms
of a total amount of damage taken (record the total in the
damage taken space on your Character Record). Only your
damage taken total changes during play; your Endurance
does not change.
If your damage taken exceeds your Endurance (see your
Character Record), you are unconscious. If this occurred
during a fight, you are defeated and must proceed as the text
indicates. Otherwise, you are dead; your adventure is over
and you may begin again from the start. If the text indicates
that you “wake up”, change your damage taken so that it
equals your Endurance.
Each time you read a section of text that you have not
read before and that does not require you to pick a number,
or fight, or take an action, you may “rest”, automatically
reducing your damage taken by one.
FIGHTING
Fighting consists of a series of “rounds”. During each
“round”, you attack your opponent or you attempt to flee and
your opponent attacks you. Missile attacks and your Missile
OB are not used in the Basic System.
If you choose to fight an opponent or the text indicates
that you must fight, the combat is resolved in the following
fashion:
1) You attack (see below) your opponent and then he attacks
you. If you are surprised, reverse the order of the attacks
for the rest of the combat.
2) Repeat step 1, a round of the fight, until one of the
following conditions occur:
a) One of you is killed (a “K” result on the Combat
Table).
b) One of you has more damage taken than Endurance.
That combatant is unconscious and is defeated. (This
can also occur due to a “U” result on the Combat
Table.)
c) You successfully run away. At the beginning of any
round of combat, you may elect not to attack for that
round. After your opponent makes his attack for that
round, you may attempt to run away (use the Action
Table):
• If you are successful, the fight ends and you follow
the text instructions or move on in a random
direction.
• If you are unsuccessful, you are still engaged and
must begin another round of the fight. (However,
you may attempt to run away again).
After a fight, the text will indicate what you are to do.
Process for Resolving An “Attack”:
1) Subtract the defender’s Defensive Bonus (DB) from the
attacker’s Melee Offensive Bonus (OB) and pick a
number.
2) Using the Combat Table on the last page of this book,
cross-index the number picked (in the vertical row on the
left side of the table) and the difference between the OB
and the DB (in the horizontal column at the top of the
table).
3) The result is the amount of damage that the defender
takes that round (increase his damage taken by that
amount). The special results “U” and “K” end the combat
immediately with the defender being knocked out (U,
Unconscious) or more rarely, killed (K).
Fighting More than One Opponent
If the text indicates that you must fight more than one
opponent in a given situation, “fight” the first one. If you
defeat the first one, then fight the next one. Continue this
process until you have defeated all of the opponents or you
are defeated or you have successfully run away.
EQUIPMENT
Whenever you acquire money and equipment, record
them on your Character Record in the spaces provided.
Silver pieces are “money” and may be used during your
adventures to pay for food, lodging, transport, bribes, etc.
Certain equipment may affect your abilities. If you wish,
refer to the Advanced System for the effects of armor and
weapons.
TAKING AN ACTION
When the text directs you to take an action, refer to the
Action Table on the next to the last page in the book. Choose
one of the actions listed and follow the directions given.
Sometimes these directions will require you to use the
“bonuses” listed on your Character Record.
CREATING YOUR TOLKIEN QUEST
CHARACTER
If you do not want to create your own character, use the
pre-created character found near the front of this book. If
you decide to create your own character, you must follow
the directions given in this section. Keep track of your
character on the Character Record found near the front of
this book. It is advisable to enter information in pencil so
that it can be erased and updated. If necessary, you may copy
or photocopy this Character Record for your own use.
As you go through this character creation process, refer to
the pre-created character in the front of the book as an
example.
STATS
Your character starts with certain mental and physical
attributes called “stats” (short for statistics): Strength (St),
Agility (Ag), and Intelligence (In). Before beginning this
adventure, determine the values of these stats. Pick a
number three times and assign one to each of the three stats
(the choice is yours). Then record them in the Stat Value
column on your Character Record.
Stat Bonuses
Each stat (St, Ag, In) may give a “bonus” when perfor-
ming certain activities; keep in mind that these “bonuses”
can be negative (or zero) as well as positive.
Each stat of 2-4 gives a bonus of -1
Each stat of 5-8 gives a bonus of 0
Each stat of 9-10 gives a bonus of +1
Each stat of 11-12 gives a bonus of +2
Record these bonuses in the Stat Bonus column next to
the Stat Values on your Character Record.
ENDURANCE
Your Strength stat determines the Endurance of your
character. During combat you will take damage due to
shock, pain, bleeding, etc. If this damage exceeds your
Endurance, you will fall unconscious (pass out). Your
Endurance is equal to twice your Strength stat plus 20;
record this on your Character Record.
SKILLS
The following 8 “skills” affect your chances of
accomplishing certain actions during your adventures.
1) Melee OB Skill: This skill reflects your ability to attack
in melee (hand-to-hand) combat. OB stands for
“Offensive Bonus”.
2) Missile OB Skill: This skill reflects your ability to attack
using a missile such as a thrown spear or a bow. OB
stands for “Offensive Bonus”. (This skill is not used with
the Basic System.)
3) General Skill: Use this skill when directed to perform
general activities by the text, including: Climb, Track,
Hunt, Ride, and Swim actions.
4) Trickery Skill: Use this skill when trying to move
without being seen or heard (i.e., sneaking), trying to
steal or take something held or protected by an opponent,
picking a lock, escaping from bonds, and many other
similar activities.
5) Perception Skill: This skill reflects how much informa-
tion you gather through observation and exploration. It
also reflects your ability to talk and negotiate with beings
you meet during your adventures.
6) Magical Skill: This skill reflects your affinity with magic
and spells. Use this skill when you try to cast a spell and
when indicated by the text.
7) Running Skill: This skill reflects your chances of running
away from danger.
8) DB Skill: This skill reflects your ability to avoid attacks.
DB stands for Defensive Bonus.
Skill Bonuses
For each of these skills, you will have a Skill Bonus. Use
your Skill Bonuses when you attempt certain actions; keep
in mind that these “bonuses” can be negative as well as
positive.
When you start your character, you have a total of six
“+1 bonuses” to assign to your skills; the choice is yours
(see below). These bonuses may not be assigned to your
“DB” skill or your “Running” skill.
You may assign more than one “+1 bonuses” to any
given skill, but no more than three to any one skill. Thus,
two “ +1 bonuses” assigned to a skill will be a “ +2 bonus”,
and three “+1 bonuses” will be a “+3 bonus”. These bonuses
should be recorded in the appropriate spaces in the Skill
Bonus column on your Character Record.
If you do not assign any “+1 bonuses” to a skill, record a
“-2 bonus” in the appropriate space. The “DB” and
“Running” skills do not receive this “-2 bonus”; instead they
are “0”.
TOTAL BONUSES
At this point, you should have a bonus recorded in each
Stat Bonus space and each Skill Bonus space. Keep in mind
that these “bonuses” can be negative as well as positive. For
each skill, add the two bonuses and record the total in the
appropriate TOTAL BONUS space.
When the text instructs you to “add your bonus”, it refers
to these Total Bonuses.
During play you may acquire equipment or abilities that
may affect your bonuses. Use the Equipment Bonuses and
Special & Temporary Bonuses spaces to record these
bonuses. Of course, some of the Total Bonuses will have to
be recalculated when this occurs.
SPELLS
You may decide to use the Optional Spell Rules. If so, for
every “+1 bonus” that you do not assign to a skill, you may
“learn” two spells that you may cast during play (see
Optional Rules).
THE ADVANCED SYSTEM
The Advanced System is similar to the Basic System in
many respects but allows for more variety and action op-
tions. If you are going to use the Basic System do not
read any further.
MOVING ON
When the text tells you to move on, follow the same
process described in the Basic System: choose any one of
the spaces on the mapboard adjacent to the space you are in
and read the Location Text section corresponding to that
space.
Moving On in a Random Direction
If the text tells you to move on in a random direction,
you must move on to a randomly selected adjacent space.
Outdoors, this space is selected by picking a number which
corresponds to a specific space as indicated in the diagram
below. If you cannot move in a direction due to an obstacle
(river, edge of map, etc.), pick another number.(You start in
the center space of the diagram below.)
TIME
Keeping track of time adds a great deal of flavor and
excitement to the use of this gamebook, but it does require
that you keep a running total of the amount of time that
passes. If you desire an easier adventure, just use the
gamebook as directed and ignore the text passages and rules
referring to time (see the Basic System).
Passage of time will be abbreviated at the beginning of
each text section as: Time: #, where # is the number of
minutes. As you read each text section, add this amount to
your time total.
Double these time figures when you move on in a
random direction.
NIGHTTIME
This gamebook assumes that the adventures take place
during the daytime and that you rest at night. Nighttime
starts when your time total reaches 13+ hours (780 +
minutes) and you read a section of text that does not require
you to pick a number, fight, or take an action.
At this point, you must rest: mark down that 1 day has
passed and restart your time total to 0. You must also “eat a
meal” (mark one meal used on your character record). If you
do not have a meal, you may not heal any damage that night
and you must increase your damage taken by 5. After all
this is done, just proceed normally.
TAKING AN ACTION
When the text directs you to take an action, refer to the
Action Table on the next to the last page in the book. Choose
one of the actions listed and follow the directions given.
FIGHTING
Fighting consists of a series of “rounds”. During each
“round”, you attack your opponent or you attempt to flee
and your opponent attacks you.
If you choose to fight an opponent or the text indicates
that you “must fight”, the combat is resolved in the
following fashion:
1) If you are surprised, proceed directly to step 3; other-
wise, you may make a missile attack if able (see the at-
tack resolution explanation). If your opponent is not
surprised (i.e., he is aware of you), he will then make a
missile attack against you if able (the text will specify if
your opponent can make missile attacks).
2) No one is surprised for the remainder of the combat.
Your opponent will attempt to force melee (hand-to-
hand combat). You may attempt a Run Past action (see
the Action Table). If successful, proceed to step 1;
otherwise, proceed to step 3. This completes one round
of the fight.
3) You are engaged in melee. You make a melee attack
against your opponent, and he makes a melee attack
against you. If you are surprised, reverse the order of the
attacks for the rest of the combat. This completes one
round of the fight.
4) Repeat rounds of the fight until one of the following
conditions occur:
a) One of you is killed (a “K” result on the Combat Table)
b) of you has more Damage Taken than Endurance.
That combatant is unconscious and is defeated. (This
can also occur due to a “U” result on the Combat
Table.)
c) You successfully run away. At the beginning of any
round of combat, you may elect not to attack for that
round. After your opponent makes his attack for that
round, you may attempt to Run Past (use the Action
Table):
• If you are successful, the fight ends (follow text
instructions or move on in a random direction.)
• If you are unsuccessful, you are still engaged and
must begin another round of the fight at step 3.
(However, you may attempt to run away again).
Resolve individual attacks as indicated in the Basic
System. Using the Combat Table on the last page of this
book, cross-index the difference in OB and DB with a
number picked. Be sure to add your character’s Missile OB
for missile attacks and Melee OB for melee attacks.
OPTIONAL RULES
These rules are included to allow the development of
more complete Middle-earth characters and to add certain
elements of fantastic realism to your adventures.
ADDITIONAL TERRAIN AND MOVEMENT RULES
Roads, Paths, and Trails
Using roads (also applies to paths and trails) can affect
the passage of time. If the text or the mapboard indicates that
there is a road between the space you are in and an adjacent
space, you may choose one of the following options:
1) Use the road to move on to that space; in which case, use
the time given in parentheses (e.g., for Time: 20(5) use 5
minutes).
2) Move on to that space but not use the road, in which case
use the normal time passage.
This choice can be important because often your adventures
will vary depending upon whether or not you are traveling
on the road.
Travel on Horseback
If you have a horse and want to move on, pick a number
and add your General Bonus. If the result is more than 6,
reduce the “time used” (Time: #) for the next space by half
(round up). Otherwise, use normal time passage. If the space
moved into is indoors, woods, or river, normal time passage
is always used.
Hunting & Foraging
If you are outdoors in a space containing woods or rough
terrain, you may attempt to get a meal by hunting &
foraging. Pick a number and add your general bonus. If the
result is more than 7, you obtain one meal. In any case, you
use 40 minutes of time.
MOVING AT NIGHT
If you wish to continue to move and adventure at night,
you will have the following disadvantages:
1) The amount of time required for any outdoor activity is
tripled (except for text passages involving fighting).
2) Treat all outdoor move on instructions as move on in a
random direction.
3) All of your bonuses are temporarily halved (round
down).
4) Instead of healing damage taken, you take 1 point of
damage for each hour of activity.
Until you “rest” (as described in the normal night rules),
disadvantages #3 and #4 above will continue to apply. When
you rest after having activity during the “night”, your “time
total” for the “next day” is restarted at: your old time total -
900 (treat negative results as 0).
UNMODIFIED PICKED NUMBERS
In many situations, you are instructed to: Pick a number and
add your xxxx bonus. If you have a very large bonus, this can
often result in automatic success in certain activities. To
avoid this, use the following rule: whenever you pick a
number and it is a “2”, do not add any bonuses. That is, 2’s
are never modified and always give a 2 result.
EXPERIENCE POINTS
After certain text passages, you will see Exp Pt: #. This is
the number of “Experience Points” you receive. Keep a
running total of points in the space provided on your
Character Record. You may only receive experience points
for a given text passage once.
These points have no affect on the abilities of your
character until you have successfully completed this
adventure and wish to start another Tolkien Quest
gamebook with the same character.
If you are using a Tolkien Quest system character, for
every 150 experience points received you may assign an
additional +1 bonus to any of the allowed skills (the limit of
+ 3 for a skill bonus doesn’t apply, see “Creating Your Own
Character”) or you may choose two more spells that you
may cast or you may pick a number and increase your
endurance by that amount.
If you are using MERP, 150 experience points is
equivalent to 5000 MERP experience points.
RACE
You may choose one of the Middle-earth races for your
character with the following results:
Man: Increase your General bonus by 1.
Elf: When underground, decrease your Perception by 1 and
your Magical bonus by 1. When outdoors, increase your
Perception by 1 and your Magical bonus by 1. Ignore
disadvantages #1, #2, and #3 under the “Moving at
Night” rules.
Dwarf: When underground, increase your Perception bonus
by 1 and your General bonus by 1. Decrease your
Running bonus by 1. Ignore disadvantage #1 and #3
under the “Moving at Night” rules. Dwarves may not
“learn” spells #7, #11, and #15.
Hobbit: Increase your Trickery bonus by 2. Decrease your
Melee OB by 2. Ignore disadvantage #1 and #3 under the
“Moving at Night” rules. Hobbits may not “learn” spells
#3, #5, #7, #11, and #15
CASTING SPELLS
For every “+1 bonus” that you do not assign to a skill
during the character creation process, you may “learn” two
of the spells described below. Once a spell is “learned”, your
character “knows” it and is able to cast it within the
restrictions given.
If you want to cast a spell, pick a number and add your
Magical bonus. If the result is more than 6, the spell has
been successfully cast. (Refer to the spell description for the
effects.) Otherwise, the spell does not have an effect. You
must “know” a spell in order to cast it.
Each time you successfully cast a spell, your damage
taken is increased by the number given in parentheses in the
spell description. This reflects the strain of casting spells.
If involved in a fight, you may only attempt one spell
each time a missile would normally be fired; spells are
useless in melee.
Unless stated otherwise, the effects of a spell last for one
action, one activity, or one fight.
Spell Descriptions
1) Item Analysis (3): When indicated by the text, you may
cast this spell and “analyze” an item (follow the direc-
tions given in the text).
2) Balance (2): Increases your General bonus by +2 for one
activity to be attempted at the current text location.
3) Calm (5): May only be cast against one animal or nor-
mal being at a time (Man, Elf, Dwarf, Hobbit, Orc,
Troll, etc.). Pick a number and add your Magical
bonus. If the result is more than 7, the foe is “calmed”
and will not attack unless you attack him or attempt to
steal from him. Otherwise, the encounter proceeds
normally.
4) Camouflage (3): For the purposes of one action, this
spell increases your Trickery bonus by +2.
5) Charm Animal (6): You may cast this spell against any
hostile normal “animal” (bear, wolf, snake, etc.). The
animal will follow you (record its OB, DB, and
Endurance) and will fight any foe you desire it to. After
it has fought once (one “fight”) for you, the animal will
leave. You may only have one animal “charmed” at a
time.
6) Clairvoyance (5): When given a choice of two or more
text sections to read, you may read two of them and then
proceed to whichever one you want.
7) Fire Bolt (6): This spell may be used during combat
when you would normally make a missile attack. Pick a
number twice and add the two results plus double your
Magical bonus; this result is the amount of damage
taken by your opponent.
8) Healing (0): Reduces the amount of time required to
heal 3 points of damage from 60 minutes to 20 minutes.
Using this spell and then resting for a “night” heals all
damage.
9) Luck (5): When you cast this spell just after you have
picked a number, you may ignore the number picked
and pick a number again.
10) Protection from Magic (4): When the text indicates
that an opponent is casting a spell, you may cast this
spell. The number picked to resolve the spell will be
decreased by your Magical bonus.
11) Shield (4): If cast at the beginning of a fight, this spell
will increase your DB by +2. It may not be used if a
normal shield is being used.
12) Speed (3): This spell may be cast whenever you attempt
to Run Away or Run Past. Your Running bonus is
increased by +2 for such attempts.
13) Strength (6): When cast at the beginning of a fight, this
spell doubles the damage you give with melee attacks
for the remainder of the fight.
14) Sustain Self (2): When cast, this spell has the same ef-
fect as eating a meal.
15) Telekinesis (5): You may cast this spell when faced
with an opponent who is unaware of you. Make a Steal
& Take action (see Action Table), adding your Magical
bonus rather than your Trickery bonus. If you are
unsuccessful (a result of 8 or less), your opponent is
aware of you and you must take an action.
AN OPTIONAL COMBAT FORMULA
For people who prefer formulas to tables, the following
formula approximates the Combat Table results. Using the
formula results in slightly more damage than using the
Table.
• If the number picked is “2”, automatic no damage.
• If the number picked is “12”, automatic “U” plus
normal damage taken.
Damage taken by defender =
Number picked - 4 + attacker’s OB - defender’s DB
• If damage taken is 9 or more = “U”
• If damage taken is 11 or more = “K”
USING MERP WITH THIS GAMEBOOK
Middle-earth Role Playing is ICE’s fantasy role playing
(FRP) system for J.R.R. Tolkien’s world of Middle-earth.
We do not have room in this gamebook to describe its
contents. Instead we will give guidelines in this section on
how to use this gamebook with a MERP character.
Since MERP is a completely general FRP system, be
very flexible when using it with this gamebook. Just use the
mechanisms provided by MERP and your own common
sense, and most situations will be easily resolved. Below we
provide guidelines for situations which will arise most often
in these gamebooks.
Fighting
When the text indicates that you must fight, just use the
normal MERP combat system, your character’s MERP
combat stats, and your opponent’s MERP combat stats (as
given in the MERP Stats Table found in the rear of this
book).
Like normal Tolkien Quest fights, fights resolved using
MERP normally end in one of 3 ways: you are defeated,
your opponent is defeated, or you successfully run away.
Either you or your opponent is “defeated” when you are
rendered unconscious, killed, or incapacitated.
You may run away by making a MERP “medium”
moving maneuver (add your appropriate Moving Maneuver
Bonus) resulting in “100” or more. These results are
cumulative from round to round; thus you might be able to
run away over the course of several rounds. For example, a
result of “60” on the first round and a “50” on the second
round would mean that you successfully “run away” at the
end of the second round).
Taking Damage
Often the text will instruct you to increase your damage
taken by a certain amount. Here are some suggestions for
translating that damage into MERP damage (Pick a
Number will be referred to as “2-12”):
“The riddle is the only clue that we have about the location
of the Staff of Truth” Eldamar concludes. “The Staff has many
powers. It is an unerring guide in the wilderness and can only be
carried without assistance by the pure of heart. The Staff is said
to be six feet long and made of white wood, and its top is set
with a deep blue sapphire. Someone must go to Weathertop,
search for the Staff of Truth, and bring it to the King.”
Eldamar looks directly at you when he says this. You have a
feeling that he wants you to go. You are delighted by his trust,
but at the same time frightened at the thought of such a long and
arduous journey.
“I will provide you with maps and supplies for the journey;
the healers will give you a pouch of herbs. Scribes will copy
this map and clue and give you a map of Weathertop. The
journey, although trying, should be quite safe.”
You are comforted by Eldamar’s words and feel the first
stirrings of excitement. You will be the first person in almost
two thousand years to see the caves beneath Weathertop,
previously thought to be the merest shadow of a rumor. Of
course Eldamar is correct: there is little danger on the road,
where you will be as safe as on the streets of Minas Tirith.
You quickly ready yourself for the journey. Eldamar gives
you food, some money and a map of the western lands. He also
provides you with writing materials so that you can make a map
of the caverns. The Healers give you a small pouch of herbs,
cautioning you only to use them in the direst of emergencies.
The journey to Weathertop is long, tiring, and uneventful.
Throughout the entire trip you contemplate the bizarre and
mysterious clue that you have committed to memory, but you
are no wiser. Still you think to yourself as you approach the
ancient hill, you have plenty of time in which to search.
Read only the text for the location that you are in.
1A Time: 10
The ground is covered with patches of grass, rocks, and
wildflowers. On the northern slope of Weathertop you can see a
great green bank, the sole remains of the ancient Dúnedain road
to the tower of Amon Sûl. A trail lies a short distance to the
north. Nearby you see a small caravan and the short, stocky
figures of Dwarves moving about. If you approach them, turn
to 187; otherwise move on.
1B Time: 20
The wilderness beside the road reveals nothing of interest
(unless your hobby is botany). Wildflowers and blueberry
bushes enliven the tumbled boulders. You see swallows circl-
ing above you and hear the cries of crows in the distance. Tales
of the War of the Ring, where Crebain acted as spies, come to
mind, and you are suddenly wary. Move on.
1C Time: 10
The terrain is similar to the barren wilderness that surrounds
most of Weathertop. Long grass hinders your passage, and
emptiness surrounds you. Pausing in your search, you hear the
faintest trickling of water. Thirsty and hot, you decide it might
be wise to find the spring. If you explore, turn to 137;
otherwise, move on.
1D Time: 15
The land around you is an empty wilderness; not even a squirrel
stirs to keep you company. The only sounds you hear are the
soft breeze and your own footsteps. A small copse of birch lies
to the northeast. Your explorations reveal nothing but a few
sun-ripened blackberries, which you pause to pick. Pick a
number; if 6-12 turn to 412; otherwise, move on.
1E Time: 20
Low bushes and small rocks cover the area. The ground is dry
and you find no sign of footprints. You stop to scan the road
hoping to see some traveller, but you spy no one. Lonely, you
continue your search. Move on.
1F Time: 25
Low-growing thorny vines and shrubs hinder your passage and
tear at your clothes. You hear a soft rustling and turn to see a
blackbird break cover and fly away.
You stop to scan the sides of Weathertop, searching the one
thousand foot high side for some sign of a cave, but you see
nothing unusual: only grass, brush, small patches of trees, and
piles of rocks. You begin to wonder what your chances of
finding a cave are. Move on.
1G Time: 20
A pile of large stone blocks, perhaps ruins of Amon Sûl, lies
before you. Bushes and vines with long thorns partially obscure
the rocks. Studying the stones, you begin to have the faintest
idea of how beautiful Amon Sûl must have been long ago;
many of the stones are still white, smooth, and beautifully
shaped. Saddened, you continue your search. Move on.
2A Time: 15
The ground is covered by a wide variety of flowers, enlivening
the desolation, and making the area seem a bit more friendly.
You begin to cheer up and stop to admire the wildflowers.
Move on.
2B Time: 15
A small stand of oak trees provides some welcome shade from
the hot summer sun. The air is cool beneath the trees, and the
carpeted ground is pleasant to walk on. You pause beneath the
shade for a drink and a short rest. Refreshed, you continue your
quest. Move on.
2C Time: 20
The ground is covered by low scrub and tall grasses, which
hinder your progress. You feel as if you are wading through a
sea of grass and brush, isolated and adrift in miles of
wilderness. Move on.
2D Time: 15
A large pile of rockslooms before you,beside the bank of the
Dúnedain road. Perhaps the blocks came from the ancient
defenses of the road spiraling around Amon Sûl. If you explore,
turn to 104; otherwise, move on.
2E Time: 20
Briars tear at your clothes and scratch your legs, while gnats
and mosquitoes move in for the kill. You are hot, tired, and
irritable. You notice a small shady patch of forest to the
southwest and are tempted to head for the cooler shade. Pick a
number and add your Perception bonus; if 7-12, turn to 271;
otherwise, move on.
2F Time: 10
Vines and briars have been replaced by a large, flat rock worn
smooth by time. It makes the perfect picnic spot. Pick a
number and add your Perception bonus; if 6-12, turn to 325;
otherwise, move on.
2G Time: 10
A solitary larch offers some shade from the sun, and long grass
covers the surrounding earth. A few wildflowers grow among
the grass. You hear the scurrying of some startled animal a few
feet away. Move on.
3A Time: 10 (5)
The ground is covered by long grass and wildflowers. A hawk
circles in the sky above, searching for prey. You look at the
bulk of Weathertop, and try not to think of how long it might
take you to find the cave. You notice some clear tracks running
along a trail that goes to the northeast (4A). Move on.
3B Time: 25
Preoccupied by some tracks, you pay little attention to your
footing. Pick a number and add your Perception Bonus; if 2-8,
you step in a hidden hole and twist your ankle. Increase your
damage taken by 3; if 9 or more, your ankle is fine.
More attention reveals that you are in the midst of a rabbit
warren. Pick a number and add your General Bonus; if 2-5,
turn to 278; if 6 or more, turn to 420.
3C Time: 10
Long grass and wildflowers obscure the ground and conceal a
few small rocks. To the east you can see the bank of the old
road; you recall the past glories of the tower, and its sad fall.
You wonder if it will really be you who brings the Staff of Truth
to light after so many centuries of obscurity. Move on.
3D Time: 15
Large square-shaped rocks and unformed boulders lie piled in a
heap on the low slope of Weathertop. Some of the rocks look as
if they could be from the ruins of Amon Sûl. They are
overgrown with brambles and other thorny vines, which slow
your search. If you explore, turn to 552; otherwise, move on.
3E Time: 20
Small rocks and boulders lie strewn among the low growing
bushes and vines. The bank of the old road rises beside you, the
road is the easiest route to the summit (4D). The side of the hill
is steep, and your passage is difficult. Pick a number and add
your Perception bonus; if 6-12, turn to 325; otherwise, move
on.
3F Time: 15
You enter a small wood of oak and maple, enjoying the cool
shade. The ground is soft and springy, covered by dead leaves.
The wind carries the sound of voices. You stop, scarcely daring
to breathe. The sounds become clearer; two men converse in a
strange language as horses whinny nearby. If you investigate
the sounds, turn to 197; if you move away, turn to 129.
3G Time: 15
The branches of the oaks and maples form a wonderful screen
from the hot sun. As you stop to enjoy the shade, you hear
voices and the jingling of a horse’s harness. Pick a number and
add your Perception bonus; if 6-12, turn to 271; otherwise,
move on.
4A Time: 10 (5)
Long grasses and wildflowers giveway to a small patch of
woods in the north and east. You hear the rustling of an animal,
perhaps a rabbit or a squirrel, from the forest. The sight of the
trees reassures you, making you feel less isolated. You notice
some clear tracks running southwest (3A) and northeast (5B).
Move on.
4B Time: 15
The woods are quiet except for the soft rustling of the wind and
the branches. Oak, ash, and maple trees surround you; their
leaves make a pleasant carpet for you to walk on. As you
wander through the trees, you notice that the ground begins to
slope upwards; before you looms the rugged wall of the
mountain. Move on.
4C Time: 15
A stand of woods lies directly to the east. Small rocks and
boulders lie tumbled among the long grasses and vines. You
notice a slight ridge in the ground, perhaps the remains of an
ancient road that once spiraled around the hill. You check the
terrain against your map, but it shows only the old Dúnedain
road. Move on.
4D Time: 20
You are somewhat out of breath from trekking around on the
slopes of Weathertop. You pause for a short drink in the hot
sun, resting on a boulder. Stones and vines almost obscure an
old spiral road that once led to the summit of Weathertop. You
recall the ancient Edain, who may have dwelled upon the hill,
using it as both a fortress and a temple. Move on.
4E Time: 15
A small pile of rocks and block-like stones are piled on what
was once an ancient spiral road. A small patch of trees stands
directly to the east. Crebain — large, evil blackbirds — circle in
the sky above you. Pick a number and add your Perception
bonus; if 6-12, turn to 271; otherwise, move on.
4F Time: 15
The forest is cool. Interlacing branches of oak and maple screen
out the sun. Pick a number and add your Perception bonus; if
6-12, turn to 325; otherwise, move on.
4G Time: 20
You are on the lower slopes of Weathertop. To the east, the
ground gradually becomes level. Vines and brush cover the
sides of the hill, forcing you to wade through a tangled sea of
briars. The sun is hot and the air oppressive; you find yourself
hoping for a summer shower to cool things off. Move on.
5A Time: 15
Tumbled rocks are strewn among the long grass and
wildflowers; the desolation of Eriador lies all around you. With
longing eyes, you study the small stand of woods just to the
east; the shade looks very inviting. Move on.
5B Time: 15 (10)
You walk through the woods carefully to avoid slipping on the
side of the hill. The ground is free of undergrowth, and the air
smells pleasant. You walk through the trees slowly, happy to be
out of the hot sun. You stop to watch two squirrels chase one
another, pleased to see other living creatures. Through the trees,
you can see the bulk of Weathertop rise to the northeast. You
notice that the ground is covered with tracks made by many
careless feet, forming a crude trail. The trail runs southwest
(4A) and northwest (6A). Move on.
5C Time: 20
You find that this side of Weathertop is steep, except for the
ridge of the old road. A large pile of rocks, covered with vines,
blocks your path. Gratefully you pause to rest and catch your
breath and to enjoy the faint breeze. You survey the slopes
dismally, trying to calculate how many weeks it might take you
to find a cave. If you explore, turn to 152; otherwise, move on.
5D Time: 20
You pause in your search and realize that you are halfway up
the slope of the hill. Small rocks and stones hidden in the long
grass make the going difficult, and you frequently slip and fall.
You climb up the ancient bank of the Dúnedain road, which
though overgrown with weeds is still easier to walk up than the
sides of the hill. The view of the landscape is splendid; you can
see for miles, but the only living thing visible at the moment are
a few Crebain circling lazily overhead. Move on.
5E Time: 15
You continue to walk among long grass and rocks. A pile of
rubble lies to the north, and a small cliff covered with fallen
rocks and vines rises to the northeast. Tired by your search, you
turn to study the road, and a movement captures your eye. Turn
to 465.
5F Time: 15
The slopes are covered by large clumps of vines and tumbled,
broken rocks. The tangles could conceal any number of long
lost caves. Your optimism begins to return, and you study the
pile eagerly. If you explore, turn to 363; otherwise, move on.
5G Time: 15
The sides of the hill slope towards level ground in the east. You
find a flat boulder free of vines and stop to rest. The sun is
exceptionally hot, and the gnats persistent; you grow weary. As
you drink from your waterskin, you moodily wonder if the
endless desolation is beginning to take its toll on your mind and
body. Move on.
6A Time: 10 (5)
Weathertop rises to the east, its slope covered with long grass
and rocks. You walk along, waving at gnats and slapping at
mosquitoes, debating whether or not to seek the shade of the
small stands of trees to the southeast and northeast. Tracks
cover the ground and form a trail that runs southeast (5B) and
northeast (7B). Move on.
6B Time: 15
You make your weary way among the long grass and rocks on
the middle slopes of Weathertop. A grove of trees lies to the
southwest .You find your mind wandering from your quest; you
are sick of the hot sun, the gnats, and the endless grass, vines
and rocks. You find yourself longing desperately for
companionship if only for a moment, for anything to cheer you
along your way. Move on.
6C Time: 10
You are near the summit of Weathertop; you can see the
remains of the old road very clearly, despite the obscuring
grasses and rocks. The bank of the old Dúnedain road also
looms ahead of you. The wind tears at your clothes, making you
shiver. A few steps to the northeast will bring you directly to the
summit, and perhaps closer to your goal. Move on.
6D Time: 10
You are standing at the summit of Weathertop! A large pile of
square blocks and stones lies before you, near the remains of the
ancient Dúnedain road. You wonder if this structure is
coincidence or evidence of some great intent. Perhaps the
stones were strategically placed there to block an escape route
or to close off an entry during the last battle? They straddle a
large portion of the bank, concealing its sides. Who knows what
else they might hide? If you explore, turn to 548; otherwise,
move on.
6E Time: 20
The top of the hill lies to the northwest. A steep slope is strewn
with rocks that could only have come from the ruined towers.
Overgrown with vines, a large pile of smooth rocks lies at the
bottom of a small cliff face. If you explore, turn to 142\
otherwise, move on.
6F Time: 20
A cliff face and the summit lie directly to the west and
northwest. The steep slopes are covered with rocks, grass, and
brush. You scan the cliff face anxiously searching for some
clue. In the distance, the sheer rock face is full of dark,
mysterious nooks. Move on.
6G Time: 15
The slopes of Weathertop level out to the east. The sides of the
hill above you are covered with rocks, long grass, and small
groves of trees. The quest for the caves looks to be more
challenging than you expected. After all, you think to yourself,
if no one else has found the cave mouth in thousands of years,
how can I? But you must try. Move on.
7A Time: 15
You are standing before the western slopes of Weathertop. The
sides of the hill look depressingly high, and you cannot see the
summit. The hill is covered with long grass and rocks, and you
hear the distant cry of some bird. A copse of trees stands to the
northeast, and another somewhat further to the southeast. Move
on.
7B Time: 25 (10)
This portion of the lower slopes is covered by brambles which
tear your clothes and scratch your legs and arms as you reach
out to pluck a few berries. A rabbit, startled by your presence,
dashes off into the underbrush. Tracks cover the ground,
forming a trail that runs southwest (6A) and northwest (8A).
Move on.
7C Time: 20
The slope becomes increasingly steep near the summit, flat-
tening somewhat where it is intersected by the remains of an old
road. Blocks of stone from the ruined tower and ancient
defenses lie tumbled on the slopes. If you explore, turn to 336;
otherwise, move on.
7D Time: 15
You are standing at the edge of the southwestern summit of
Weathertop, commanding a wonderful view of the surrounding
countryside. You note that you seem to be the only living
creature around for miles. In the distance you see the blue
glimmer of the foothills of the Misty Mountains, and the dark,
ominous hills of the Trollshaws. The ruins of an ancient fortress
lie to the northeast. All around you lie scattered stones that must
have once been part of the great Tower. Turn to 465.
7E Time: 10
The sides of the hill drop off sharply to the east; you can see the
grey smudges of the Barrow-downs in the distance. The town of
Bree is hidden by a line of hills running to the east. Even the
Great East Road looks deserted; you see no indication of any
other travellers. Move on.
7F Time: 15
The steep slope levels off as it meets the curve of the old road.
Blocks of stone lie in a tumbled heap amid the tall grass. You
wander around morosely, depressed by the landscape. You idly
kick one of the blocks. The only thing you see is a scurrying
lizard. If you explore, turn to 180; otherwise, move on.
7G Time: 20
Rocks, brush, and vines lie tangled in heaps, tripping you and
hindering your passage. The slopes are very steep, and you are
forced to move slowly for fear of twisting an ankle. Your
clothing is ripped and torn by long, sharp thorns and you are
bleeding from several small scratches. Move on.
8A Time: 10 (5)
You are on the lower western slopes of Weathertop. A grove of
trees lies directly to the east. A cool breeze brings the song of a
blackbird and the faint scent of wildflowers. A crude trail runs
southeast (7B) and northwest (9A). Move on.
8B Time: 20
The trees provide wonderful shade from the hot summer sun,
shutting out the hot rays almost completely. The slopes of the
hill are very steep, and you slip and slide along, tripping
occasionally over exposed tree roots. Move on.
8C Time: 15
You stand at the edge of the western summit of Weathertop, and
see miles of empty, hilly countryside, and in the distance, a
glimmer of the Misty Mountains. The ancient ruins of the tower
of Amon Sûl lie directly to the east. Move on.
8D Time: 15
The broken and tumbled ruins of Amon Sul lie all around you.
The western hills are covered with a soft haze; you can barely
make out the tough knuckles of land known as the
Barrow-downs. You pull out your map, searching for some clue
or hint, and begin to study the ancient ruins. It is still possible to
make out the old foundations of the fortress and tower. The
stone blocks are smooth and regular, but many are broken and
lie scattered upon the ground. You are overcome by a sense of
desperation. If you explore, turn to 517; otherwise, move on.
8E Time: 20
The steep slope is covered with long grass and broken rocks
from the tower. You stop frequently, studying the slopes for any
sign of a cave but see nothing. A small patch of woods lies
directly to the northeast. Move on.
8F Time: 20
The slopes of Weathertop continue their steep ascent, and you
stop to rest on the remains of the ancient road. A small, shady
patch of woods stands to the northwest. Move on.
8G Time: 15
The lower slope of the hill is covered with brush, vines, and
rocks. All around you can see similarly desolate countryside.
You find yourself wishing for a cool breeze and a stream to
wade in. Move on.
9A Time: 10 (5)
The earth is covered with long grass and wildflowers which
have been trampled in places, forming a trail of sorts. The trail
runs southeast (8A) and northeast (10A). Move on.
9B Time: 20
The slopes are covered with a large pile of broken rocks and
tangled vines. The hill is steep and you frequently slip on loose
gravel, scraping your knees and hands badly. The cries of the
Crebain above you seem to mock you, making light of your
efforts. If you explore, turn to 113; otherwise, move on.
9C Time: 20
You find yourself wading through a sea of long grass, tangled
vines, and rocks. The heat, the gnats, and the terrain are
beginning to tire you. Your steps become slower. If you
explore, turn to 113; otherwise, move on.
9D Time: 15
The summit of Weathertop commands not only a beautiful view
of the countryside, but invites a cool breeze as well. You sit
down gratefully on an ancient block and relax for a few
minutes. You thoughtfully study the ruins of the once proud
tower, casting an eye over the ruins and searching for a clue. If
you explore, turn to 392; otherwise, move on.
9E Time: 15
You stand at the edge of the summit. Directly to the east and on
the lower slopes stands a small patch of oak and beech trees.
The ruins of the tower are all around you, recalling the glories
of the Kingdom of Arnor. You contemplate the ruin sadly,
tracing the ancient foundations in your mind’s eye, looking for
a cellar entrance. If you explore, turn to 535; otherwise, move
on.
9F Time: 15
The forest is dim and cool. Beech maple, and oak provide
welcome shade. You hear the soft trickling of water and
discover a small spring. You realize that this grove would make
an excellent campsite. Pick a number; if 2-7 turn to 178;
otherwise, move on.
9G Time: 15
This section of the lower slopes is covered with scattered rocks
and boulders which are overgrown with brush and vines, often
obscuring the ground. The only sounds are those of the wind
and your footsteps. Weathertop raises its stern face before you,
tantalizing you to unlock its secret. Pick a number; if 2-7 turn
to 178; otherwise, move on.
10A Time: 10 (5)
The ground is covered with long grass, wildflowers and brush.
A wide swath of the ground has been carelessly trampled, and
flowers lie brutally crushed. It looks as if a large party of
careless people rushed through here recently. Trails lead to the
southwest (9A), northeast (11B), northwest (11A), and east
(10B). If you explore, turn to 113; otherwise, move on.
10B Time: 20
This area of Weathertop is completely covered by large heaps
of boulders, rock, gravel, brush and vines. You are in constant
danger of slipping on loose rocks and gravel and scrape your
knee once or twice. If you explore, turn to 233; otherwise,
move on.
10C Time: 20
The steep slopes are covered with rocks, many of them from the
ruined tower. Thorny vines tear at your clothes and scratch your
ankles, threatening to trip you. You step back in surprise as a
snake slithers into the undergrowth. If you explore, turn to 113;
otherwise, move on.
10D Time: 10
You are standing at the northern edge of the summit of
Weathertop. On the slopes below, you can see a small grove of
trees. If you explore, turn to 237; otherwise, move on.
10E Time: 10
The remains of the old road are clearly visible on the contours
of the slope. A few rocks lie scattered among the long grass and
wildflowers, and a patch of woods stands to the southeast. A
soft breeze ruffles your clothes and refreshes you. Move on.
10F Time: 20
Long grass and wildflowers meet a grove of trees to the south.
The forest is pleasant and shady, a wonderful relief from the hot
sun. Somewhere to the north you hear the trickling sound of
running water, making you suddenly very thirsty. You stop
briefly for a drink and to refill your waterskin. Pick a number; if
2-7 turn to 178; otherwise, move on.
10G Time: 10
This portion of the lower slopes is gentle and levels off
gradually. The ground is covered with long grass and flowers; a
small stand of beech and oak rises to the south. Move on.
11A Time: 10 (5)
The faces of Weathertop rise before you, looking larger than
ever. The slopes are covered with rocks, long grass, brush and
vines. As you study the hill, you can see the faint ridges of an
ancient road, partially obscured in places. A trail runs southeast
(10A) and east (11B). Move on.
11B Time: 10 (5)
The lower part of the slope is covered with long grass and
rocks, with an occasional patch of brush. A small wood lies a
short distance away to the east; the air is hot and humid.
Crebain circle above you, the air full of their harsh cries.
Several trails intersect in this area and run to the southeast
(10B), southwest (10A), west (11 A), and northwest (12A). If
you explore, turn to 113; otherwise, move on.
11C Time: 20
You continue to wade through a sea of grass and brush, tripping
over an occasional rock hidden by the grass. A group of rocks
and boulders lies heaped to the east. Curious, you move closer,
searching for some clue, but see nothing out of the ordinary. If
you explore, turn to 113; otherwise, move on.
11D Time: 20
The light beneath the trees is dim, and the air is cooler. Exposed
rocks and boulders lie piled between the trees. The woods
nearby look ancient and somehow mysterious; rocks, boulders,
and broken stone blocks are heaped in tantalizing piles. If you
explore, turn to 255; otherwise, move on.
11E Time: 15
Piles of broken rocks and boulders are scattered on the steep
slopes. You realize with dismay that any one of them is large
enough to conceal a cave entrance. You should have asked for
Eldamar to provide you with several men to help move the
heavy rocks and boulders, you now think ruefully. You wonder
how many caves you simply cannot find. If you explore, turn to
201; otherwise, move on.
11F Time: 20
Long grass and brush covers the steep slope, slowing your
search. A small patch of forest lies to the south. You step in
some animal burrow, twisting your ankle. Nursing your injury,
you limp on. Move on.
11G Time: 10
The lower slope of Weathertop is covered with long grass and
weeds. You are reassured by the surrounding terrain — it could
not possibly conceal a cave. Your search narrows. Move on.
12A Time: 5 (5)
The ground is relatively level and is covered with long grass
and wildflowers. Weathertop raises its huge bulk to the east; its
sides looking dishearteningly steep. You see a small trail in the
area, running southeast (11B) and northwest (13A). Move on.
12B Time: 15
You slip among the loose gravel on the lower slopes. An
interesting, almost sculpted group of rocks and boulders stands
to the southeast. If you explore, turn to 492; otherwise, move
on.
12C Time: 10
You are standing at the edge of a leafy, shady forest to the
south. The sun is very hot, and you are beginning to find the
sight of the long dry grass oppressive. Move on.
12D Time: 15
The vista of long grass and wildflowers is enlivened only by
some thorny patches of brush, vines, and some scattered
boulders. A small copse of trees lies to the southwest. If you
explore, turn to 137; otherwise, move on.
12E Time: 20
The slopes are heaped with a large pile of exposed rocks and
tumbled boulders. You climb among the rocks, startling a
basking grasshopper. You pause frequently to admire the view,
trying to imagine what the peak was like thousands of years
ago, when people worshipped and watched from the peak. If
you explore, turn to 363; otherwise, move on.
12F Time: 10
The slope of the hill gradually levels off. Nothing here but rocks
and wind. Move on.
12G Time: 10
The eastern slope of Weathertop looms above you, like the hot
sun. The heat is oppressive. You scan the sides of the hill,
searching for a cave entrance. Although you see several
promising piles of rocks and boulders, and note clumps of trees
and brush, you can find no sign of the caves. Move on.
13A Time: 10 (5)
Weathertop lies to the southeast; a clump of trees stands
directly to the east. The ground is covered by long dry grass and
vines that do their best to trip you. You notice a small trail
running southeast (12A). Move on.
13B Time: 10
The forest is primarily composed of oak and maple trees, which
offer welcome relief from the heat. You sit between the roots of
an ancient tree gazing at the sky through the interlacing
branches. A cool breeze hits your face. Pick a number; if 7-12
turn to 474; otherwise, move on.
13C Time: 15
You are standing on the western slopes of Weathertop. The
sides of the hill are steep; you are forced to move slowly. The
terrain soon has you thoroughly tired and ready for a short rest.
Move on.
13D Time: 20
You find yourself wading through clumps of vines and brush.
You are hot and sweating; the gnats move in for the kill. You
bat them away with an irritated hand. Pick a number and add
your Perception Bonus; if 6-12 turn to 412; otherwise, move
on.
13E Time: 20
You almost twist your ankle several times, tripping on hidden
rocks. Although the sides of the hill are steep, you can see no
sign of a cave. Move on.
13F Time: 10
The ground is covered with grass and wildflowers. You turn
and study the slopes; they look both high and steep, and ready
to challenge your most determined efforts. Move on.
13G Time: 10
You are tired and hungry from your search. Pick a number; if
8-12 turn to 462; otherwise, move on.
14A Time: 5
A small copse of trees lies to the southeast, their branches
rustling in the breeze. Pick a number; if 9-12 turn to 474;
otherwise, move on.
14B Time: 10
Rubble from the ruined tower lies piled in a heap before you, a
reminder of the ancient glories of Arnor. A small grove of trees
lies to the southwest, an oasis in the desolate wilderness. Pick a
number; if 8-12 turn to 474; otherwise, move on.
14C Time: 10
You are standing on the northern slopes of Weathertop. When
you scan the sides of the hill, you can see no sign of any sort of
cave. Move on.
14D Time: 10
Rubble and exposed rocks are scattered on this section of the
northern slopes. You see two short, squat figures in the distance
to the east. When you wave at them, they turn and run off. If you
pursue the figures, turn to 188; otherwise, move on.
14E Time: 5
The slope of the hill gradually levels out at this point. Long
grass, wildflowers, and rocks cover the ground. Move on.
14F Time: 10
More rocks and boulders are piled in a large heap. You hear the
rustling of a startled bird or rabbit but see no signs of the
caverns. Pick a number; if 7-12 turn to 462; otherwise, move
on.
14G Time: 10
All around you, the countryside seems desolate and barren in
spite of the warm summer sunshine. Long grass and vines cover
the ground. Pick a number; if 9-12 turn to 462; otherwise,
move on.
15A Time: 5
Your eyes comb the surrounding countryside and the slopes of
Weathertop. You see no life anywhere except for some birds
circling in the sky. Pick a number; if 10-12 turn to 474;
otherwise, move on.
15B Time: 10
Long grass and weeds surround you. Black crows circle in the
sky, the air full of their harsh cries. Pick a number; if 10-12
turn to 474; otherwise, move on.
15C Time: 10
The land around you is bleak and empty, the hot sun oppressive.
The northern slopes of Weathertop are covered with long grass,
brush, rubble, and small patches of trees. You can see no sign of
a cave. Move on.
15D Time: 10
You are standing at the base of the northern slopes of
Weathertop. The sides of the hill are steep; blocks of rubble
from the old tower lie heaped upon the slopes. You realize with
a sinking heart that your search could take weeks. After all, who
knows how many others have undertaken such a mission — and
failed? Move on.
15E Time: 10
You find yourself wading through a sea of dry grass and weeds
in the hot sun. The ever present Crebain circle in the air above
you. Move on.
15F Time: 10
You trip over low, thorny vines growing among the grass.
Angry, you rise to your feet. Move on.
15G Time: 10
Dry grass and weeds cover the rocky earth. The land around
you seems almost empty of all life. Pick a number; if 9-12 turn
to 462; otherwise, move on.
LOCATION TEXT, INDOOR MAP
30A Time: 10
You are standing in a rectangular room lined with eight
columns and four doors. When you try to open the doors
leading to 30B and 33A, you find that they are jammed. The
walls are covered with beautiful, intricate swirling patterns, and
the marble columns are spiral-shaped. The walkway outside
and the room itself match your map exactly. You have finally
reached the ages-old hiding place of the Staff of Truth!
• If you return to the landing outside, turn to 443.
• If the amount of time that has passed since you began this
adventure is more than 7 days, turn to 394.
• Otherwise, turn to 368.
30B Time: 15
You are in a long, narrow corridor; the walls are covered with
wonderful patterns. The passage is dark and stuffy, and the air
close. The corridor makes a ninety degree turn and has doors at
either end (to spaces 30A and 30C). The door to space 30A is
completely jammed and cannot be opened. Move on.
30C Time: 10
You are standing in a square chamber with eight perfectly
smooth columns. A thick layer of dust covers everything,
making you sneeze. Four doors open from the room. Move on.
30D Time: 5
You are standing on a bridge that leads from the stone structure
across an underground river that serves as a moat. On the other
side of the bridge, the exit tunnel is collapsed and filled with
tons of boulders. Move on.
31A Time: 10
You are in a hallway with two rooms opening from it on
opposite sides and doors at either end. The stonework on the
walls is smooth and beautiful but holds no clue to the location
of the Staff. Pick a number and add your Perception bonus: if
2-6, turn to 433; if 7-12, turn to 282.
31B Time: 5
The room is filled with a soft light. Three trees grow in a row in
the center; the walls are covered with spiral carvings. If you
explore, turn to 440; otherwise, move on.
31C Time: 10
A featureless corridor bends at a ninety degree angle and opens
into a small room fill with seven spiral columns. Everything is
unusually clean and orderly; it looks as if the Edain might
return at anytime. If you explore, turn to 161; otherwise, Move
on.
32A Time: 5
The room is filled with a soft light. Three trees grow in a row in
the center; elaborate spiral carvings adorn the walls. If you
explore, turn to 150; otherwise, move on.
32B Time: 15
You are in a large circular room. Thirteen columns hold up the
ceiling. A small pool filled with clear water rests at the center.
The bottom of the pool is lined with beautiful white stones. The
walls are covered with intricate, curved designs; four doors
neatly divide the walls into quarters. If you explore, turn to 401;
otherwise, move on.
32C Time: 10
A featureless corridor bends at a ninety degree angle and opens
into a small room filled with seven spiral columns. You cannot
find even a trace of dust anywhere. At the rear of the room, a
small door opens onto a tiny cubbyhole containing a well; you
can hear the sound of rapidly moving water coming from the
bottom. You shine light from your gem down the shaft, but
catch only the faintest glimmer of the water. If you climb down
and explore the well, turn to 487; otherwise, move on.
33A Time: 15
You are in a long, narrow corridor; the walls are also covered
with wonderful patterns. Dark and stuffy, its air oppressive, the
passage makes a ninety degree turn and has doors at either end
(to spaces 30A and 33B). The door to space 30A is completely
jammed; you cannot open it. Move on.
33B Time: 10
You are standing in a square chamber with eight perfectly
smooth columns. A thick layer of dust has settled over
everything, making you sneeze. Four doors open from the
room. Move on.
33C Time: 5
You are in a short corridor of stone, with a door at either end.
Move on.
33D Time: 5
You are standing on a bridge that crosses over an underground
river that serves as a moat. On the other side of the bridge, a
collapsed exit tunnel has filled with tons of boulders. Move on.
34A Time: 5
The smooth stone bridge spans an open area bisected by a small
stream. You pause to examine the stonework; it is thousands of
years old, but still in perfect condition. If you climb down and
explore the stream and open area, turn to 241; otherwise,
Move on.
34B Time: 20
The doors open soundlessly. You are in a huge chamber with
nine massive columns illuminated by a beautiful clear light.
The first thing you see are several trees, lush with foliage,
growing in the light. Turn to 247.
34C Time: 5
You are in a short corridor of stone, with a door at either end.
Move on.
35A Time: 15
You are in a long, narrow corridor; the walls are covered with
wonderful, intricate patterns. The passage is dark and cool, and
the air thick with musty odors. The passage makes a ninety
degree turn and has doors at either end (to spaces 30C and 35B).
Move on.
35B Time: 10
Everything in the room is covered with a thick layer of dust,
which rises in clouds as you move, making you choke and
cough. Eight columns line the walls and four doors lead from
the room. Pick a number and add your Perception bonus (also
add 5 if you have been to this room before):
• If 2-9, turn to 395.
• If 10-12, turn to 431.
35C Time: 5
You stand on a bridge over an underground river that serves as a
moat. On the other side of the bridge, an exit tunnel has
collasped and is blocked by tons of boulders. Move on.
35D Time: 10
You are in a short corridor lined with stones that were once
white, but are now covered with centuries of greying grime.
Your passage leaves footprints on the dust in the floor. Two
rooms open off of the corridor on opposite sides; doors stand at
either end. If you explore, turn to 313; otherwise, move on.
36A Time: 5
You are in a short corridor of stone, with a door at either end.
Move on.
36B Time: 10
You are in a smooth, featureless chamber, containing a small
square pool. The chamber looks as if no one has stepped into it
for thousands of years. The water looks unusually clear and
bright; you wonder if it is enchanted. If you explore, turn to
312; otherwise, move on.
36C Time: 10
You are in a short corridor which bends at a right angle and
opens into a small room filled with seven columns. Intricate
patterns cover the floor. If you explore, turn to 275; otherwise,
move on.
36D Time: 5
A short corridor opens into a small, square room. Three little
shrubs with dark green leaves and silver berries grow in the
center of the room. You study the walls and floor, but the
carvings are hidden under a thick layer of dirt and grime. If you
explore, turn to 468; otherwise, move on.
37A Time: 15
You are in a room bisected by a narrow stream which flows
directly through into the pool at the center of the room. Twelve
spiral columns surround the pool; beautiful carvings cover the
wall. If you explore, turn to 300; otherwise, move on.
37B Time: 10
You are in a small, square chamber. A small square of stones in
the center apparently marks the location of an ancient pool, but
the water vanished long ago. If you explore, turn to 454;
otherwise, move on.
37C Time: 10
The walls of the room are covered with beautiful carvings that
exercise a magnetic attraction. Even the seven columns are
closely covered with intricate patterns. Fascinated, you pause in
your search, trying to decipher the designs. If you explore, turn
to 370; otherwise, move on.
37D Time: 5
Your feet disturb the centuries of dust covering the floor of the
small chamber. In the dim light of your torch, you see three
small shrubs, each with silver green leaves and berries that look
black in the light. If you explore, turn to 106; otherwise, move
on.
38A Time: 15
You are in a long, narrow corridor; the walls are also covered
with wonderful patterns. The dark, stuffy passage makes a
ninety degree turn and has doors at either end (to spaces 33B
and 35B). Move on.
ENCOUNTER TEXT
100 Time: 10
You are unconscious. Pick a number:
• If 2-7, you are killed and your quest is over.
• If 8-12, turn to 347.
101 Time: 10 Exp Pt: 2
You drop to the floor and wait. The bats grow calm and fly
away, bored with the sport. You resolve to be more careful
about the alcoves you peer into in the future.
• If you go down the stairs, turn to 123.
• If you go up the stairs, turn to 414.
102 Time: 5
The Wight stands directly in front of you. You are surprised
and must fight. Turn to 230.
103 Time: 10
Bruised and shaken, you are at the bottom of the pit. High
above, you can see the Hobbit in the faint glimmer of the
torchlight. He lowers a rope to you. “I’ve secured it’’ he calls
out to you. Turn to 405.
104 Time: 80
You clamber up among the rocks, slipping on loose stones, and
scratching your hand on brambles. You spend more than an
hour searching for traces of a cave but find nothing. Move on.
105 Time: 30 Exp Pt: 2
Back on the bridge, you find Ham waiting with a concerned
look on his face, “That looked really dangerous. I’m glad I
didn’t have to do it.” Move on.
106 Time: 10
You reach out and break off a small branch of the tree. To your
horror, the leaves immediately turn brown and the berries
become a dark purple. The rest of the tree, you note to your
relief, seems unaffected. You hesitantly sniff at the berries, but
they have no scent.
• If you eat one of the berries, turn to 258.
• If you examine them further, pick a number and add your
Perception bonus:
• If 2-5, turn to 211.
• If 6-12, turn to 402.
• Otherwise, move on.
107 Time: 5 Exp Pt: 12
You have managed to kill the Orc, but you hear the angry
sounds of his brethren approaching fast. You have little hope of
escaping; you are lost! Turn to 207.
108 Time: 10 Exp Pt: 5
As you examine the stone you realize that the work is new, and
due to its crude quality probably done by the Orcs. For some
reason they have blocked off a section of the passages. Perhaps
something that the Orcs fear lies behind the wall; perhaps
additional caverns containing the Staff of Truth stand behind
the stonework!
• If you are alone, turn to 216.
• If you are not alone, turn to 270.
109 Time: 5
You feel something slimy and strong close around your leg and
begin pulling you under. You try to slash at the creature, but
after a while more tentacles wrap themselves tightly around
your arms and legs and drag you below the water. You are the
victim of a Kraken. Your quest is over.
110 Time: 5
Cautiously, you peer into the darkness. You can dimly discern a
set of ancient stone steps, descending into the depths of the hill.
The stones are crumbling, damp and worn. Perhaps no one has
been here since the fall of Amon Sûl. All around you, you hear
only silence. You pull out your map, but see no stairs marked
upon it.
The staircase draws you. The steps, though treacherous, clearly
lead down, and you try to remember a mysterious clue in the
manuscript. Turn to 323.
111 Time: 5
You and Ham scramble out onto the landing, shaking, wet and
exhausted. Turn to 340.
112 Time: 20
Slowly and carefully you descend using the rings. The
centuries, you notice, have not diminished their strength; they
seem as firm as the day they were built. The Hobbit follows you
more slowly, pausing several times, obviously afraid of falling.
You call words of encouragement to him, and he manages to
gather his courage to complete the descent. Turn to 359.
113 Time: 30
You notice that the brush has been carelessly trampled in many
places. Someone or something has traveled through this area
repeatedly — and recently! Pick a number and add your
Perception bonus:
• If 2-7, move on.
• If 8-12, turn to 354.
114 Time: 5 Exp Pt: 2
You hold out your hand and the Staff gently floats over to you,
landing softly in your palm. It feels intensely alive. You hear a
voice in your mind, “Your quest is over. You have succeeded
beyond your wildest dreams. Do you want me to transport you
to the surface right now?”
• If you say “yes”, turn to 181.
• Otherwise, turn to 527.
115 Time: 5 Exp Pt: 1
The needle is poisoned. Pick a number and increase your
damage taken by three times that amount. Turn to 375.
116 Time: 10
You run through the long grass, trying not to trip over vines,
dodging around boulders, and scaling low, rocky rises. The two
men pursue you, shouting. Your flight is slowed by the long
grass and the treacherous vines, which constantly threaten to
trip you. You notice that the men are closing on you, and when
you put out an extra burst of speed, you slip on a patch of
gravel. Before you can recover the two men are upon you, their
weapons drawn. You are surprised and must fight the
Haradrim. Turn to 542.
117 Time: 20 Exp Pt: 2
You tell them about your quest, realizing that Dwarves know
quite a bit about caves. They seem interested, and one of the
Dwarves takes your map and studies it, stroking his beard. Then
he looks at the hill.
“There are rumors of some sort about the caves, though we
usually don’t go in much for Mannish tales.” Pick a number:
• If 2-6, turn to 459.
• If 7-12, turn to 295.
118 Time: 10
The corridor continues straight for some distance until it
intersects with a large cavern. Turn to 293.
119 Time: 245 Exp Pt: 2
When the water touches your lips, you fall into a deep and
dreamless sleep. When you awaken several hours have passed.
Ham looks pale and frightened. “I couldn’t wake you.” he says.
Decrease your damage taken by 8. Move on.
120 Time: 5
The Hobbit says, “I’m not going to climb around on that
haunted hillside. I’ll hide inside until you get help from Bree, or
come back.” He then disappears back into the cavern entrance.
Move on.
121 Time: 5 Exp Pt: 3
Your ruse almost works. You clear the chasm in a beautiful
leap, only to be followed by the Troll, who also manages to
make it with little trouble. You frantically try to evade him but
know you have no choice: you will have to fight the Troll. Turn
to 242.
122 Time: 10
You climb up the shaft quickly and nimbly in spite of the cold,
and are soon at the top. Move on.
123 Time: 10
You are standing on an ancient stone stairway, with steps
leading up (west) and down (east). A narrow passage runs off to
the south.
• If you go down the stairs, turn to 288.
• If you go up the stairs, turn to 323.
• If you go south, turn to 518.
124 Time: 15
The icy water gradually saps your strength, and it becomes
more and more impossible for you to swim another stroke. As
you slip into unconsciousness, you realize that your quest is
over.
125 Time: 10 Exp Pt: 15
Your blows sting the bear. Startled by your fierce attack, the
bear abandons his supper plans and lumbers off in search of
easier prey. Move on.
126 Time: 10 Exp Pt: 2
Studying the pile, you see that you could easily remove the
vines and brush that conceal the entrance. With some care, you
could even avoid making noise.
• If you carefully and quietly move through the entrance, turn
to 538.
• If you boldly and quickly march through the entrance, turn to
224.
• Otherwise, move on.
127 Time: 10
With a last desperate effort, you manage to hoist yourself up
just as the Orcs round the corner. You lie motionless in the
darkness, too frightened even to breathe. The Orcs search the
passage thoroughly, but never look into the alcove. After a
while they give up, and move to another section of the caverns
to continue their search.
“Wait!” whispers the voice. “They could come back any mo-
ment. We shall have to wait a few hours for things to quiet
down.” He silences your words of thanks, and you settle down
in the darkness to wait, wondering who your unseen helper is.
Turn to 500.
128 Time: 10
Relieved, you decide that the cavern is a good place to rest. You
have a drink; Hamwich is hungry again. Shrugging off your
pack, you sit down to have a snack. Suddenly, Hamwich yells.
You turn and see a large black spider climbing out of the pit,
also interested in a bit of lunch — you and Ham! You watch in
horrified fascination as it scuttles towards you, realizing that it
is faster than you. Turn to 257.
129 Time: 10
You decide to retreat a few steps to reconsider the situation; you
had not expected to find such strangers camped on Weathertop.
Pick a number and add your Running Bonus:
• If 2-5, turn to 447.
• If 6-12, turn to 260.
130 Time: 90 Exp Pt: 5
When you awaken, the Skeleton lies in pieces, defeated by your
doughty companion. You shakily get to your feet and continue.
You may take the Skeleton’s mace and shield if you wish. Your
damage taken is one less than your endurance. Turn to 528.
131 Time: 5
You turn just as one of the men is raising a club. You must fight
the two Haradrim! You are surprised; turn to 542.
132 Time: 30
You notice faint tracks on the ground surrounding the pile of
rocks; you follow them for a few feet, but soon lose the trail.
Your search of the rocks is fruitless as well. Move on.
133 Time: 5
You feel a protrusion on the bottom of the streambed and pull
up an old rusty, worthless sword that must have been there for
hundreds of years. Turn to 300.
134 Time: 10 Exp Pt: 1
Ham points out a slender wire leading to the walls. He
disconnects it deftly, pointing to holes in the wall that contain
crossbows. You study the holes; the crossbows are of Dúnedain
make, placed there to protect the ancient Edain holy place.
Turn to 484.
135 Time: 10
You shiver, for the air is damp and cool. You are in a cavern
with a stairway leading up (west) and a passage leading east.
• If you go up the stairs, turn to 123.
• If you go east, turn to 441.
136 Time: 5 Exp Pt: 5
You start to fight, but before you get in more than a few blows
the Orcs overwhelm you with sheer numbers. Pick a number
and add your General bonus:
• If 2-7, you are knocked out; turn to 347.
• If 8-12, you break away from the fray; turn to 305.
137 Time: 30
The ground is dry and dusty, and you quench your thirst at a
small spring, stopping to refill your waterskin. The sun is
unusually bright and hot, the water refreshing. You notice the
blackened remains of a campfire, perhaps from a group of
travellers with aims similar to yours. You continue to explore
but find no tracks. Move on.
138 Time: 255
You stumble in your anxiety to escape. You get to your feet just
as the gates rumble into place over the doorways. Your horror
turns to relief as you see that Ham has managed to escape.
“Don’t worry,” he comforts you. “There’s bound to be some
sort of lever to raise the gates.” The Hobbit begins to search the
passageway, and you resign yourself to a long wait. After
several hours, Ham discovers the lever behind a panel in one of
the doorways (35D). With a mighty effort, he manages to force
one of the levers up enough for you to slip under the gate.
Together, you manage to raise the gates most of the way. You
note the position of the protruding tile carefully, so that you can
avoid it in the future. Ignore the trap if you reenter space 35B in
the future. Move on.
139 Time: 5
One of your captors rises and comes towards you with a drawn
dagger. As he bends over you and raises the dagger, he says the
last words you will ever hear, “We have decided that you are
too dangerous to have around.” You are killed, your quest is
over.
140 Time: 20
You quickly light a torch and plunge into the mouth of the cave.
The passage is narrow and the air is dank and close. Still you
press on, eager to find the Staff. After several yards, the tunnel
narrows till it becomes a fissure in the rock. You have reached a
dead end. Move on.
141 Time: 10
After a few minutes, your hand begins to swell and throb
painfully. Weak and shaking, you collapse onto the ground,
expecting the worst. Pick a number:
• If 2, turn to 294.
• If 3-5, turn to 227.
• If 6-10, turn to 537.
• If 11-12, turn to 286.
142 Time: 20
The cliff seems to be the most promising prospect for a cave
entrance that you have seen yet; only a few vines and a tough
climb stand in your way.
• If you climb the cliff, Pick a number and add your General
bonus:
• If 2-7, turn to 472.
• If 8-12, turn to 223.
• Otherwise, move on.
143 Time: 60
The rooms contain nothing more exciting than rotting clothes,
furniture, and barrels. This area also does not correspond with
anything that lies on your map. When you return to the outer
room, turn to 256.
144 Time: 5
You manage to recover and begin to continue down. Increase
your damage taken by 3. Turn to 231.
145 Time: 15 Exp Pt: 10
The ground around your feet is littered with the bodies of your
fallen foes. You sheath your weapon with a feeling of
satisfaction. You wonder if the Crebain attacked you out of
spite or for some darker purpose. Distant black specks circle in
the sky, and the wind brings their faint cries. The Crebain
maintain a respectful distance, however, and do not approach.
Move on.
146 Time: 5
The tunnel ends in a small cavern with passages leaving to the
north (sloping up), the east (sloping down), and the west
(sloping up). The cavern is filled with cold air; you both step
back involuntarily, shivering.
• If you go north, turn to 341.
• If you go east, turn to 362.
• If you go west, turn to 174.
147 Time: 5
You are once more on the slopes of Weathertop (space 10B).
You realize that if you reenter the Orc tunnel, you will have to
fight all of the Orcs, not just a few isolated guards. Pick a
number and add your Perception bonus:
• If 2-5, turn to 337.
• If 6-12, turn to 199.
148 Time: 10
Full of revulsion to the Kraken’s attack, you realize that you
cannot recross the water at this time The walkway crosses a
narrow moat to a door into the stone structure. You move to the
heavy wooden door on the other side of the walkway and force
it open with all your might.
You are now in space 30A on the insert map. Follow the
directions given and the move on rules given in the rules section
at the beginning of the book, turn to 30A in the location text
section.
149 Time: 10 Exp Pt: 2
You fall, hitting the stone floor below, twisting your ankle. Pick
a number and increase your damage taken by that amount.
Bruised and weak, you get to your feet, shouting for Hamwich.
You hear nothing, and when you look up, you see only
darkness; the stone ceiling has closed above you. Then you see
Ham climbing down a set of steel rings set in the wall.
“Careful!” you call to him. Turn to 359.
150 Time: 5
As you approach the trees, you sense a magical quality about
them. Turn to 440.
151 Time: 15
You find nothing unusual. Turn to 300.
152 Time: 40
You search the rocks thoroughly, for what seems like hours.
You are frustrated by rocks that are too large and heavy for you
to move. Pick a number and add your General bonus:
• If 2-5, turn to 201.
• If 6-12, turn to 132.
153 Time: 5
You are debating the merits of leaping over the narrow chasm
with your companion when he gives a yell of warning, and pulls
you away from the edge of the chasm. You hear a loud roar and
see a huge black shape coming towards you out of the darkness.
Though your experience is limited, you are fairly certain from
its size and ferocity that the creature is some sort of a Troll, and
that he is very hungry. He is waving a huge, primitive club at
you. Your only hope is to fight the beast or outwit it.
• If you fight the Troll, turn to 242.
• If you try to trick the Troll into falling into the chasm, pick a
number and add your Trickery bonus:
• If 2-3, turn to 550.
• If 4-7, turn to 121.
• If 8-12 turn to 250.
154 Time: 5
After a few moments, you see the Hobbit cautiously sneak back
towards you. His hands are empty, and he looks terrified. Turn
to 316.
155 Time: 5
You spin around and attempt to run down a passage. Pick a
number and add your Running bonus:
• 2-6, turn to 494.
• 7-12, turn to 341.
156 Time: 10 Exp Pt: 3
You have escaped the Orcs, but have found no sign of the Staff
of Truth. Your mind is racing with the various possibilities.
Should you reenter the Orc caverns again and risk capture?
Should you go to Bree after all, and get help? At this point you
feel that going to Bree would be admitting failure. While you
turn over the various possibilities in your mind, you notice that
the Orc tunnels look nothing like the layout on your map.
Perhaps there is another entrance to the caverns beneath
Weathertop? You are in space 10B.
• If you reenter the Orc tunnels immediately, turn to 290.
• If you wait several hours and then reenter the tunnels, turn to
224.
• If you go to Bree and get help, turn to 503.
• If you search for another entrance, move on.
157 Time: 10 Exp Pt: 2
Fascinated, you drop to your knees to study the engravings.
They seem to contain some message for you to decipher. On a
hunch, you place your hand on the center of one of the more
prominent carvings. There is a soft click, and a section of the
floor at the center of the chamber slides away, Turn to 263.
158 Time: 10
The creature turns out to be a Kraken. You try to slash at the
creature, but after a while more tentacles wrap themselves
tightly around your arms and legs and drag you below the
water. You are the victim of a Kraken! Your quest is over.
159 Time: 10
Wary of traps, you pull the bag out of the cubbyhole using the
end of your walking stick. You are lucky to have used the stick,
since several small darts are sticking to it. Turn to 375.
160 Time: 5
As you reach to grasp the rock, you see a snake and desperately
jerk your hand away. Pick a number and add your General
bonus:
• If 2-7, turn to 191.
• If 8-12, turn to 252.
161 Time: 15
You find nothing more, move on.
162 Time: 15
You walk along a tunnel heading east that descends slowly and
steadily. The walls, you notice, are damp and the floor slippery;
you are forced to walk more carefully. Turn to 353.
163 Time: 5
Before you can make a choice about your direction, you hear a
soft rustling sound. As you turn, you feel a heavy, sudden blow
on the back of your head. The last thing that you see in the
darkness is the hideous, grinning face of an Orc. Turn to 347.
164 Time: 5
You must decide what to do with your finds.
• If you take everything for yourself, turn to 397.
• If you decide to split the things with Ham, turn to 489.
165 Time: 15
You take too much time crossing the water; the Kraken attacks
again, pulling at your ankles with the force of five men. You
must fight the Kraken. If you have already fought the Kraken,
you may add +2 to your DB for this fight. Turn to 240.
166 Time: 20
You are numb with anguish and disappointed that you have
failed. You sit huddled miserably on the ground, recalling all
the hardships of the quest from its very beginning. Pick a
number and add your Perception bonus:
• If 2-6, turn to 554.
• If 7-12, turn to 283.
167 Time: 5
You are at a loss as to which direction to take. Frustrated, you
feel that you have come no closer to finding the Staff of truth.
The Hobbit, whose courage seems to have increased volumes
since leaving the Orcs behind, is oblivious to your
preoccupation. He is already busy examining the carving on the
floor and walls and peering down the various passageways.
“Look at this.” he calls.
The floor of the circular chamber is covered with beautiful
carvings in wonderful condition, despite their age. Pick a
number and add your General bonus:
• If 2-6, turn to 411.
• If 7-12, turn to 157.
168 Time: 20
You climb among the rocks, nearly twisting your ankle several
times. You can find no sign of a cave. Move on.
169 Time: 10
You come to a door which opens off to the east; the corridor
runs north and south. The door is heavy, its hinges rusted, but it
is slightly ajar. You can probably squeeze through if you want
to.
• If you go through the door, turn to 452.
• If you go north, turn to 256.
• If you go south, turn to 553.
170 Time: 15 Exp Pt: 3
Shoving your doubts aside, you fill your drinking cup with the
clear water. It has a refreshing taste unlike anything you have
ever tasted before. You feel a faint tingling sensation
throughout your entire body. If you have not already drunk
from this pool today, reduce your damage taken by 12. You are
refreshed and invigorated. You pass the cup to the Hobbit, who
drinks it somewhat more cautiously. He smiles benignly, and
the lines of exhaustion and weariness leave his face. You
quickly fill a waterskin to take to the healers of Gondor. When
you take a second drink nothing happens, and you speculate
that the water may be usable only once per day. Turn to 401.
171 Time: 10 Exp Pt: 3
You watch in fascination as life returns to the squat limbs. The
figure speaks in a hoarse, rough voice, “What do you seek?”
• If you attack the figure, turn to 338.
• If you answer the figure, turn to 449.
172 Time: 5
Your companion tries to help you up. Pick a number and add
your General bonus:
• 2-3, turn to 522.
• 4-12, turn to 284.
173 Time: 15
You try to recall everything you know about herblore, but are
still unable to identify the tree.
• If you eat a berry, turn to 398.
• Otherwise, move on.
174 Time: 5
You enter a cavern with a huge pit in the middle and passages
exiting to the east and the west. The east passage slopes down
slightly. Pick a number:
• If 2-5, turn to 455.
• If 6-12, turn to 128.
175 Time: 20
The Hobbit leads you down several narrow corridors. You both
pause frequently to listen for the sounds of pursuit or alarm, but
you hear nothing, not even the sounds of heavy, Orc breathing.
Your companion seems to know the layout of the tunnels
thoroughly from his weeks underground. Soon you are standing
in a dead-end passage. The wall in the rear consists of small
stones held in place by some sort of mudlike mortar.
“I bet the Orcs built this wall. I’ve heard stories about the men
who used to live here. They wouldn’t build anything this poor.
Anyway, I’ve often wondered what’s behind this.” You are
inclined to agree with the Hobbit’s assessment of the wall. For
some reason, the Orcs seem to fear what lies behind it.
Together, you select a spot where the wall looks weakest and
carefully begin prying out the stones. The work is not difficult,
and you soon have a hole large enough for both of you to crawl
through. You prudently put some of the stones back into the
hole behind you, blocking up the tunnel. With a little luck, the
occasional passing Orc won’t notice that the tunnel has been
disturbed. Turn to 414.
176 Time: 5 Exp Pt: 1
The needle is poisoned. Pick a number and increase your
damage taken by twice that amount. Turn to 375.
177 Time: 10
Startled by your fall and frightened of the men, you run wildly
through the woods and are soon in the open terrain. You hear
the sounds of pursuit behind you and when you turn, you see
that both men are following you. Pick a number and add your
running bonus:
• If 2-6, turn to 116.
• If 7-12, turn to 349.
178 Time: 10
Suddenly you hear a soft rustling; you freeze in fear as a large
grey wolf comes into the clearing. The wolf is aware of you.
Pick a number; if 2-6 turn to 384; otherwise, Take an action.
(WOLF OB:2 DB:0 EP:10)
• If you defeat the wolf, turn to 486.
• If the wolf defeats you, turn to 244.
• If you successfully run away, turn to 264.
179 Time: 15
You find nothing. Turn to 265.
180 Time: 30
Your search brings you nothing except cuts, scrapes and
frustration. Move on.
181 Time: 5 Exp Pt: l
Suddenly, the staff disappears from your hands and reappears in
the hands of the figure. He says, “You left your faithful
companion in the chamber outside this room, promising to
return; and yet you just told the staff to take you immediately to
the surface. A worthy recipient of the staff would never do such
a thing.” Turn to 390.
182 Time: 10
You leap over the chasm and enter a dark passageway. It
gradually slopes downwards, and you take this as a hopeful
sign. In the dim torchlight, you can see that the walls were
carved long ago with primitive stone tools, perhaps by the
earliest of the Edain. Turn to 341.
183 Time: 5
Before you can recover, a soft voice whispers “In here, hurry!”
• If you decide to trust the voice, turn to 192.
• Otherwise, turn to 471.
184 Time: 10
Trees around the pool have lovely silvery green leaves, deep
brown bark, and white berries. You slowly advance to the pool,
eager to unlock the mysteries of the chamber. The pool is filled
with bright, clear water that looks fresh. The bottom is lined
with tiles carved out of some sort of blue stone.
• If you drink some water from the pool, turn to 437.
• If you explore the bottom of the pool, turn to 308.
• If you pick some fruit from the trees, turn to 469.
• Otherwise, move on.
185 Time: 10 Exp Pt: 12
Panting you stare at the Orc crumpled at your feet. He had a
spear, which you may take if you want. Turn to 322.
186 Time: 10
You are swept off your feet but somehow manage to recover.
You begin to think that it might be madness to continue
downstream. Increase your damage taken by 5.
• If you continue downstream, pick a number and add your
General bonus:
• If 2-7 turn to 208.
• If 8-12, turn to 460.
• If you climb up the shaft, turn to 335.
187 Time: 15
When you approach the camp, you see that they’ve drawn their
wagons to the side of the road, and that one Dwarf is tending a
campfire. The Dwarves are obviously preparing for a meal.
You slow your footsteps, and hesitant about intruding, try not to
stare at their broad-bladed axes, gleaming chainmail, and long
beards. The Dwarves look at you curiously, but their greetings
are friendly enough. They courteously invite you to share their
meal. If you accept their offer, turn to 508; otherwise, turn to
317.
188 Time: 10
You pursue the figures, running due east, but you soon lose
track of them in the barren wilderness. You stop to search the
ground for footprints, but find none on the barren earth. Move
on.
189 Time: 15
The passage continues for several feet, and bends to the west.
You pause frequently to listen for the sounds of moving Orcs,
but hear nothing. The passage ends in a large cavern. You stop
and cautiously peer in. To your horror, the cavern is filled with
sleeping Orcs. You freeze and remain motionless — until you
determine that all of the Orcs seem to be sound asleep and
unaware of you.
• If you attack the Orcs, turn to 292.
• If you leave quietly, turn to 404.
190 Time: 5
Slain by the horde of blood-thristy Orcs, your quest is over.
191 Time: 25 Exp Pt: 2
Jerking away from the snake, you fall down the cliff, bruising
yourself badly. Increase your damage taken by 4 and move on.
192 Time: 10
You quickly slip into a dark narrow tunnel while the sounds of
the Orcs get louder. You can hear them shouting. A hand seizes
your arm and pulls you along, dragging you into a side passage.
“Climb up here, quick, and be quiet!” Pick a number and add
your General bonus:
• If 2-7, turn to 540.
• If 8-12, turn to 545.
193 Time: 25
Your progress is slower than you expected; you keep slipping
on loose rocks and boulders. Scratched and bruised, you make it
to the top of the pile, but still no closer to finding the entrance to
a cave. When you look at the pile, you realize that you will have
to move some of the rocks in order to make a thorough search
for a cave entrance. If you remove the stones, turn to 209;
otherwise, move on.
194 Time: 15
You begin to relax when you see the man pour the wine. You
are relieved by their friendly gesture, being thirsty after your
long search.
• If you accept the drink, turn to 477.
• If you refuse, turn to 379.
195 Time: 10
When you peer down the western corridor, it turns out to be a
staircase completely blocked by rubble. You surmise that it
may have once led to the top of Amon Sûl. The other passages
seem to continue indefinitely, although it is difficult to tell in
the wavering torchlight. Turn to 256.
196 Time: 10
You turn a corner and suddenly find eight Orcs before you, their
scimitars and clubs raised in anger. One calls out, “Surrender,
slaves, or die!”
• If you surrender, turn to 254.
• If you fight, turn to 522.
197 Time: 15
You move quietly through the trees without making a sound
and are soon at the edge of the camp. You station yourself
behind a tree and study the strangers.
The two men are short and swarthy, and dressed in loose,
flowing clothing unfamiliar to you. Both are carrying curved
scimitars. They are seated around a small campfire; six horses
are tethered close by. Two small strangely-carved statues lie
before the fire; the men are paying the figures homage. Though
you strain to catch their words, the language is completely
foreign. From what you have heard, the men might be
Haradrim, but you are not sure. You recall hearing tales of the
men of the South who fought with Sauron in the War of the
Ring. Pick a number and add your Trickery bonus:
• If 2-5, turn to 428.
• If 6-12, turn to 330.
198 Time: 5
The last thing you see as you fall is the Troll turning to strike
Hamwich, who was sneaking up to attack him from behind.
After the Troll connects with his huge club, Hamwich bounces
off the far wall and lies still. You meet your end as the Troll’s
lunch. Better luck next time. Your quest ends here.
199 Time: 10
You turn to see six Orcs making an ineffective attempt to sneak
up on you. You may fight or flee.
(Each of 6 ORCS OB:0 DB:0 EP:20)
• If you flee immediately, pick a number and add your Running
bonus:
• If 2-4, turn to 337.
• If 5-12, turn to 297.
• If the Orcs defeat you, turn to 100.
• If you defeat the Orcs, turn to 485.
200 Time: 20 Exp Pt: 2
You approach carefully, holding onto your torches. Hamwich
flounders on the sticky web, slowing your progress. The cave
smells horribly and contains a few bones and other grisly
reminders. You are surprised at what the spider managed to
acquire; you speculate that he may have combed the ruin and
filched the treasures. There are some bright golden coins,
stamped by the kingdom of Arnor, and some tarnished silver
and copper pieces. You also discover a set of two beautifully
worked golden goblets set with jewels, obviously treasures of
Amon Sûl. You and the Hobbit each take one. The Hobbit also
finds a beautifully worked dagger and a couple of gold rings. In
the meantime, you discover a finely worked belt of mithril set
with emeralds. When you put it on, you immediately feel
stronger and faster. Add +1 to your DB, OB, and General
Bonus at all times. You also find a strong, light coil of Elven
rope. Well satisfied with your haul, you climb up the cliff and
return to the cavern. Turn to 476.
201 Time: 35
Your footing is very uncertain. Pick a number and add your
General Bonus:
• If 7 or more, move on.
• If 2-6, your efforts start a small landslide, and you slip from
the pile and fall with a crash to the ground. Increase your
damage taken by 5. Move on.
202 Time: 10
You walk along the ledge beside the underground river,
mentally bemoaning your ill luck. You realize it might take
days to get out of this complex of tunnels. Turn to 376.
203 Time: 5
The Hobbit pulls out a small book and begins leafing through it.
Pick a number:
• If 2-5, turn to 218.
• If 6-12, turn to 391.
204 Time: 120 Exp Pt: 5
When you awaken, your ears are ringing and you have the worst
headache of your life. You groan involuntarily, and one of the
men looks over at you. Slowly he gets up.
“Sorry, we can’t have you spoiling all our plans to find the
Staff. Our friends should be back soon” You listen to his words
with a sinking feeling; you have failed in your quest and are too
weak and sick to attempt an escape from your bonds. Your
captors speak in voices too low to hear, and then one of them
laughs. Pick a number:
• If 2-3, turn to 139.
• If 4-12, turn to 466.
205 Time: 5
The passage bends and so that heads to the west and to the
south.
• If you go south, turn to 504.
• If you go west, turn to 378.
206 Time: 5 Exp Pt: 2
You hear a soft “thonk!” as three bolts are fired from a trap
mechanism concealed in the wall. Make 3 attacks against
yourself using the following bonus: OB: 2.
Ham points out a tripwire which you both overlooked and he
neatly disconnects it, muttering under his breath about his
stupidity. The bolts were all aimed at chest level on a human, so
they flew over the Hobbit’s head. Turn to 484.
207 Time: 10
You run for your life down the corridor, terrified of being
captured by the Orcs. Confused, you accidently take a wrong
turn to avoid a couple of Orcs close behind you, their hot,
stinking breath at your back. Suddenly you are in an unfamilar
part of the tunnels. You continue to run, hoping for the best.
Behind you, you can hear the footsteps of the Orcs getting
closer. In the excitement you stumble and fall to your knees.
• If you are alone, turn to 183.
• If you are not alone, turn to 172.
208 Time: 10
You are swept below the surface of the icy water and die a
watery death. Your quest is over.
209 Time: 90
Full of optimism, you begin to lift some rocks from a likely
looking spot. The rocks are heavy, and you are soon sweaty and
tired. Doggedly determined, you continue your task, pausing
only to take a short drink of water now and again. As you lift a
particularly large and heavy rock, you find a gap in the stone.
Eagerly you peer in; it is probably a cave. With renewed vigor,
you quickly remove the other rocks that seem to be blocking the
entrance. Soon you have made a hole wide enough for you to
crawl through. If you enter the cave, turn to 310; otherwise,
move on.
210 Time: 5
As you move along, the silence is shattered as you trip over a
tiny spur of rock on the floor. You fall with a loud crash. Turn
to 318.
211 Time: 15
Try though you might, you cannot recall any mention of the
purple berries in your herblore. You may pick up to 6 berries.
• If you eat a berry, turn to 258.
• Otherwise, move on.
212 Time: 5
As you probe your stick meets something. When you bring the
gem close to the water, you see a broad stepping stone just
below the surface. In the light you can discern several such
stones, barely visible in the dark water. The Hobbit gives a cry
of joy.
• If you search further, turn to 340.
• If you begin to wade across, turn to 453.
213 Time: 10
The passage opens up into a cavern so black, that in the faint
light of your torch it is impossible for you to guess its size. You
can only determine that the rushing sound is coming from
somewhere in the cavern. Cautiously, you move forward,
heading in the general direction of the noise. The noise
increases, and your steps become slower and slower, until you
see an area of blackness ahead of you on the floor. You are
standing in front of a narrow chasm, and the noise seems to be
emanating from its depth. You kneel at the edge and lower your
torch, but the cleft seems bottomless. You can see a passage
heading east. Pick a number and add your Perception bonus:
• If 2-5, turn to 409.
• If 6-12, turn to 153.
214 Time: 5
The water is very cool as you wade in, but the depth does not
exceed 3 feet. Pick a number and add your Perception bonus:
• If 2-7, turn to 151.
• If 8-11, turn to 524.
• If 12, turn to 133.
215 Time: 10
Ham tries valiantly to save you, but he is cut down by a single
sword swing. The Haradrim feed both of you to the Kraken.
Your quest is over.
216 Time: 5
Your train of thought is broken by a faint rustling sound. You
turn suddenly and are confronted by a small, emaciated Hobbit.
• If you fight, turn to 461.
• If you talk, turn to 316.
217 Time: 5 Exp Pt: 1
As you flee, you hear the Haradrim say, “Run coward. We have
your prize!” Then the Haradrim quickly leave with the staff.
Turn to 166.
218 Time: 5
Ham says, “Your answer is better than anything I can think of.”
But when you give your answer to the Wight, he lets out a cry of
delight. “Wrong! The answer was ‘a mountain’!” The ghastly
Wight seizes you and Ham in his icy grasp. You will never be
warm again! Your quest is over.
219 Time: 10 Exp Pt: 2
You also find and pick up the 5.5’ white staff with the pale blue
gem. It tingles softly in your hand.
• If you examine the staff, turn to 456.
• If you “know” the “item analysis” spell and cast it, turn to
279.
• If you start to leave the caverns hack the way you came, turn
to 372.
• Otherwise, move on.
220 Time: 10
You reach an intersection with passages running north (slopes
down), south, and west.
• If you go north, turn to 324.
• If you go south, turn to 495.
• If you go west, turn to 259.
221 Time: 10
You approach the point at which the stream disappears into the
wall. Through the now waist-deep water, you can make out a
faint glow coming from the opening into which the stream
disappears.
• If you decide to swim through the opening, turn to 273.
• Otherwise, turn to 300.
222 Time: 10
With some effort, you manage to lower the lever and the gates
rumble into place. With another push you manage to raise the
gates once more. Move on.
223 Time: 35
You find the cliff trickier than it looked. The vines are flimsy,
and the rocks have a tendency to slip away beneath your feet.
When you pause to catch your breath, you see a small gap that
might possibly be a cave. You carefully remove the rocks until
you have an entrance just wide enough for you to crawl
through. If you enter the cave turn to 523; otherwise, move on.
224 Time: 10
Pushing your doubts and misgivings to the side, you enter the
passage. It is very dark, and the air is heavy with the smell of
Orcs. The passage widens and you soon come to an
intersection. Pick a number and add your Perception:
• If 2-5, turn to 163.
• If 6-12, turn to 356.
225 Time: 15
You cannot see much of the passage in the dim light but are
vaguely comforted that it is going up. Afraid of traps and unsure
of your footing, you walk slowly while Ham keeps a sharp eye
on the floor. Pick a number and add your Perception bonus:
• If 2-8, turn to 345.
• If 9-12, turn to 280.
226 Time: 5
You are both relieved to reach the other shore and lie gasping
and panting, exhausted by the crossing. Looking back you see
what appears to be the tip of a tentacle of a Kraken. Then you
hear a rough laugh, and look to see two swarthy warriors,
obviously Haradrim, coming towards you across the walkway
leading to the stone structure.
• If you flee back across the water, turn to 419.
• If you wait to face them, turn to 243.
227 Time: 250 Exp Pt: 5
You spend several hours in painful agony as a result of the
snakebite. Increase your damage taken by 12; move on.
228 Time: 15 Exp Pt: 3
Your spell determines that the amulet detects and analyzes the
nature of poisons when it comes within one foot of such
dangerous substances. A useful item to have, depending on the
company you keep. Move on.
229 Time: 15
You dexterously manage to recover your footing and nimbly
climb to the top of the shaft. The Hobbit recoils the rope, and
soon you are on your way again. Move on.
230 Time: 5
The Wight is terrifying and seems to grow larger as you attack.
For every other attack that you make, you may also make an
attack for Ham’s sling (OB: 1).
(WIGHT OB:3 DB:3 EP:45)
• If you defeat the Wight, turn to 515.
• If the Wight defeats you, turn to 386.
• If you successfully run away, turn to 341.
231 Time: 15
You make it to the bottom and begin to explore. After a while,
you realize that you are merely exploring stalagmites. The
surface of both the open area and the stream bed are solid rock.
You must climb back up. Pick a number and add your General
bonus:
• If 2-3, turn to 403.
• If 4-12, turn to 105.
232 Time: 20
You slowly begin to climb the steel rings, carefully holding
onto your torch. Somehow you manage to make it to the top
without losing the torch and begin to shine it around on the
ceiling. You see a small lever. As you reach out to flip it, the
ceiling slides away. After you climb into the room above, the
floor slides shut. Turn to 256.
233 Time: 20
You clamber among the rocks and trip over the tangled vines.
You notice that the vines and brambles have been trampled and
crushed. Eagerly you study the pattern; it seems to focus upon a
pile of rocks and vines. The trail is quite obvious, once you look
for it. Turning your attention to the pile of rocks, you can just
make out a small black hole that could be the entrance to a cave.
Pick a number and add your Perception bonus:
• If 2-7, turn to 544.
• If 8-12, turn to 410.
• Otherwise, move on.
234 Time: 10
The Orcs rush forward and grab you, slapping you silent. You
are bound and knocked unconscious by a crushing head blow.
Turn to 347.
235 Time: 5
The needle is poisoned, and you have failed to resist it. You are
dead. Your quest is over.
236 Time: 30
“The thing must have it’s lair somewhere in the pit” says the
Hobbit. You both examine the edges of the pit wall and see a
small dark cave just below the web. “I’ll bet it has all sorts of
treasure in it!” says the Hobbit. You smile at his optimism. Still,
you never can tell what the spider might have acquired over the
years, so you climb down. Turn to 200.
237 Time: 20
You find nothing except some faint tracks on the ground. The
trail disappears in the ruins. Move on.
238 Time: 10 Exp Pt: 2
You reach Ham just as he is about to slip below the surface.
Struggling against the icy current with your limp burden, you
finally grab onto a ledge of sorts.
Ham is unconscious. You uncork the little bottle of brandy that
Eldamar packed for emergencies. In a few minutes, Ham opens
his eyes, coughing up water. You take stock of your situation:
most of your food is ruined (you have at most 2 meals), your
map is soaked, you are cold and waterlogged, and you are also
no closer to finding the Staff. Ham continues to thank you
profusely for rescuing him from the underground stream. “I
can’t swim a stroke,” he confides to you. “I just think it’s
completely unnatural, don’t you?”
• If you stay and rest, turn to 320.
• If you keep moving, turn to 480.
239 Time: 15 Exp Pt: 2
As you reach up to grasp an overhead rock, you feel a sharp
pain in your hand. You quickly pull your hand back. To your
dismay, you notice that you are bleeding from two small
punctures; you have been bitten by a snake. Desperate, you tear
your tunic, cut the wound, and attempt to suck out the poison.
Finally, you tie a crude tourniquet around your hand and try to
remain quiet. Pick a number:
• If 2-5, turn to 141.
• If 6-12, turn to 286.
240 Time: 5
You are locked in deadly struggle with the Kraken, the dark
water threatening to engulf you at any moment. You struggle to
fight and breathe.
(KRAKEN OB:4 DB:1 EP:23)
The King is very grateful for your services, and since you
cannot keep the Staff, he asks you to choose a reward from the
treasures of Gondor; you may choose two items from the
following list.
• Magic longsword of Westernesse (+1 to OB, +4 against
Wights and other evil creatures)
• Magic Chainmail (no penalties to bonuses)
• Magic Shield (+1 to normal DB and no penalties to bonuses)
• Magic Bow (+1 to normal OB)
• Quarterstaff (allows you to cast two spells per day that you
already “know” without increasing your damage taken)
• A pendant (allows you to cast “item analysis” twice per day
without increasing your damage taken).
• A ring (allows you to throw the spell “firebolt” once a day
without increasing your damage taken)
Needless to say, he also sends a generous reward to Hamwich
Tunnely esq., of Bree.
THE END
MERP STATS TABLE
ACTION TABLE
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